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dembro

Peon
Joined 03/31/2019 Achieve Points 375 Posts 317

dembro's Comments

  • Oh no! We'll be seeing a lot of this gnome. 

  • Yeah, slightly worse than Self-Sharpening Sword but I still think it's playable.  

  • I like the flavor of "GET BACK UP AND FIGHT," but I've gotta see all the Frenzy cards before I can say it's good. At a first glance, it does seem strong. 

  • The Dudes are back in town.

  • By the Holy Light!

  • At least Blizzard made it an Epic so we can get more Dust when we disenchant it. 

    No, wait! Watch Towers are the perfect counter to Sigil of Silence! Nevermind. 

  • Better than the other Watch Tower, but still not good. 

  • Oh no, you drop this and summon ~2 (on average?) 5/5s that don't do anything for one turn! Also, the Watch Towers you have to play can't attack, so the funniest (for your opponent) situation would be keeping 4 of your Watch Towers alive so Kargal can't even summon his full value of 4 Lookouts. And the dude is a 7 Mana 5/5 himself! Nah, pass. 

  • Oof! More Priest board clear, though at least this is more situational. 

  • Buffing up the Health of your damaged minions (self-damaged, most likely, to trigger Frenzy effects at advantageous times) while still keeping them damaged is nice, but this doesn't seem strong enough for a Legendary.

  • I just hope the Deathrattles they're adding (yet to be revealed) aren't TOO busted....

  • Slow, but could be good. 

  • Nice touch with the spirit being a Warden. As far as the card itself? Of course, entirely dependent on whether DH can run powerful Deathrattles.

  • I like it. Obviously, a 0 Mana 2/3 with Taunt is nice for the second/any generated copies of this card. I don't think the discount will stack with multiple copies; that seems too strong, and (base Mana cost) - (2) is still (base Mana cost) - (2) even if there are two cards in play that reduce it by (2). But most potentially good Taunts tend to be 1 or 2 Mana too expensive.   

  • Looks decent to good in the right deck. At least it should be protected from enemy minions most of the time, given its synergy. 

  • Sure, this might be useful for setting up lethal in an aggressive DH deck, but I think it's more versatile than that. Whether it's countering buffs, Deathrattles, or persistent auras, it's a card that will be used proactively, to disrupt your opponent's gameplan for a turn. Even if that disruption doesn't allow you to set up lethal, it's free delay. Of course, if the best decks plop down well-statted Battlecry minions all day, that's a different story. 

  • My favorite kind of deck is one that builds a board and then buffs it so it sticks around, so Guff is right up my alley. Hope it'll be the MacGuffin that wins some games for me!

  • Very strong. Sure, maybe Rogue will just SMOrc all the live-long day and never waste weapon charges on removal, but a card like this provides new options for almost no downside; it takes up a deck slot, but even that's not true if you generate it. I like the flavor, paralyzing the target so it can't counterattack, but Rogues using maces/hammers is sacrilege. 

  • My goal will be to turn it into a Rager every game. 

  • Uh oh!