dapperdog
Lv.20Dragon Scholar
Comments
Its a card for later, but will still see play because as we have discovered in the core set, there really aren't many mechs around. Right now its true power is as a 4/4 on 4 with the mech tag and a chance to save maybe one other mech.
Nice pun on the now departed mackeral.
But this card is just not very good, unless of course we're looking at either combo or control pally next round, because what this card is is [card]forbidden healing[/card], or just another discount option for [card]the garden's grace[/card].
In most cases, [card]flash of light[/card] is just better.
Didn't we just did this one a while ago? Why is it back now, as though of all brawls this one is the pinnacle of joy and diversity that we need to see it more than the apparent mandatory amount of once a year.
Its honestly not that bad.
A good taunt minion, but more to the point, hearthstone constructive is generally about small spells, so a big spell deck can easily turn the tide with this card. Make a card unplayable while making yours infinitely easier to play.
And besides, wiping that grin off your opponent for playing a bunch of …
Good card for aggressive decks, and good card for a combo deck that can make it happen.
In fact this card will be more well known for its combo potential rather than as a 4 mana 7/7.
For the stats though, its just good. Your opponent draws 2 cards, but that's an afterthought. Card draw and hand advantage …
First off, why the hell is this not a mech?
A decent pay off for dredge cards. A bit slow, but for something so bulky with lifesteal, divine shield, and taunt it might be more than worth it.
At first this card is completely insane.
And then we found out that wild pyro + [card]acolyte of pain[/card] is coming to standard.
So this card is good, but outclassed at the end. Oh well. If you need to draw your whole deck, then why not, but I suspect warrior doesn't really need to do that to win …
Whatever anyone says, this card will see play and will be good in some capacity.
A worse a slower [card]far sight[/card], and at best with finley, its just discounting half your hand by 3. What else is there to say.
This card was printed for piranha. Unfortunately, [card]flametongue totem[/card] is in core. So what is this supposed to do ultimately? Swarm a bunch of 1 drops?
Or are we really entertaining the idea that the fishes will actually survive for more than a turn even after the buff?
The only reason why this card will see play is that its a pirate.
If you rid the tag, it'll be shunned so hard it would need 14 weeks of counseling.
The one damage isn't really much. Sometimes it saves your face from taking damage, but aggressive rogues wouldn't mind it anyway. A nice bonus, but that won't …
In rogue its just not exciting. Basically its doing 8 damage most of the time, with a chance for a 5/5. But at 6 mana its just never going to do more than removing 8 health from board.
One mana draw a card basically. Not much else to say except that this card is just good.
Rogue might need a dredge card anyway, because of [card]azsharan vessel[/card]. And this card provides.
This card is just good, doing 12 damage for 3 mana, in a class with access to weapon buffs.
In most aggressive decks, being able to hit face for 12 while having tempo is just an easy win. And coincidentally, pirate decks do just that, aggro out.
At very worse this card can whiff and you'll be stuck …
This card is absolutely insane. Aside from the obvious synergy with [card]smokescreen[/card], it basically allows you to play any spell for 4 mana, and even less following an earlier [card]shadowstep[/card]
So, right on top of my head, there's [card]sprint[/card], [card]azsharan vessel[/card], [card]blood in the water[/card], and obviously [card]smokescreen[/card]. I can only imagine that this card was printed for rogue …
Its a wild card. Because in standard there's simply not many mechs to build this around.
A real shame, because I really wanted mech mage to succeed. But it looks increasingly like its going to be a mage deck with mechs in it, rather than as an entire archetype itself.
To be honest, I think this card is good. Borderline to being most valuable.
Hear me out. Combo hunter, with kazakusan-raj. Tutor out your raj, get [card]kazakusan[/card] out, get ancient reflection and raj for the win. You can run another naga, maybe [card]queen azshara[/card] perhaps.
A long shot, but if it works, then this card has just justified …
When I first saw [card]houndmaster shaw[/card] I was thinking about the antisynergy with vanndar.
Well, with this card we might not actually need vanndar. Just get a big beast on the cheap and this card already justifies its existence.
Can even run it in face hunter, since its still doing 6 damage, and allows you a psuedo-tracking for …
I can see some comments about this breaking quest hunter, but I really doubt you'd run more than 1 copy in your deck.
Anything that doesn't progress quest or pressure face doesn't fit into the gameplan, and this card is only properly powerful once quest is completed. Will anyone actually hold this in your hand waiting for the perfect …
You deal 6 damage and put up four 3/1s on board, on top of a must kill 5/5. Its basically malicia without the conditions most of the time.
It gets better with [card]revive pet[/card] and [card]emergency maneuvers[/card], ensuring that this hydra will stay on to test your opponent's removal options. Because even if you remove the head, there's still …
If it didn't have rush, it'll be trash.
But it does. Now all it needs to do is to justify its inclusion into a ramp druid deck. Does it mix well with [card]kazakusan[/card]? Well, better luck in future expansions then.