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dapperdog

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

dapperdog's Comments

  • This card is completely insane in curselock. If having tamsin copy Dragged Below isn't enough, play this for extras, because why not? Seems like team5 really wants curselock to be tier 1, so they print this thing out.

    Because even if you never played a single shadow spell up until this card is played, its still putting out a 7/8 worth of stats on turn 5. So this is relevant even in a deck like zoolock.

    The only downside here is that warlock spells have an inherent double edge to their effects, like AoE or just plain having the spell hit your own stuff. But I think that's splitting hairs, because if all this card does is clear board then it'll still be worth its mana cost.

  • Its not too bad, but in warlock its just unusable. The cost is simply too high, even if the idea is to get taunts out. You're better off playing something like Demonic Assault, which guarantees two taunts and 3 damage removal, at a lower lost.

    So with that established, why even bother looking at this? Well, because its a shadow spell that neatly synergizes with Lady Darkvein very well. But seriously, just play demonic assault if you need taunts, because you're better off having lady darkvein copy something like Dragged Below, or even just plain AoE.

  • My assumption on how this works is that the shades will cast the last shadow spell casted in the game, not after this was played. So technically this card can backfire, especially if your opponent decides when to trigger it. That may explain why the amount of stats that comes with this card on turn 5.

    Probably best in curselock, where any of the curse spells played will always result in giving your opponent cancer. But because there's not many ways you can kill the shades off yourself without also using a cheap shadow spell like Mortal Coil or Touch of the Nathrezim, your opponent has the chance to silence them before they do real damage.

    There is a world where this card is auto include into all warlock decks. Because even if you never played a single shadow spell, this card is still putting out quite a board, and your opponent will never chance leaving the shades alive for you to trigger it.

  • Shadowborn is very strong, but also very awkward with Tamsin Roame. Because if it does hit something like Dragged Below, you'd be cursing the screen. But as usual, mana cheats like these cannot truly be written off, whatever the scenario.

    In standard, there's like a few good shadow spells you want discounted; Impending Catastrophe, Abyssal Wave, Tamsin's Phylactery, Soul Rend etc. But in my opinion there's a chance this is simply redundant, because with impending catastrophe fulfilling the crucial draw factor, you're better off just playing Runed Mithril Rod, suffer a turn 5 do nothing for a more amazing end game.

    Shadow Waltz is just a mediocre card that I assume was only designed to make shadowborn look good. But in essence, the real question is why bother playing this when midrange warlock hasn't been a thing in standard since evenlock ages ago. You're better off just clearing with the multitude of AoE warlock has.

  • In standard this might not even be impactful...for now. Basically if you're playing two cheap cards to summon a big boi, along with 6 mana for this card as well, you might as well just use the mana to summon the big boi in the first place.

    And since there's no minion that's the equivalent of Ultimate Infestation, this card is simply not the same power level as Kael'thas Sunstrider. Simply put, no one will place a bunch of cheap minions in their deck just to make this work. It worked with sunstrider because cheap spells are good, whereas cheap minions rarely ever are themselves.

    Still, rather than waste anyone's time, I think its fair to say that at some point this card will be nerfed. Dont know how or why, but you just cant print mana cheaters and expect them to live.

  • Its not a control card, because control warrior would't be able to infuse this consistently nor is it any good to be honest. Three 2/4 taunts on 4 is only ever good if you're pushing for tempo, and that's not what control does.

    But its a good midrange card, perhaps for some sort of rush/taunt warrior. Stabilize the midgame, and isn't exactly easily removed, plus pressure on board. That's basically a midrange dream.

  • Its nigh impossible to play upgraded on curve. And the end results is still two 3/3s which basically mirrors Naga's Pride in that you're likely dropping it in turn 3, but this cost 2.

    But honestly, I cant see this card being impactful at all, unless there's an easy way to infuse this by turn 2. Which might still happen, so we'll have to wait and see.

  • Its basically nature studies but a little less broken. Still, since the original has left, and we can't have druid not having cards like it so we print one right straight back.

    There's no earthly reason why all druids won't be running this card.

  • Probably will see some play if token druid is back, but even so its just unamazing in every description.

    I remember when Landscaping used to be touted as a good card, but in 2022 even a full on 4/4 on turn 2 barely registers. The infuse upgrade also requires an absurd 5 minions dead, so on a topdeck with a board you're not even guaranteed to upgrade it.

  • This card is just so insane Im not even kidding. Basically if druid plays this early (as early as turn 5) the game is over. With plenty of mana, end game stuff, AND now stabilizers for each spell (just about every druid spell is nature anyway) its not even close.

    I dont like the design choice to be honest. Druid has always been feast or famine courtesy of incredibly poor design choices by team5 starting from AoO but right after Overgrowth rotated I was sure we'd change course. And then we're treated to endless shit like these. Why even bother playing against druid when the class only ever loses because it didn't draw its god cards.

