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dapperdog

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

dapperdog's Comments

  • Its funny because I think this was supposed to be Last Stand's intended target. But unfortunately that card went and got itself buffed so instead we get a fairly flimsy minion, considering its conditions, isn't really all that great in 2022 hearthstone.

    Yes its a rather big taunt that can likely stall a turn, but then what? Warrior lacks win cons and this card isn't helping with that.

  • No, just dont see where this card can shine ever in constructed. Spending 1 mana to make up a taunt and get another in hand is not what I would call a fantastic result.

    Just play Last Stand instead. Same mana cost, you draw a card, and you get to control what you draw via deckbuilding. Now that's a card. This one is just value for a deck that doesn't need it.

  • This is one of those cards that can easily just win you games, or alternatively make you want to uninstall the game.

    The problem is that its a 4 mana do nothing and normally mage can afford a tempo loss, but this card's inconsistency makes it a terrible play most of the time. You're better off with Vast Wisdom, a card that cost less and can easily net you answers more consistently than this can ever do.

    I wouldn't even play this in casino mage.

  • Can't overlook a card like this, because any small spell mage will likely need a board clear to offset some tempo and here it is. Even if it only does 2 damage AoE that's still a decent result, and your opponent will obviously need to kill this or they risk getting snowballed.

    At present though, Im not sure if it fits into any current meta archetype for mage. Looks more like a meta choice, than a staple.

  • My guess is that this is printed to support arcane mage, but its more likely an inclusion into frost mage, to chance up a vexallus out of nowhere. Whenever Vexallus is too slow, you can just take other options like Prismatic Elemental etc.

    Im not that keen on this card to be honest. Aside from its condition, its also not that great because whatever elemental you discover is unlikely to dig you out of a jam, and if youre winning then this card is just plain average.

  • I really dont know how to rate this card, because it seems good and yet there's just some games you'll never want to draw this at all. Kinda like Blood Crusader, in that its very powerful but just unplayable in certain metas.

    It can heal you, but will you really keep this in hand until turn 7 for that? Most aggro decks will finish you off by then and control decks just dont care. If the meta turns to control then this is great, but otherwise its just a dead weight in hand.

  • Just another option for turn 4. Its really not that great to be honest even with that windfury, because odds are it'll never survive the turn its played anyway.

    Not worth it to twist and turn just to make this work. The only way it'll see play is that dragon pally turns aggressive, and at present Im not seeing it.

  • On average this card will likely draw you three cards, one of them being Lightray so there's a chance you'll get another 5/5 taunt for nothing.

    And there's also the fact that this practically tutors certain cards. There's no telling the extent what this can do but whatever it is its going to be a main staple in pure paladin.

  • Its Holy Smite's shadow brother.

    Dealing 2 health is below par, but this card is specifically made for shadow decks and its still does 3 damage to face.

    Too bad Darkbishop Benedictus is rotating in 2 months. This is precisely the sort of card that should have been printed a year ago.

  • Its a 5 damage fireball with a 5/4 body.

    If priest is playing aggro this card would easily be in it. Yes there is a condition, and that is you need to dredge an undead, so if you're playing this card chances are good half your deck needs to have the undead tag. But that's paltry. Undead shadow priest is already an aggressive archetype that does exactly that.

    The only downside to this card is its one-dimensional design. Its never seeing play outside of one specific deck, but hey ho.

  • Lol, this is actually that duels treasure, vampiric fangs, except its 1 mana more.

    Well, what is there to say. If you're playing a slower priest deck you'll likely have room for one of these. Even if you dont, you'll likely get this off a discover anyway.

    In a Sister Svalna deck this card is insane. Mostly because you'll likely be able to get a few Radiant Elementals out and then this card goes from insane to outright breaking rules. Imagine going close to beating priest only for them to whip this out with a cool middle finger. Sometimes I really think part of priest's identity includes making your opponent break his monitor and uninstalling the game.

  • There's one more legendary unrevealed, and the epic is at least a nice consideration.

    Rivendare, Warrider would probably be a good option for most slower decks so I wouldn't call it a meh card.

    Personally, I'd buy the set if only because its only 2k gold and that's a good deal to me. 20 packs net you about 1-2 legendaries + 1000 dust on average. Probably end up spending all that dust on the commons/rares that'll see play anyway.

  • These priest cards will likely at some point get Sister Svalna nerfed.

    Cannibalize for example is just straight up illegal in a deck that can infinitely discover it. We want priest to be viable, not annoy the shit out of our lives.

  • 1 mana draw must always be respected. What more if its a tutor card.

    There's just no reason to believe this would not see play at some point.

  • Its Snipe, except it summons minions.

    That makes it better in most cases because then you'd get extra minions if the minion is less than 4 health. Even if you dont you'll still get that default 4 mana snipe effect.

    Doesn't work with quest hunter though.

  • There's probably something you can do with this aside from the double King Krush play on 10

    But really, I'd just play Sunken Saber just to accomplish the same. The main problem is still the fact that the manathirst comes out on 10 mana and even at its default state its still not really that great.

  • Restless Mummy on 6 mana.

    Way too slow as a tempo option against aggro, and to most other matchups its not going to do much else other than be an annoyance. There's just better options, even manathirst options.

  • Unfortunately, its a deathrattle.

    Why would your opponent kill it when you're floating lots of mana? Why would you float mana for this to work? Why'd anyone think this card would summon anything more than 2 zombies at most?

  • More shadow aggro cards for shadow aggro priest.

    Might be better than holy smite if the meta works out for it. But anything that's not specifically aggro would probably still prefer that 3 damage. An early tempo option that might just be what undead shadow priest needs to make it.

  • Likely going to be one of team5's Mistakes

    Basically, this opens up opportunity for huge mana abuse if you can somehow cheat this out, and that may not be as difficult as it seems. We've seen cards be yanked out of decks for very little effort before.

    But there is one little problem which is consistency. The polarity can well turn out to not support the cards you need and for all that effort you may not even be able to do much with it. Still, I would be stunned if this card isn't abused in some way at some point within the next year.