dapperdog
Lv.20Dragon Scholar
Comments
1 mana for 4 healing at your disposal. 1 mana for two [card]tour guide[/card]s.
It looks weak, but cards that grant you a freebie, even if its priest's hp, cannot be disrespected. With the overheal mechanic, and the possibility of hero cards later, this card will always be in for contention for auto include.
Undoubtedly going to see …
Its probably not as good as it looks.
On curve, its merely a vanilla 2/3. Outside of curve, this card requires you to have board to do anything useful. If you have board, then you should be ahead, so what does this card actually accomplishes?
Only simmering hope this card has is that its a naga, so it …
In absence of what the core set would be, its hard to rate this card properly, because its clear that this card needs support to do anything remotely useful.
Usually I'd rate cards like that pretty poorly, but looking at the face of it, if [card]circle of healing[/card] is in core, you'll get a 3 and 4 drop on …
As long as the healing go past their maximum health it counts as overheal.
So damaged or undamaged, all that is required is that the healing is more than is required to reach maximum health. At least that's how I pictured it should work like.
I guess there's basically no chance of seeing [card]circle of healing[/card] back in standard because that would be completely nuts with all these overheal cards.
[card]Idol's adoration[/card] seems like one really powerful weapon. If hero cards are printed within the next two years, Im 100% sure this card would be busted as hell.
As for the others, Im …
Its the kind of build-around card because standalone its way too self-destructive. You'll never play this card unless you're 100% sure you're not screwing yourself over.
But fortunately, there is indeed a good way to play this. Play your discard support, and chances are good you'll burn away a good 8 cards, destroy your opponent's board, and pressure them …
Its not a card you'd ever play on curve, because that's just plain impossible.
But as a tracking for spells? Not that bad honestly. At least you'd get something out for being overloaded, not that this card is all that great.
Guess it playable, but not outside of an overload deck, which will likely be tier 3 at …
Great card to discover, but you'll never put this in your deck.
Too expensive, too inconsistent, screws your next turn, and its glacier-paced. Most decks would already be prepared to destroy you on turn 7 and here you are playing a card that will neither reliably prevents nor pressures against it.
Unless its cheated out via [card]barbaric sorceress[/card], …
It kinda reminds me of [card]snowfury giant[/card], in that the whole point is building up to one final act.
Overload is a poor keyword. But if it charges this hard enough, you might just be able to play [card]criminal lineup[/card] for free on a spell damage minion and just go completely ham.
Ive no doubt this card is …
The one card that makes overload a good thing, more so than [card]inzah[/card].
Play an overload card, and then this cost 2 on the same turn. The only downside is that youre overloaded for next turn, but at least this will likely relief some pressure and heal at the same time.
Even if all the overload cards flop …
This card feels like the trials of hercules honestly. Like [card]the stonewright[/card], a powerful card but supporting a keyword that everyone acknowledges is shit.
Let's be honest here, overload is a shit keyword that is only played because shaman players dont really have much choice. Time and time again it has proven to screw more often than support. And …
You need this to get more combo cards but its statline is unimpressive, and bouncing this back in hand is equally as unimpressive a play. Dont understand why this couldn't just be a 3/1 one drop, then at very least its not as painful to repeatedly bounce it.
As it stands, this card on 2 isn't good, and rogue …
I dont think there's enough combo cards to make this worth the pain of building around it.
Perhaps [card]whirlkick master[/card] is back in core, which will absolutely be an engine for a certain tempo combo rogue deck. This card being in there would simply be a no brainer.
But in absence of such a card, (and arguably even …
The intention is obviously to combo with [card]rhyme spinner[/card], who will absolutely build a massive minion for 1 mana.
Unfortunately, Im not entirely sure if this will see play. If there is a minion that gives coin as a battlecry then sure, but otherwise, this is just a redundant [card]shadowstep[/card]. You cant fit so many of the same cards …
The most obvious use of this card is fuel for [card]sinstone graveyard[/card] or draka. If there is any minion that dispenses coin as a battlecry, you'd likely be able to OTK your opponent by turn 5-6 fairly reliably.
But Ive no doubt this will see play, its just too useful. Basically, any useful or impactful battlecry minion on board …
I would be stunned not to see [card]shadowstep[/card] in core. Its so much part of rogue's identity like how ramp is to druid. All these bouncers are nice, but nowhere near as good as shadowstep.
So rogue is going full on APM this time, which means its just basically bridging yet more [card]sinstone graveyard[/card]s and drakas. At least I can see that team5 is making it as difficult as possible (as though as it ever stopped pros from figuring it out) and thus far there's no draw engine (yet).
Warlock's identity this …
That's kinda harsh, considering that this is the first expansion past rotation. And this is hardly an exhaustive look at the neutrals anyway. Cards like [card]festival security[/card] and [card]frequency oscillator[/card] are solid cards on their own right despite being neutral while [card]pozzik, audio engineer[/card] looks very much like an auto include, at least for this expansion.
Its true that …
All the new special weapons are likely deathrattles, so this doesn't exactly help with those. And for those existing weapons, this card is fine but the fact that this card will be stuck in hand until then sours my opinion on its viability.
There needs to be a really, really good reason to have this in your deck. Most …
Imagine playing this on curve after a turn 1 elemental play. This card is just solid stuff.
If nothing else, it has rush on default so its not 100% dead outside of triggering. Playable as long as tribal decks are playable.