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dapperdog

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

dapperdog's Comments

  • This would be second time we're seeing putricide and I can already say with some confidence that this card is like its predecessor, utter garbage

    So much contrivance just to get concoctions and then at random. Which means you're essentially adding more bricks to your hand as you struggle to do anything useful. Also, the conditions to get those concoctions are too much of a stretch for rogue, the one class that hasn't got a lot of board control cards. In other words, its only ever generating value if youre either ahead on board, or have a board with initiative.

    At this point, the only good thing I can say about this card is that its a 1/4 for 2. It'll stay alive at least half the time, but I wouldn't be surprised if one of the best ways to play against this card would be to allow it to get as much value for your opponent as you can manage and brick his hand.

     

    Perhaps at some point team5 would print something akin to Cloaked Huntress for concoctions, which will make this card playable. Until then getting this card as your free legendary is just criminal.

  • Its probably playable but I wouldn't call it a good card.

    Mostly because you get concoctions at random, so it could be something you want to play on 2 alongside Ghoulish Alchemist, but it also could easily be a brick in your hand. Those concoctions can be devilishly expensive for rogue in the wrong matchup.

    Still, 1 drop with decent stats that gives value, why not?

  • In my opinion this is just the best concoction generator card, even better than cards like Concoctor or Potionmaster Putricide

    Because the other generators gives you concoctions at random, while this card gives you the best chance at what you need/like, rather than rely on rng. Most of the concoctions aren't specifically good themselves, and can be outright useless against certain decks, so this card is certainly key to me.

    This and Ghoulish Alchemist is the real reason to running concoctions at all.

  • Well, the concoctions certainly aren't as weak as I thought, but the only reason I think its playable at all is because of Ghoulish Alchemist helping to cheat these things out. Imagine getting slimy or hazy concoctions out on 2, that's good enough tempo to start with. With Shadowstep you can actually contrive to get a combined concoction out as early as turn 3. That's just insane amounts of value/tempo really.

    Unfortunately, that's where I see the cracks from the deck. Its almost entirely dependent on ghoulish alchemist to do anything useful, sort of like relic vault in relic dhunter. Without said ghoul, these concoctions are really just fair stuff, which usually means you'll get steamrolled in constructed. That makes sadly most of these cards unplayable without the ghoul, aside from Concoctor and maybe Potion Belt. Not to mention that potion belt is the only one that lets you choose via discover, everything else is entirely random.

     

    So where can this go? At the moment, Im not exactly sure, but jackpot rogue seems a good fit. That deck tends to suffer from initiative outside of jackpot + trickster, which means you can remove the secrets and go with concoctions. In most other decks like miracle, ghoulish alchemist + potion belt is likely the only cards playable there, because of the mana cheating.

    All in all, it really does feel like the concoction cards lacks a win con, almost like team5 is saving something for the miniset wink* wink*

  • Its the sort of card that dhunter really needs right now, so it doesn't just fold to aggro. Implock into relic dhunter is practically an instant concede because of the lack of early removal options.

    That said, this card fills the hole only imperfectly. 1 damage across the board doesn't really do much, so its almost 100% dependent on spell damage or something like Enchanter to do anything useful. At least going for that combo will usually result in you gaining a ton of health, a not insignificant plus I may say.

    If there isn't any more early board removal options this card may well be mandatory outside of aggro.

  • It does plug that one hole dhunter is currently suffering from, which is early board removal, but its so weak. Not so much the Immolation Aura that the class needs as much as it is just another version of Felscream Blast

    Probably not going to be too impactful but it will see play because there's really not many other early board removal options available. Maybe Enchanter + spell damage would be the new board clear + healing in that class.

  • As we have seen, frost cards are good. And this being an easy condition to fulfill, I can't see this not seeing play.

    I mean, you can a third Horn of Winter, or Frostwyrm's Fury, that's just insane.

  • Dont know how and why but this card will at some point repeat history the same way Deck of Lunacy did

    May look like shit but Ive long since learnt to respect random shit from mage.

  • This card is just insane. Not because of its tess-like qualities, but because if you get other broken mage cards like Solid Alibi, Rune of the Archmage, etc. then the game is more or less over. Even just two Rune of the Archmage will suffice as a win con for this card.

    It gets even wilder in wild, get Potion of Illusion and make your own shudderwock combo. Aside from the other bs that mage tends to get like Ice Block. Might actually be invincible with the right setup and luck.

     

    No way in hell this card doesn't see play at some point. Its just too good. Game breaking even

     

  • Im tempted to say that this might be good, but more likely its too inconsistent to ever be. You'll still play this, but I dont think the win rates going to be anywhere near good.

    The pool is too big and my guess is that you'll rather just be playing other stuff, from skeletons, freezes, to burn and draw cards. Besides, is spells from other classes better than mage spells in a mage deck?

  • Im giving this 4 stars out of respect of its possible power level. Because even I know this card wouldn't see any play in standard because there's no way to seriously gain enough armor for this to be worthwhile. And its mana cheating is a bit redundant with Wildheart Guff around

    But that said, it does possess a worthy level of power. You can in effect make the sire denathrius combo out of this card assuming you have the armor to do it. And that alone is worth most of the fuss because its only against control and value where this card truly shines anyway.