    Okay then. So what has changed for druid this expansion? Precisely nothing. Same strengths same weaknesses. Just play ramp druid, because cards like guff and now this crap practically solos games.

  • If it weren't for the taunt, I'd rate this as trash.

    But with the taunt then that's a whole other matter, because you can just play this on turn 6-7, and if your opponent can't silence it then you're guaranteed another 0 cost minion which will very likely allow you to swing board next turn.

    Unfortunately, Ive seen so few support for deathrattles in druid that Im not convinced people will be playing deathrattle druid anyway. The fact is that Wildheart Guff is so busted that you'd much rather just build around cards like prestor, Raid Boss Onyxia or generally big stuff than deathrattles. Because let's be honest here, while this card is strong, its inherently weak by comparison with stuff like onyxia or neptulon.

  • Poor attack, 2 durability, costing 3. Yeah, this card is bad.

    But if you're going to play vomit dhunter, then it'll see play. But since Im convinced that archetype is shit, and this card being shit as well, two and two makes for plenty of fertilizer.

    In other words, I dont expect to see this played until there's some extraordinary aggro card that immediately takes over the meta.

  • Its certainly one of the most interesting cards printed this expansion, because it can fill multiple roles. Even its downsides can be converted to an upside.

    Basically you play this in your deathrattle deck because Razorfen Beastmaster can summon it out for free, or you play it in some sort of vomit dhunter that doesn't care about the cards it plays. Whatever the case, you'll be drawing 3 cards barring silence effects because this cannot truly be ignored on board without dying.

    We know it's going to see play on the back of its powerlevel, but will the deck itself be viable? That Im not sure. There's plenty of indication that the answer is no, because dhunter players are obviously going to play relics and deathrattle and aggro dhunter are so weak even with this card it cannot puncture through to tier 2

    A shame, because I really like the design.

  • Its practically designed either for wild or for some future expansion, because for the moment, despite the potential, this card is hot garbage. Yes, with something like Impending Catastrophe you can easily reload your hand, but having discarded it you're basically drawing 2 cards per turn praying for the god combo to happen.

    Team5 relentlessly prints cards like these that they have absolutely no intention of pushing. Its almost like there's some mandatory quota of purposefully designed shit that needs to be printed every expansion.

  • I actually missed the fact that it had taunt. Okay then, guess it just got a little higher in my books.

    Still, in a sea of insane end game cards from druid, this is just a tiny little sardine swimming in a shark tank.

  • Planted Evidence is basically just Nature Studies but thankfully the discount only last one turn. Still going to be one of the most included cards in standard anyway, for the flexibility alone.

    Plot of Sin, probably useless. Yes, druid does swarm boards efficiently, but without being infused, and the requirement here being an insane 5, this card is just a simple Landscaping which in 2022 is no longer good enough. Not to mention that token druid has seen little to no play so far, and I dont see this card changing that.

    Topior the Shrubbagazzor, now that's a card. Unsurprisingly its for druid, because if there isnt some completely broken card each expansion for druid then someone in team5 isn't sleeping right. The level of absurdity and flexibility this card offers is nothing short of completely insane. At this point you're really just praying your opponent never draws it early, because if they did then for the rest of the game you'll be staring blank eyed at your screen as your opponent literally destroy your soul bit by bit.

    Because its not like druid don't just auto win games with one card do they team5? ahem* Wildheart Guff ahem* so why not print yet another card that does that.

  • After seeing so much druid bs, this one is relatively tame.

    Without immediate triggers like Hedge Maze, this card just does nothing the first turn and can easily be ignored. Since there's yet to be any revive mechanics revealed for druid, that means one card is all you get from druid which may not be bad, but what exactly is this card accomplishing? Its not like druid can't already play multiple completely broken stuff per turn thanks to guff anyway

    There simply needs be more support for deathrattles before this becomes a true menace.

  • There seem to some push for vomit dhunter into the meta. In my opinion it'll likely just end up being shit either way, but we'll see.

    Razorfen Beastmaster is a thing, which will do wonders getting Kryxis the Voracious out for free + three cards, but deathrattle dhunter has not really picked out much, being completely destroyed by all aggro decks and then being outvalued by control. Sadly, Im not optimistic of its chances to be honest.

    Burden of Pride is probably shit. But there might be a world where this sees some play, probably in some midrange rush warrior. Control probably dont need it, unless youre jamming renathal.

    Magnifying Glaive is the sort of thing you need if youre playing vomit dhunter. But with so poor attack and only two durability, it may well be shit, even if the archetype miraculously becomes tier 2 and above.

  • Its probably more cancerous in wild than it would be in standard, because there really isn't alot of minion win cons that would be worth it and far as I know there's no easy way to discount this card neither.

    But as usual, mana cheats of this proportion will at some point see play, perhaps even tier 1. And then as usual it would just get nerfed to the ground.

  • Only good with Malchezaar's Imp, otherwise its complete garbage.

    Just another one of those cards that all of us would wish is never viable because imagine facing this crap being tier 1.