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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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[card]Sticky situation[/card] will see play even in non secret decks. Having a 3/4 that cannot be interacted for 2 mana early on is fairly good. At very least it'll likely deal 3 damage, or take a value trade.

[card]private eye[/card] however, is iffy. There's likely 3 secrets, which makes it 6 cards. In other words, the moment you draw …

Because you can have active more than 1 secret, and only one will get this card back to life. So they used the word store, and the word soul perhaps refer to what you see when you scroll over the secret

I keep thinking [card]shadow clone[/card] is in standard. Oh well

3 secrets it is then. Because any less would be a farce, and any more would be unprecedented

There's about 5 more rogue cards left, so there's bound to be at least 2 secrets, because the current crop of secrets in rogue are fairly abysmal.

Either way, this card is fairly unamazing, but will likely see play as long as secret rogue does. Dont let the deathrattle fool you, there's little to no chance of rogue playing …

I personally don't see anything wrong with team5 revisiting old card effects. And its not like this is the first nor shall it be the last.

The artwork is to me a bigger problem because the gargon companions artwork is fairly poor, with no personality. Misha has taunt, huffer has charge, that makes sense thematically because the former is …

Quote From borisflagell
Quote From dapperdog
It might end up being a card every player must have/craft because the only counter to this is by playing your own theotar.

I'm under the impression the devs expects Renathal to be the counterplay here.

Theothar heavily punish "one trick pony" decklist; meanwhile Renathal allow such deck …

This is one mean card. Practically counters combo decks, and in some cases might well just solo games. If you steal your opponent's hero card I think the game is over...unless you use your own theotar to steal it back.

It might end up being a card every player must have/craft because the only counter to this is by …

Its hard to evaluate this one, because the stats suck, and the effect may well end up doing nothing. In effect this card is basically like mutanus, except with a chance of backfiring.

But to me this is one legendary that might be mandatory to have because it offers a chance to nullify your opponent's theotar, or a chance …

Because if they made it against enemies then the keyword may well end up being a flop because you have no agency or control over it. Overkill, honor kill, and frenzy were largely ignored because you're depending on your opponent's gameplan. And because all it takes is a minion dying, having all dead things contribute to infuse punishes your opponent …

5/5 stars. Dont care whether it'll be part of the next meta, but for its mere existence its already gratifying.

It'll do 2 damage to face by default and is highly likely to do more to certain classes like druid, rogue or mage; classes of which having no trouble inserting their dick where its not wanted via incredible rng, …

This thing is such a hard counter to certain classes, and I wish we had this earlier. Would have made for quite a nice tech card against annoying as hell classes like mage drawing their whole deck, garrote bs, and of course the ever present druid hell.

Makes aggro decks perhaps a little better in the end game against …

I'll be honest here; even if this was the only full clear in priest it'll still likely be snubbed.

Because at its core, its simply [card]shadow word: ruin[/card] in reverse, and costing one more incidentally. However, aggro games have gotten to the point where if your removal costs more than 4 you might as well just tap concede. Even …

3 years, 7 months ago · on New Priest Spell - Clean the Scene

This card has potential to be fairly cancerous, but for the time being its likely not as good as it seem.

Mostly because it disrupts the [card]jerry rig carpenter[/card] into [card]nourish[/card] gameplan, which nearly all druids bar aggro rely on. And I dont see a world where having two 8 mana cost cards that only ever does one thing …

3 years, 7 months ago · on New Druid Spell - Nightshade Bud

Probably stuff druid simply does not need, but I can see a world where this is played.

The problem is that most druid spells dont tend to be good removal so if youre playing from behind chances are good this card will only ever delay your death, not resolve it in the same manner that [card]puzzle box of yogg-saron[/card] …

Probably not good, mainly because if you're running this you're playing control so what exactly is infusing this card? So on top of draw rng, there's just times where this card cant do shit because you havent any minions on board or hand to make this card properly work.

Just play [card]lightbomb[/card], which though costing 1 more at very …

Its certainly powerful, but likely its not going to be much played as we think it would be.

Because on first glance, this card greatly adds to [card]celestial alignment[/card]'s consistency, being able to either play alignment or anacondra. But because its a choose one spell, its disrupting the usual [card]jerry rig carpenter[/card] -> [card]nourish[/card], enough so I feel the …

The irony of this is that druid spells aren't especially good at removing things so half the time it'll either be ramp or board development, and the other half it would be gaining armor and drawing cards.

In other words, this card is just useless unless you're facing burn, or youre particularly ahead. But since druid tends to play …

I remember giving [card]anchored totem[/card] a thumbs down when it was first introduced but at the start of sunken city I was actually surprised at how well it worked in a sort of aggro/token shell. Perhaps, and that's again, perhaps, that's where totem aggro shaman is heading towards.

Flooding board is still a viable strat, and Im not saying …

Just more support for totem shaman. Yes it might be crap, but because of cards like these you can actually build a deck around totems and expect it to be around tier 2-3, which is saying alot given how terrible certain decks can actually get.

The fact that you can use [card]amalgam of the deep[/card] to get more of …

I dont hate it. But at the same time I just dont think there's enough reasons to run this card, aside from the fact that you really want to play totem aggro shaman.

The main problem here isn't really what this thing does, or the fact that you only summon basic totems, but because murlocs do the job a …