Demonxz95
LV.19Senior Writer
Comments
2,558 totalIt's not as strong as [card]Coilfang Warlord[/card], although saying that a card isn't as strong as DH card isn't saying much. XD
It's also in a class that usually makes better usage of big cards. It does basically deal …
This card immediately tells me that there will be some hand-buffing in the set. Handbuffing rarely works out well, but it were to, then I would definitely expect this card to show up there. Some classes can buff his attack …
Definitely better than Imp Swarm.
At basically any stage of the game, this is a decent removal card. As a Nature spell, it can also be really useful with [card]Bru'kan[/card] for removing large threats, and I reckon there will …
As a card by itself, it's bad. You'd have to be desperate to run it for that purpose. Nobody is going to run it for its intended purpose.
But as a 0-mana spell, it's obviously useful for Priest combo …
RIP [card]Pit Fighter[/card]. Neutral 5 mana 5/6 with upside (although the upside may not always be preferable to activate).
It doesn't seem like it does too much, but it could possibly be used to get some extra face damage …
Most cards with these "shuffle X into" effects tend to be at least somewhat playable, so my immediate assumption is to assume this will be too simply by association. Although I will admit that the reward is a bit lousy …
The growing potential of the card is neat, although it seems pretty easy to stop. Play it on turn 1, and unless you're lucky enough to draw the buffed Raptor on turn 2, it'll probably only be buffed once throughout …
Well that's quite a boring card name.
[card]Wandmaker[/card] seems to be quite a bit better for now, although [card]Wandmaker[/card] will rotate out first, so maybe this will replace it when it does? Kinda doesn't seem so though.
The Imp Swarm line feels a bit underwhelming to me. The effect seems to be best used for Zoo, although trying to slot it into Zoo is a bit awkward. Obviously summoning three 3/2 Imps for 2 mana is very …
I enjoy the versatility of the card. Use it on an opponent's big minion and (hope to) pull out a smaller one, or use it on one of your small minions to pull out a big one.
We're already …
Even without seeing what all spells are considered Nature, we can already deduce that Shaman has quite a few Nature spell. With that said, making a Spell Damage Shaman that only uses Nature spells might not be too difficult. Most …
For all intents and purposes, this is basically a Paladin/Priest dual-class card. XD
We obviously need the whole picture of Holy spells to get a good grasp of how playable this card, but a 4 mana 3/6 that buffs …
The [card set="core 2021"]Tracking[/card] change in particular is something that is interesting to talk about. I almost feel that the card was changed so newer players would actually understand properly how the card works. Many new (and even some long …
Ladies and gentlemen. Presenting, the 2021 Core Set for Time Traveler!
















- Future Sight, Accelerate Time, Harness Time, Quicksand, Sandstorm, Parallel Dimensions, Temporal Golem, and Black Hole from the original Core …
I feel like probably so.
In the long run, since those cards are in Standard anyway, it shouldn't really affect anything outside of the fact that you (presumably) won't be able to open them in packs anymore.
Indeed. Nothing even seemed wrong to me. I was thinking he might end up making the Core set though.
But at least none of the rest of the review is affected by this.
- [card]Raid Leader[/card] - Health increased from 2 to 3.
It's now strictly better than [card]Warsong Commander[/card].
Sad. [card]Wrath of Air Totem[/card] is definitely the second-best Totem most of the time, and I always liked its ability.
If they're reworking this, then I would actually like to see [card]Healing Totem[/card] get buffed to also restore Health …
Seeing Runthak with Rush and [card]Tidal Surge[/card] with Lifesteal in the Core set is cool and all, but I'll miss being able to point out fan-made cards that use the Classic watermark with these effects as being incorrect. :'(
Just a heads up, Volcanic Infernal will kill itself with its Battlecry, effectively registering it as a 10 mana "deal 6 damage to all minions" card.