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dapperdog

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

dapperdog's Comments

  • Its basically Skydiving Instructor most of the time, with the potential to be better but in reality would never reach that high bar.

    Most good minions tend to be battlecry minions, and this invalidates it. Plus, its 3 mana. Which means, its pulling something that's minus 3 to your current total mana cost. Not even druid needs shit like this.

  • Probably one of the best cards in the set.

    So many applications for one card. Its a slightly nerfed Corridor Creeper, and that says alot because if CC was still unnerfed it'll see play in wild.

    And with lifesteal, it guarantees even utility in control decks. And its a murloc too. And its neutral. Does so much it makes me wonder if its even legal.

  • More support for secret decks.

    The minion itself is fine. Two 2/5s on 4 is fairly difficult to completely clear away, but its low attack might hinder it somewhat because anything remotely useful would easily value trade this.

    Ironically its actually scarier in paladin than both rogue and mage, because paladin can handbuff this card easily. And with their secrets being cheap and not exactly easy to trigger, this might turn out more consistent than it has any right to be.

  • Probably shit.

    The conditions make it very inconsistent, and no aggro deck will ever keep it in mulligan. The only reason why'd you run it would be in token decks and you can still afford to play brann somewhere. Otherwise, this card is useless.

  • Occasionally some numb idiot would play this card and screw you over. Otherwise I dont expect to see this at all.

    On the flip side, it does somewhat counter aggro decks. That is to say, if you actually play this without dying or after clearing a board.

    Perhaps druid after Wild Growth? Would definitely slow down the game enough to reach celestial alignment without dying. And it does have 5 health.

  • 6 mana 6/6 worth of stats. Primarily for deathrattle decks and nothing else.

    It asks you to play equally slow or useless cards to accommodate to it. A hard pass for me.

  • A deathrattle card that's so slow a turtle on amazon would complete its delivery before this card even sees play nevermind do anything useful.

    Practically designed for druid, because no other decks can ever expect to play a 10 mana card and feel good about it. Unless there's a way to cheat it, its useless.

  • A card for aggro. Practically makes every damage dealing spell a draw option with this down.

    But its definitely something only aggro decks would use. Most other decks would probably be better off running actual draw options since this card only draws at the end of the turn, and only if you have a board/spell to trigger it.

    I personally think the low attack and conditions may make it unplayable. Its something that can help when youre ahead, but absolutely useless when behind.

  • This card is just hilarious. Basically its a duels treasure when it works or in thief rogue

    Unfortunately for it, doubling cards in hand is not something rogue needs, and I cant see any practical use for it in most other decks as well. You can combo this with mad duke, or play it in thief priest, but there's no real practical or consistent applications that would make this worth even playing. It does have vanilla stats, but every 3 drop and their mother probably have it as well so what's this thing even doing then?

     

    On the flip side, Im fairly sure this will work with both countess and Queen Azshara's colossal generator. Still not worth it though to be honest.

  • Its like Platebreaker and Ashen Elemental. The card is simply healthy for the game.

    Basically this completely destroys prestor druid. Makes me wonder if team5 actually printed this just so they dont have to nerf that deck. Cancerous as fuck deck, but thankfully now we have the cure.

     

    Outside of that, well its a 5/5. That's fine. The fact that it reduces prestor druid's playrate is alone good enough even if the card itself will see no play whatsoever.

  • This is just Kor'kron Elite with conditions. But as we have learned, anything with charge in this game can easily be broken. Especially since warrior is more than capable of buffing minions and Mr. Smite now costing 7 making it a somewhat unviable end game minion for midrange.

    I'd expect this to see play at some point even if the rest do not.

  • Its relatively impossible to stop this from buffing two things in hand if played on curve. In fact if there is a board you'll likely end up making an giant out of one card simply by playing this down.

    Very dangerous left alive, and almost guaranteed to do something useful. I'd play it in any minion based warrior deck.

  • Potentially good enough to see play, might even have a high play win rate.

    Equip this, and your opponent will likely try to finish off every minion on board or else they get bigger, perhaps even go for lethal. The conditions does make this card slightly less consistent but there are cards like Injured Blademaster that comes off damaged, and honestly, I dont think your opponent can take the risk even if this card isn't already equipped.

  • It has two things against it;

    - you can whiff hard on this and spend two mana to do jack shit.

    - and we all know how the animations will work. This will take a full 10 seconds very likely. That's a third of your time I reckon.

     

    But warrior draws are so bad that you might just end up playing it despite its flaws.

  • I'll say one thing for it. At least its likely difficult for your opponent to correctly guess your choice most of the time so you can actually just treat it like a pirate that discovers weapons.

    I still dont think its good, but there might be a world where you'd play this card just because its a 3 mana 3/4 pirate that does something. Might is the key word here.

  • The main problem with this card is that its dependent on you having minions on board to have an effect at all. Just imagine 2 mana to grant your board rush, will you play it?

    I'd rather just play an actual removal option that protects my minions, because even if this doesn't kill my minions they all have only 1 health so in what way are we certain they will survive at all?

    It makes it dangerous to let warrior minions survive, but even half a board full is uncommon nowadays, so at best two minions? That's just a let down to be honest.

  • Discard support but no discard cards. Nice

    And no, this will not make Tome Tampering good nor will it ever make it viable.

    Im not exactly sure this card can be good even with discard cards. Because why bother? Discard cards tend to be random, and this is a situational removal option. Put two and two together makes for a shit fest

  • Its here so you can spam tokens on board for three turns. But bearing in mind that this card isn't really going to do much else in terms of tempo. Its low attack and 0 attack totems means youre basically surrendering tempo for tokens.

    Its funny how so many cards for shaman seems to get better had Totemic Reflection still been in standard. This card is 100 times better if that was the case, and now its really praying for a coin stonewright.

  • Evolve fodder. Because they can.

    At least the other has a taunt, so that's not completely rubbish even if you cant evolve this tiny thing.

  • Brings me back to the days of overload shaman.

    But the crucial factor back then is that you can grant Snowfury Giant taunt using ancestral healing, which substantially makes the combo stronger and more reliable. This time round, we dont have that.

    And plus, in what shape and fashion are we imagining we can get both naga giants or totem giant to 0 mana by turn 8? Because of the high cost of this card that's practically its only worthwhile targets.

    Maybe its good enough, but we'll have to see. Even control shaman cant do this without turning full control mode with no murlocs.