     

    In wild however, this card can be defining because Linecracker exists there. Not sure if its still fast enough to beat all those combo decks, or if the druid combo can be easily bolstered by this card. We'll have to wait and see.

  • Its not good. The fact is that health gain is only ever useful in decks that can either draw well, control the board, or the opposition is a burn deck.

    I cant see where this card lies to be honest. It doesn't activate Crypt Keeper consistently and allows your opponent to interact with your armor before you get the full value. And if your play is to gain armor, not a fuck ton of armor, then its not even necessarily good against aggro decks.

  • The only way this card sees play is out of discovers, because its actively competing with other stuff like Flipper Friends, which may well be the better card.

    Because while it does grant you either 3/3 taunts or 12 armor, both aren't particularly valuable because they dont grant initiative, one of the main reasons why rush is usually better than taunt, unless against burn decks.

    But of course, if you care about the armor, then why not? Crypt Keeper is likely going to see play and that card need more activators. This is one such card, which aside from that can also play defense with tempo.

  • Edit: Now that the haze is off, I can see now that Beetlemancy is a choose one card. Thank fuck for that. Playable shit, but not OP as hell. I have to remove my rant here, so apologies for those who were unfortunate enough to have read it


    The cards, well, they're good but the only interesting card here is Anub'Rekhan who can cheat the denathrius combo out of nowhere.

     

    The yet to be unveiled zero mana 4/6 taunt has not shown up yet, bolstering my hopes that its possibly a typo.

  • This, in my opinion, is what I always hated about mage's identity

    Whenever mage goes full random things go brrrr, I always get this feeling of inevitability, like all my hard work really never matters because no matter how ahead I am I'll find myself losing the game because of some bs random event happening that can never be played around or expected.

    More so than priest or rogue, because at least with those classes they're rarely ever competitively viable, and it still does require a degree of skill to pilot. Same cannot be said about mage, because more often than not its pilot doesn't know whats going to happen himself.

     

    But are these cards good? Well its certainly not bad. Mage has more than enough stall options, draw, and can generate spells very well. Energy Shaper is basically going to repeat Deck of Lunacy's history, and you have Grand Magister Rommath as the new puzzlebox, albeit less random.

    My only hope is that the deck is clunky enough that its tier 3 at best. But who am I kidding. I cant remember the last time mage featuring random shit didn't end up competitive. Even Trick Totem became a card that needs to be respected.

  • It gives you reasons to run Candleshot, but with Shockspitter you'll run that card anyway.

    So is this any good? If you can curve candleshot on 1 then yes. Otherwise its just a spidertank. And hunter draws being what it is, this card may very well be cut simply because of consistency reasons.

    Because I still believe that you can run better 3 drops that is less dependent on other cards to make good. Hunter being what it is, much like paladin, each card has to actually account for itself because the class simply doesn't draw very well. And in the absence of tutors, specifically weapon tutors, Im dont like the card's chances.

  • Alright here's the thing. The conditions for this card is woeful. Basically you have to run Candleshot or this thing does little to nothing and would be better be replaced by cards like Frenzied Fangs, Spirit Poacher, etc.

    But because of its potential, cheap cost, and the fact that the conditions are manageable somewhat, you'd probably just play it along with 2x candleshot anyway. Even at 3 shots, being branned out this thing deals 8 damage for 2 mana, and that's a finisher if ever I saw one.

    Probably not going to a XL deck though. You'll want to draw candleshot, this card, and brann consistently and you can't risk it on an XL deck. Face hunter comeback maybe? Because we're still missing the second half of the reveals and its likely something to do with burn (Arcane Quiver has no targets revealed yet)

  • The good thing about this card is that its not completely shit, and that says a lot given that the weapon costs 6, usually weapons costing 5 and above need great justification to even be bothered with.

    And this one does have one good niche. It deals 4 damage and then it buffs your board for a finish or something close to one. And thereafter you have a +2+2 to all your minions on turn 7.

    But its drawbacks are so big that I simply dont see this ever being played. Firstly hunter rarely ever flood board until the late game, and secondly, if youre playing from behind this card sucks and sucks really hard. You're better off with Harpoon Gun, which gives game winning advantages and costing half as much as this one.

    Hope of Quel'Thalas? More like hope FOR quel'thalas, relying on this thing.

  • Yeah that sucks, and I almost would have fallen victim to it myself, having only just completed it late last week.

    Dont know why, but I felt less motivated to play mercs these days, even after the changes made.

     

    As for mercs, I wouldn't be too surprised if it died slowly, surviving only on small updates every 2 months, each as inconsequential as the next. The game needs an overhaul, but Im not too sure if blizz would ever do it. It was, after all, thought to have been developed solely as an entry to the mobile market, something which Im fairly sure failed spectacularly.

    Now that they're releasing arclight rumble, is there any reason for mercs to even still be alive now?

  • So part of hunter's identity this time round is weapon attacks, but done in a such a way that resembles dhunter.

    I guess they're pitting it all on Candleshot being meta for a time. Because you'd think that such a design decision would at very least feature a weapon that is functionally infinite or at least capable of being so. Without which, the entire archetype tends to fall apart fairly fast. 

     

    Im going to guess that the second half of hunter would be about arcane? Arcane Quiver was revealed earlier but there is yet an arcane spell that actually works well with it