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dapperdog

Lv.20

Dragon Scholar

1,948 / 5,349 XP
Joined July 2019 5,701 posts 28,695 XP 1,890 achievement pts

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The legendary invitations, according to reddit, are 3 mana and reads, discover a legendary minion from another class. Costs 0

Perhaps one of the most unexpected cards to be dumped onto paladin, and likely the most interesting cards paladin has gotten for a fairly long time. But is it any good?

Let's say I can see this being …

3 years, 7 months ago · on New Paladin Minion - The Countess

The pirate is bad. Like all other such cards, it gives a copy to the opponent if they guess correctly, but this one is far more dangerous than the rest because weapons have initiative, in that your opponent can play and swing them immediately. The only good side to this coin is the fact that its very likely substantially harder …

Man, the fact that the battlecry and colossal's trigger first followed by the sack means this secret is actually far far worse than I'd imagine.

So you play this secret, your opponent guesses correctly and completely arse you over by playing one of their key battlecry minions and then get a chance to play it again. Imagine playing [card]sira'kess …

Probably just shit to be honest.

The ideal would be for this to pick out something big, kill a minion and then you have 2 big things on board. But is this really a game winning play? Unless one of them happens to be [card]rattlegore[/card], there's no reason to expect either of them landing any hits, never mind do …

3 years, 7 months ago · on New Neutral Minion - Party Crasher

Arena stuff. In standard, not only is it inconsistent, but also most good minions tend to be battlecry minions, i.e. not big dudes. So you'll more likely just fling something that's infinitely better with the battlecry than not. And plus, even if you hypothetically summoned a high value minion, its not like standard is running out of answers for two …

In standard this card is just useless for mage, currently.

There's not a single secret support card that makes this card even remotely worth it. If [card]Kirin tor mage[/card] was still in standard then maybe, because there is a good tempo secret in [card]explosive runes[/card], but otherwise you'd be hard done trying to keep a secret up on turn …

I'd play it in all hunters.

Because why not? This guarantees a minion on board every turn for three turns. All the minions are good. And 3 turns later you have a 5/4 with a 4 attack weapon.

The only reason we dont see more of this card is because hunter as a class suck. Otherwise, I cant …

3 years, 7 months ago · on New Hunter Minion - Ara'lon

This will likely see play because Im not seeing druid drop renathal anytime soon. The fact is that druids' feast and famine playstyle, plus the plentiful cards they can draw, means its all pluses not minus with 40 health and 40 cards.

But whenever druid drops the 40 cards, Im not optimistic this card will see any play in …

Ah shit. Team5 just cant help themselves.

As good as it looks, I dont think it'll see play in the current celestial, prestor, or ramp druid. The current way to ramp is [card]wild growth[/card] -> guff, or just play [card]nourish[/card] because [card]jerry rig carpenter[/card] helpfully tutors it. But this card does have one thing going, and that's the fact …

I would agree that cards are largely designed to fit with the 'identity' of the class; hence why mage cards always find a way to piss me off. But I would disagree with precise, controlled shenanigans. Most of the time rogue cards have elements of rng, cards from other classes, scaling effects with number of cards played, or does shuffling/drawing/copying.

Its [card]crossroads gossiper[/card], except more dangerous and cost 1 more.

But in a class like mage, where secrets haven't been relevant for some time, would it be the clincher for aggro mage to shine? Technically it can happen, because [card]explosive runes[/card] is in standard, but without any further support this card would likely be unplayed until more arrives.

The fact that it has stealth is the real clincher here. That means this card will almost always result in 3 damage to face along with a 3/4 or a value trade in your favor. And the trigger being spells makes it highly unlikely it wont trigger early.

Probably just play it, even outside secret decks, because why not? …

3 years, 7 months ago · on New Rogue Spell - Sticky Situation

Its just a standard, decent card that will likely only see play if secret rogue is up.

Because there's simply not that many secrets currently available, and the fact is that rogue never really suffers from draw, so this card is just redundant. Had it have vanilla stats it may be just an autoinclude, but being a turn too …

3 years, 7 months ago · on New Rogue Minion - Private Eye

I wasn't too into this card at first, but then the more I think about it, this card is simply just a counterspell for minions. And for two mana it can be fairly devastating most of the time.

But its minions, and that's a million miles away from spells, something which practically made [card]oh my yogg![/card] as good as …

3 years, 7 months ago · on New Rogue Spell - Kidnap

Probably not good, but will still see play assuming secret rogue is good.

The problem is interactivity. At its best your opponent will trigger the secret and be unable to kill this, but that's highly unlikely. More likely is that they'll either trigger the secret before killing this, or trigger one and then kill it to ensure it can …

3 years, 7 months ago · on New Rogue Minion - Halkias

I like it because it deals direct damage, which hunters always like. Unfortunately, it would likely also end up in quest hunter, a major negative to me, but notwithstanding that makes the card even more flexible than [card]spirit poacher[/card] or [card]wild spirits[/card].

Nothing really much to say. The wildseeds are good, and this card deals 3 damage. Just what …

3 years, 7 months ago · on New Hunter Spell - Stag Charge

Between this and [card]spirit poacher[/card], I think that's all the wildseeds you need. The fact is that the wildseeds are all good, but their power level diminishes as more of them are played. You dont need two stags taking up space for 3 turns on your board, or two spirit foxes when one will do.

Still, this card is …

3 years, 7 months ago · on New Hunter Spell - Wild Spirits

Attracting new and old players back to the game is probably difficult. Hearthstone is simply no longer fresh, no matter how many expansions you dropped, and suffers from comparison with the casual nature of battlegrounds. It may not be as complex (both to watch and play) as LoR, but these auto-chess like games are simply just much easier to pick …

Probably still good, even if a little too slow for the wildseeds. That it does 3 damage might as well be the highlight, because quest hunter can use it.

But in midrange decks, there might just be too many wildseeds that you'll probably want something that would help on board sooner, so perhaps you can cut this one.

Anti deathrattle synergy? Looks very much like it. This is the level where deathrattle support for rogue has sunken to.

As for the card itself. Its fairly bad, but with so few secrets if you're playing secret rogue you'll probably just play this in your deck to mess with your opponent's play rather than rely on the card itself.