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dapperdog

Dragon Scholar
Joined 07/29/2019 Achieve Points 1890 Posts 5679

dapperdog's Comments

  • A lol card that is very scary when it works.

    Amazingly, it might just be played in every deck, because it disrupts hand, turns and brings out tempo should your opponent decide against playing those 3/3 bots from hand.

    I can see no downsides from this card. Even when you're behind this card is doing something, even if its to force your opponent to spend mana getting rid of the bots in hand.

  • This is just a good option anywhere, as long as you can proct the finale.

    Yes, the minion is unlikely to survive, but on curve this can easily take out a few tokens or 1-2 minions, giving you tempo or at very least removes it. As the game passes its less powerful and consistent, but we'll judge cards on what they can do at their best.

  • It'll probably never see play.

    Too inconsistent, gives your opponent a token, and arguably redundant, with so many 3 mana 3/4s to pick from.

  • Chance that it gets into shaman. That's it. No other class plays as many fire spells easily, and warrior dont need something like this.

    A rather poor option without vanilla stats. I dont see where this gets to honestly.

  • Prevents one draw from your opponent in exchange for a random spell.

    Arena card at best, because no one will be playing this just to prevent one draw, and it might make it worse as well. Most decks dont tend to rely so much on topdecks, and if your tech is simply to prevent topdeck wins then you've more problems than just including this in your deck.

  • Lol its just a power crept Shattered Sun Cleric

    Will this see play, I think there's a definite chance. Getting a 2/2 buff out of nowhere, with the possibility of getting even better, that's just good stuff. But 3 mana though...might be too slow, unless you're playing a handbuff deck.

  • The ultimate combo killer deck.

    If your opponent hasn't have this card in hand, and dont have their combo pieces, the game is practically over. A particularly harsh killer of classes like druid or rogue, where most of their wins come from drawing and playing tons of cards per turn.

    Fortunately, such grief will likely be curtailed, because this card is just theotar all over again. It forces the opponent to need this card or suffer the consequences of having their deck yeeted out. Wont be too surprised if this gets into ETC at the very least, or more likely it'll just get nerfed to 6.

    Imagine conceding from this card, not pleasant to say the least.

     

    Edit: Well, I think Im missing the mark here. Its not a battlecry, so the effect overturns if it dies or gets silenced. So much for that argument. Why'd this card be 5 mana then is beyond me, because in what world will anyone bother playing this card? So you can steal one card off your opponent? Bear in mind that you spent 5 mana doing that, and your opponent didn't, for the same exact result.

  • Tony might just get nerfed, because its really reminding me of theotar all over again.

    Its not what this card is doing that's the problem, the problem is that the card's viability forces every deck to need to play it. If you dont have this card, you're an aggro deck that doesn't care, or you just get screwed out of a game. Having it means you have a chance, just a chance to reverse this bs.

    Imagine using this against druid, and they dont have an answer. No early game, and then no late game as well. Yes, team5, this card can end games on card draw rng alone.

  • Its that activator for druid.

    But for most other classes the best part of this card is that it increases the maximum number of cards in hand. Often enough a value that's understated nowadays in hearthstone.

    At very least this means druid wont be getting another bs ramper.

  • This card is just scary, because regardless of what happens this will be overstated for its cost.

    Yes, its very likely this wont do that 5 damage, but your opponent will still have to respect the minion and either take damage or attempt to get rid of this monster.

    Probably hard to justify removing this card in most if not all aggro decks. Its just solid stuff.

  • Probably too slow, but it does remind me of Spirit of the Frog, so there's a chance.

    The fact is that you can easily get two cards out with a body that's just decent for 3. Aggro decks might like this as an option, though in my opinion most aggro decks that not enrage warrior tends to draw rapidly, far more than this card can offer.

  • Too slow to be any good. Even if totem synergy got anywhere, or shaman somehow makes a swarm deck, this is just not doing anything on board, which is crucial.

    The best thing you can say about this is that its a soft taunt that can snowball games. Maybe that's enough, if shaman can swarm easily and take advantage, but Im doubtful. Anchored Totem is by far more powerful than this and that card saw no play in standard.

    Other classes wouldnt even bother, so no point discussing that.

  • Its not bad, most likely the meta would be slow enough to support the usual tribal deck so any mech synergy is worth it.

    Mech decks needs a 1 drop, and this is one such.

  • Cheated out or not at all.

    Maybe in hunter, maybe in shaman. Not much else aside from that.

  • Its just a more consistent Tracking, but very specifically tracking for a combo piece, or a tech card. Mostly likely a tech card, because you can't select just any card in your band, that card you select must still respect the two copies rule, essentially meaning you can't just pick a combo piece you already included into the deck (unless its the second copy)

    Most likely you'll be packing ooze or starfish, or a second win con into ETC. Like denathrius, or jailer. Cant see anything else other than those.

  • Its another rainbow DK card. But this card has immense potential, given that the meta will likely be slower.

    There are some good things to hit like Gnome Muncher, or Nerubian Swarmguard, but I feel that 3 mana do nothing is perhaps a tad too slow for most metas to be consistent.

    Ive played Blood Tap decks and those were solid, but blood tap is substantially better being only 2 mana whereas this card is 3 mana, and less consistent, but does enable you to play rainbow instead of BBU. I think at the end its likely only good in this one expansion, before fading away to irrelevance.

  • 1 mana heal for 6 at any time? Even outside of synergies this card is in contention for a nod.

    Its like Desperate Prayer, but more useful. No doubt its going to see play at some point.

  • Given that the game would be slower because of rotation there's a small possibility that this card gets some sort of attention.

    But likely its just too slow, and too conditional. If any of the many 'discover a spell' minion like Venomous Scorpid or Vulpera Scoundrel comes back to standard this card loses any sort of niche it can ever have.

  • I seriously dont know what shaman will be doing next expansion, given how the class more or less got destroyed in the last patch.

    Whatever it is, unless elemental shaman comes back or at least there being more elemental synergy this card is trash. Comparable to stuff like Gyreworm, a decent card in a tribal deck but cant breathe outside of it.

  • Its not a blood control card, more like a card for rainbow DK.

    There's some good things about this card. Firstly, its guaranteed to make a minion even if its oozed away. And secondly, gaining health (or losing it) is not exactly hard for any DK that plays at least one blood rune.

    Best case scenario is playing this on curve and getting a 4/4 on turn 4-5. Not too bad for a 3 mana card that does 6 damage.

    Solid card for DK. Too bad its restricted only to likely 1-2 decks at most.