dapperdog
Lv.20Dragon Scholar
Comments
Its probably never going to see play, despite its potential.
Priest buff cards have traditionally never fared well as the cost go up, and since [card]power infusion[/card] sees no play I have no reason to believe this card would.
The only niche it does have above the usual priest buff cards is the fact that you can target …
Probably a card you'd want out of discover, because at present its a fairly high cost card with very little immediate impact on board. [card]power infusion[/card] enables value trading, potentially an additional 2 damage to face, and enables trading with higher value minions, and even that card sees no play right now, where standard is at its weakest. And there's …
Basically its a card that grants [card]inner fire[/card] for every buff, because in general most good minion's health are larger than their attack.
The most obvious inclusion would be in naga priest, but at some point it would probably also enable another form of combo priest with [card]shadow word: devour[/card]. But the card has more applications than that, because …
Its just trash in constructed.
The fact is at turn 9 you'd probably want to play to win, and removing 3 targets won't really accomplish that. It does generate a massive boi but hearthstone in 2022 tends to demand more than just a stats stick.
In my opinion, outclassed by [card]abominable lieutenant[/card], and that card barely saw any …
Quote From Geno9999 I don't think you need to even set up all that much, since at a base level it's +1/+1. Giving a Flame Imp a +2/+2 buff on curve probably isn't the biggest thing in the world, but still seems like a decent play if that (now) 5/4 is going face.
I think …
You'd have to respect the amount of stats this card is presenting, at very least. Even if it summons nothing but four 1/1s its still going to be insane, simply because its likely played by an aggro deck that can rapidly wipe that smile off your face left alone.
If by some reason you're able to play the infused …
I'd give it 1 star, but I think we have to respect the massive taunt alone so it earns one more from me.
If [card]robes of protection[/card] saw fringe play, what makes any of us certain this card would do better?
At some point team5 would probably silently wish they never printed this bs card.
Its not merely the fact that this stalls a turn for mage, its also the fact that you can discover multiple copies of it. And in wild you can perfectly stall 4 turns without relying on discovers, so at what point does mage ever go …
If zoo is back, it would be because team5 printed one very snowbally one drop, and this card may be it.
Play on turn 1, and if somehow you manage to get even 2 imps on turn 2 this card is doing 3 damage. [card]Fiendish circle[/card] on turn 3 and suddenly this card is doing 5. In other words, …
With [card]runed mithril rod[/card] this card is just nuts. In fact, the paltry requirement doesn't even remotely slow it down. All it does is making it a little more conditional on cards like [card]fiendish circle[/card] or [card]wicked shipment[/card].
Curselock might well just go up to tier 1 because of this card. And warlock's draw being as shit as it …
The only problem I have with this card is the fact that you need to pay 2 mana to set it all up, and zoolock missing a turn might as well be death.
Perhaps it might see some play, simply because of synergy, but I wouldn't be too surprised if it never does. Buffing one minion is one thing, …
This card is scary as hell. [card]Schooling[/card] and [card]ram commander[/card] + [card]goldshire gnoll[/card]s already make it easy to include into a deck, and now this card incentivize swarming too?
Basically all we need now is dopplegangsters or desert hares. Even without, this card is just a stronger evolve after infusion. Ive no doubt it'll be viable, the only question …
Probably not good enough, unless you can consistently infuse this, and you're playing a slower midrange deck.
In big beast hunter, its too much of a minnow, and in aggro/face hunter its simply redundant. Its only saving grace is that if you do manage to infuse it, then its good in midrange decks that focuses on boards. Outside of …
Its probably not hard to get this infused on curve, but three 3/3s on 4? That's hardly a winner in my opinion.
The only saving grace is that it'll probably see play as long as zoolock is viable, simply because having this infused by 4 is a trivial requirement, and it does curve into [card]shady bartender[/card] on 5 which …
If you fully infused it then this card is insane on curve. Not necessarily impossible, but really hard even for token decks. Its weakness is definitely being topdecked, more so than other infuse cards, since its requirement (8) is massive
Probably an aggro card at best. That way, you'd really dont need to care about fully infusing this, so …
Just another tech card. But potentially important, as there are some locations that can really pop off hard like [card]muck pools[/card] or [card]hedge maze[/card]
Like all tech cards, its inclusion is predicated by the importance of what its countering. A so-so card that may be as important as ooze, or be as useless as [card]e.m.p. operative[/card]
Quote From NegativeNemsy I guess the [card]Entrapped Sorceress[/card] died behind bars and became the [card]Dispossessed Soul[/card].
It would have been nice flavorwise, but entrapped sorceress is an elf, and this is clearly a human.
It certainly provides incentive to run locations, but I dont think its good enough a reason for inclusion even if the locations itself are played.
The only reason why'd youre playing this at all is a chance to get a copy of a card from your deck that has an enormous win rate, like [card]wildheart guff[/card], where being able …
Possibly the best incentive to running a location, but the cost may be a little to high for a tracking for 4 mana, even with vanilla stats.
Still, an option to consider. If the deck is heavy with very specific stuff like how shaman would be with [card]convincing disguise[/card], or any infuse cards for that matter, then this card …
A card that needed to exist.
If you need an answer to locations, this would be it. A tech card with subpar but nevertheless good enough stats, nothing more nothing less.