dapperdog
Lv.20Dragon Scholar
Comments
Its [card]arcane intellect[/card] in warlock, except you need to discard something. Or a reverse [card]tracking[/card], as others have pointed out.
But I'll be honest, this card will see play only because warlock draws like shit without imps and this card conveniently has discard synergy. Imagine drawing 2 cards and dropping [card]walking dead[/card] for free. That's just illegal.
Outside …
Its not a good card, and very contentious in discolock, because you cant guarantee the damage into any specific target, and the way this card work you cant even guarantee when this thing comes out, which misses the whole point of removal options in that it needs to be consistent. Imagine dropping this out early without any minions, and deal …
What team5 would have nerfed [card]doomguard[/card] into.
But as we have long established, remove the charge and doomguard is useless and this card is similarly so. It'll only ever be played in a discolock deck, because discarding is the whole point and this card does it well, along with a massive 7/7 rush as well.
On its own, …
There's so much potential here that this is surely a playable card, even in non discolock decks. Almost nearly 100% sure the legendary would be undead, to allow this card to cheat it out.
But as it stands, we still have [card]savage ymirjar[/card] which not only mitigates the downside of the card, but also packs a 7/7 rush as …
The absence of [card]malchezaar's imp[/card] alone makes the build contentious to say the least. Not having both the end game of lakkari pit and the early game of [card]tiny knight of evil[/card] makes it even more so.
Im not writing off discolock in standard, because obviously we havent even seen the legendaries yet, but there has got to be …
[card]Irondeep trogg[/card] is in a class of its own, because its good on turn 1 with or without buffs. This card however, is reliant (currently) on one very exact card to replicate half of that power level. Not to mention that the buffs tend to make trogg difficult to remove so it snowballs, and starfish wasn't even available in standard …
So 1 parts dragons and the other part being aggro pally?
If the dragons have came out first I would have been concerned because its yet more evidence of stuff that are too slow and pally just fold to every early game imaginable. Because from what I can see that's exactly the problem with all these cool dragons Im …
Well, here's the discolock we all wished for, right back from the dead.
There's certainly a deck somewhere here, because there's discard effects, there's payoff, and there's the crucial draw factor. But it remains to be seen if this is straight up better than implock, because that deck can draw and pressure whereas discolock can whiff and whiff hard. …
Depends on how long they've held on to the their left most card, and how zealous they are with their board generators like [card]scale of onyxia[/card]. In my own experience playing against and with druid I always notice that the moment they start overplaying their board you can rightly suspect that they have [card]sire denathrius[/card] in hand.
If I …
The problem with the card isn't its power level, but the fact that its stuck in a class like shaman that have no use of it.
Even if there's a deathrattle trigger yet to be revealed this card is simply too slow, relative to the other deathrattle cards we've seen. The best it can hope for is being a …
Shaman needs deathrattle triggers or this card is complete trash. If you had a board then surely the correct card to play would be either [card]bioluminescence[/card] or [card]bloodlust[/card], both of which are not reliant on rng to hit face.
Renathal decks, blood DK and even the tiniest health gain immediately renders this card harmless. Not to mention that just …
At first glance the card is broken as hell with cards like [card]deathweaver aura[/card], but on closer inspection, maybe not.
The main problem I have (thus far) with this card is that it only really works with one thing, which is the aforementioned aura, but outside of that this is just a 1/3 that does nothing. Its very likely …
I dont know, but it sounds very much more scarier on paper than it likely would in practice.
Because most decks that run removal can deal with 3 health on turn 1 and even if you see four 3/2s on turn 3 there's still ways to deal with it, I dont see the game ending just because of this …
Looks good on paper, but let's be real here this card is shit.
If you have a board, then surely the correct card to play would be stuff like [card]bloodlust[/card], or [card]nofin can stop us[/card], or even [card]bioluminescence[/card], so why bother playing a card that allows your opponent to interact with your board, as opposed to an instant buff …
Honestly, I dont quite like shaman's theme this time round, because it seems very highrolling. Plenty of ifs, and shaman being what it is today I dont like its chances in the new meta. Seems like if they get the exact curve then they have a good advantage or otherwise they'd just fold.
The current one seems to be …
[card]highlord fordragon[/card] has been viable before and in some handbuff decks hes still good.
But these cards are aggressive cards though, so I wouldn't count on him getting center stage in the next expansion.
Straight up better than all buffs up to 4, with the sole exception of [card]noble mount[/card].
But in an aggressive deck, this card is very welcomed. It helps a great deal that [card]stonehearth vindicator[/card] tutors this and makes a massive minion on 3. Damn, that might actually be OP as hell now that Ive thought about it.
A powercrept [card]argent squire[/card]. And with 2 attack, it can easily take down nearly every 1 drop that matters.
If aggro pally is in, this card would be an instant pick. That divine shield makes this card relevant even in the mid game.
Paladin got shafted in nathria so here's MoTLK to compensate for all that tomfoolery that is [card]stewart the steward[/card] and his ilk
Because all these cards are good, great even. There's lots of aggression, initiative, and just plain flexibility. Might bring pure chaddadin to tier 1-2 depending on how OP DK is on day 1.
For once in …
Deal 3 damage for 1 mana. Sure, why not.
For a slow as hell class that can't make a come back to save its life. 5 stars.