dapperdog
Lv.20Dragon Scholar
Comments
Let's be real here, this card is OP as hell.
3 turns? That's way too long, especially since you get to choose when the timer starts. Fact is, that when this card is played that's an instant indication to your opponent that their face is about to explode in the next turn, because why wouldn't it be? Why would …
A very dangerous aggro card, particularly if you have rush tokens like pirahnas or rams.
And that 5 health is good enough to see that it'll survive most of the time.
DK might want to experiment with this card because its grants you one extra corpse for each minion you play.
Arena card, and even then an unreliable one.
Even after the manathirst its fairly unspectacular. 4 mana deal 6 damage to a minion is about as standard as it gets nowadays, and your opponent would likely be playing something bigger at those turns.
A neutral freeze effect, but that's meaningless because freeze effects are only ever good in dedicated decks, so this is in fact a card for either shaman, mage or DK, but weaker than the options available for those classes.
So if you are playing this card, it'll be presumably because its a cheap silence. But since silences are tech …
[card]Soul seeker[/card] is 100% better than this card.
Why'd this one need exist again?
Supports questlock but let's be real here you'll never play this just for that reason because warlock has far better ways for self damage. Hell, you can even play bs stuff just to ping your own face if youre so desperate, not to mention that this damages at the end of the turn, so you can't even play tammy the …
You can never write off stuff like these because its practically a better [card]scalerider[/card], or [card]gyreworm[/card] and both saw play in their times. 3 damage is neat though, being the bare minimum of good removal damage these days.
If there's a dragon deck this card would be in it, because its just a decent team player. Not a [card]duskbreaker[/card] …
Its the kind of card that might be useful because it may suit the meta and you need to protect something. The problem is that AoE these days aren't all that rare and this card does nothing against that.
Another bigger problem is redundancy. Why'd anyone play this over [card]blademaster okani[/card] is beyond me. Even okani himself is rarely …
Worthless filler card in constructed.
I just dont understand what they're trying to accomplish with manathirst. Surely the whole point is to choose between playing a card now for a smaller effect or waiting for a larger effect. Cards like this is just unplayable without the manathirst so there's just no choice is there?
Put it in another …
Baffling design. It feels so purposeful that the 'can't target face' effect is a battlecry, almost like team5 wants us to either rez it or wring it out of our hand for an OTK.
Either that, or they've blatantly brought [card]il'gynoth[/card] back one way or another.
Or a third possibility. Devs got drunk one day before design deadline …
What is the point of [card]translocation instructor[/card] when its so blantantly worse than [card]soul seeker[/card]. Or are we toying with the idea that its strictly more useful that the minion dies on your opponent's side?
But [card]hawkstrider rancher[/card] though. That's scary as hell. Fortunately, it requires minions to be played to gain the effect. Imagine if its summon. Implock …
Two bad ones and fortunately a few better cards;
[card]Silvermoon arcanist[/card] is only one mana off [card]guild trader[/card], but infinitely less useful because of the lack of tradeable, and its usage is simply against minions. I can't see many reasons to play this over [card]enchanter[/card].
[card]Crystal broker[/card] does nothing until turn 5. A very strict manathirst card indeed.
…Basically recycle [card]mo'arg artificer[/card], except now it also includes damage outside of spells.
But costing 3? That's hard, because when artificer was 3 it saw no play outside of dhunter and that's because of a combo. Likely DK will make use of it because of lifesteal and really nowhere else.
I'll be honest, this card is shit. I just cant see the merits of cards like these. [card]Pyros[/card], [card]build a snowman[/card], and the primes (with a few exceptions) all weren't good enough in their time and here's another one testing the old Einstein adage once again.
So to get into a few details. The main problem of this card …
This card is interesting, because it features some bonuses if you wait, but you get a progressively better card sooner if you dont. Alternatively, you can just treat it as though as the manathirst is the actual cost of the card and the effects are the battlecries.
So that said, is this a good card? Likely not in my …
Quote From Brandon This also seems pretty good in Frost/unholy DK as well, because its a decent aggresive weapon and has corpse generation.
Its has a 1 blood rune requirement. So it can't fit into frost/unholy, unless its one for each rune.
Fortunately, for all of us, the best frost cards are all 3 …
The million dollar question here would be whether it keeps the buffs when it returns to hand. We can't answer this by referring to [card]youthful brewmaster[/card]'s effect (which resets the buffs) because if the answer to that question is no, then this card is irredeemable shit, which I refuse to believe.
Because aside from everything else, you're paying 5 …
Funny this card, because while its so useless at face value, it'll fit very fine into a blood unholy deck.
Because being able to remove a minion while playing one yourself, at the early turns, is fairly invaluable. 2 damage to your face is insignificant in that regard.
Playable stuff at least, if nothing else. Not likely to …
Dont see where this card goes. [card]Runeforging[/card] does make a lifesteal [card]arcanite reaper[/card], but in a deck with two blood runes its unlikely that your gameplan is face anyway, so this is strictly a control card, and a really bad one at that. I'd rather just play [card]frostmourne[/card], because at least that card sticks to the gameplan. But both weapons …
Its unbuffed [card]tidal surge[/card]. And that card, even at 3, is seeing no play today. Even in control decks a 4 mana deal 6 damage is kinda shit honestly.
But you'll play it regardless because blood DK needs healing, and there's really no many other removal options available anyway. It's kinda that 28th card in the list, to be …