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dapperdog

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

dapperdog's Comments

  • Its really 50-50 to me because there's really only very few minions that actually synergizes with the additional stats like Mor'shan Elite, and that card hasn't seen any play at all.

    But the best part of the card is the weapon you receive. On one hand you'd much rather have Imbued Axe in aggro-midrange decks any day, and on the other this card just deals 8 damage over 2 turns. Depends on the build I guess, because ordinary enrage warrior have no need of this card, but you can never write out 8 damage to the face.

  • Its the sort of card that looks good in theory but in practice you might as well just rely on Imbued Axe to do the job. Because in many cases if you actually have a board of damaged minions with axe you just win. This card is just a win more, much weaker rendition of that card.

    Redundant at best in enrage warrior and unplayable in all other archetypes.

  • Straight up busted card, essentially an Arcane Intellect that can reach 0 mana.

    Going to be seen everywhere where there's a warrior. Mostly because warrior has little to no draw, but also because this is just a really solid card.

     

  • Its Risky Skipper but triggers with fire spells instead of pirates.

    Probably going to see this everywhere because of Light of the Phoenix. Also useful to clear smaller boards, something which control warrior currently suffers somewhat from.

  • Is there any shadow spells in warrior anyway? even if you get it via asvedon its just a dead card in hand.

  • Probably crap if Im honest.

    Because we have to ask whether including a river croc to the deck is actually a plus. And there being so many other 2 drops that are better, I just dont see why anyone would include this in. Even if you can play a turn 1 undead minion, this would need to die or you get no value out of this card.

  • If this cant be cheated out then its absolutely trash, even if for some reason your hand if filled with completely OP minions.

    Because at the 10 mana range most decks are in prime condition to end it, usually within 1-2 turns, and if your riposte is to clear board for 10 mana then Im afraid the game has been decided. There are minions that are more useful dead than alive, like Blightblood Berserker, or Mo'arg Forgefiend but then the idea that youve kept it in hand just so this can be juiced isn't exactly a winning play to me.

     

    But obviously this card is made to be cheated out. The main question would be to ask how. Barbaric Sorceress would be the most obvious pick, but Im doubtful because it doesn't seem like its easy to build a deck in such a way, and very likely you need at least 1 other big spell to go with this.

     

  • There's so many problems with this card. The first would be obviously its incredible mana cost of 9, which means its unlikely to make an appearance never mind win the game.

    And secondly, the effect is doubtless powerful, but is also impractical against all other classes except for maybe hunter and paladin. Because if this doesn't kill a taunt at least youre really in trouble. And the fact is that it only has 6 attack with 8 health, so its actually possible that your targets are around the 5-6 mana range and  unlikely to make much impact even if they are resummoned on your side.

    Only way this card can redeem itself is that you cheat it out, which may not be as impossible as it seems. We've only seen 4 cards so far and Im fairly certain team5 would have easily guessed that the archetype is shit if nothing is cheated out.

  • If for some reason you're running shadow aggro priest then this card would be your number 1 mulligan, assuming you can somehow get another shadow spell ready.

    Although in hearthstone 2022, Im not exactly sure how good a 2/3 for 1 would be exactly. Seems like nowadays if youre not pushing a 3/4 on 1 its not going to make any impact, if not removed entirely with one card.

  • Big shaman support.

    But more would be needed. Because it kinda sucks really. Shaman needs at least 2 other removal option, one of them being a wide AoE that will deal with medium sized boards, at around 5-6 mana range. If they dont get that then I dont see where double 2/3 wolves with taunt wouldn't just get your face kicked in by every aggro-midrange deck in the game.

    Its funny, because From De Other Side incentivizes barbaric sorceress and yet playing limited spells in your deck means you're running loads of smaller minions that make the card weaker. Would be interested to see what shaman can do next expansion that isn't just Clownfishing all day every day

  • Sister Svalna may actually turn out to be the Lady in White of this expansion.

    Because there's an obvious level of power with being able to constantly generate shadow spells every turn, and since some of them have lifesteal we can argue for that 3 mana you get an infinite supply of value from removal to healing.

    But at the same time you're essentially spending 6 initial mana to do nothing and thereafter 3 mana just to get an option. Not only is this extraordinarily slow, it doesn't actually win you the game, so you still need a plan beyond merely removing for days. There being so many faster win cons nowadays (or just one Sire Denathrius that's everywhere).

    Might get better, but more likely be redundant to priest's gameplan.

  • Its to juice Wretched Exile. Not really worth anything else in standard because the stats is bad and Skull of Gul'dan is no longer here.

    The outcast cards currently lacks a finisher, which is why this card can't really do much more than add more outcast cards for exile to get even more outcast cards. Its very likely that even if wretched exile works as well as it looks, this card wouldn't even be a winning card in the deck.

  • There's a lot of reasons to believe this card to be playable in all but relic decks. 2 damage for 1 mana, and the next outcast card cost 1 less. If ever there's a nice support card for a bad description this card would be it.

    If the outcast archetype works, this card would be one of the main reasons. Just a cheap solid card to continue the train.

  • Its Whirlkick Master for outcast cards.

    But unlike that card, this one has a fair chance of actually making a deck tier 2. There's a good deal of cheap outcast cards and with Fierce Outsider you may be able to get somewhere around 4 cards from turn 5-7. That's good enough to juice Vengeful Walloper to at least playable levels.

    Just lacks a finisher, but there may yet be one unrevealed.

  • Here's those outcast cards to make Vengeful Walloper happen.

    There is a likelyhood that it may happen because of Wretched Exile. Most of the current crop of outcast cards are fairly cheap, with 3 out of 10 outcast cards currently costing 1. The most awkward outcast card being Vengeful Spirit.

    Reminds me of combo rogue back in DoD. But obviously outcast is far less powerful compared to combo. We'll have to hands on the deck to feel it ourselves, but seems like the archetype itself lacks a finisher.

  • Disruptive spellbreaker is the only consistently good card here.

    But more concerning is what exactly is warrior's identity this time round? Because the class has very few options in the meta right now, and these cards dont help either of them. These cards dont really reveal much other than making one very big minion and crossing fingers.

  • 4 mana to do nothing, for a bigger taunt that will then be removed by one spell.

    Yeah, Im not rating this card's chances. The only way it can work is that you need to tutor a very specific card and coincidentally it has taunt. Otherwise, considering that youre paying 4 mana to draw one card, this card is trash.

  • This card is scary as hell.

    Basically a mutanus for spells, and at 5 mana. The only mitigating factor here is that its not a battlecry and therefore cannot be brann-ed, and you cannot play according to what is being discarded. Dont even bother thinking about value because there's absolutely no way this card will ever survive more than a turn, unless your opponent is playing no spells at all.

  • Looks good and can potentially decide games with spells like Deathborne, or Miracle Growth, but its so meta dependent that Im tempted to just call this a tech card.

    Because as much useful it can be, this card can also whiff hard, being stuck in your hand for the longest time because your opponent played around it or there's just plain no useful spells to take advantage of.

  • +1 spell damage at turn 9 = 4 damage * 2 because of Vexallus = 8

    8 damage * 4 Arcane Bolts = 32

    Vexallus + Magister's Apprentice + spell damage minion (Kobold Geomancer etc.) = 9 mana. Arcane bolts are free.