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economicaooc

Joined 03/04/2020 Achieve Points 460 Posts 464

economicaooc's Comments

  • Very nice card. Might even persuade midrange pirate warriors to run arcanite reaper, especially with the 4 drop that summons a minion equal to weapon attack.

    Not as many rogue decks can use this card, but it's always worth considering.

  • If a midrange deck can consistently have a lifesteal minion in play that this can target, then this is a great anti-aggro tool.

    The downside makes this card fairly poor against slower decks, where the buff is the same as developing a 5 mana 8/8. (Except that it and another minion can be killed by the same spell)

  • Nice for aggressive token druids.

    A little annoying that the summoned token doesn't get buffed by board buff effects, but that shouldn't stop the card from seeing play.

  • The pool of beasts is big, but unlike demons, they are all at least playable.

    I don't think that that changes the fact that this card is a little unneeded in druid right now. If this is played aggressively, then the beasts are more likely to be sub-par than those you would put in your deck. If this card is played for value, then the payoff is meagre in the late game.

  • Nice to have, but I think that DMH prefers regular execute.

    However, odd warrior might like to have access to some non-damage based spot removal to counteract big priest.

    I don't think that rogues want this, but I could be surprised.

  • +2/+2 for 2 is not amazing, and the heal effect is very situational. Tempo priest is almost better than bad, but it doesn't need this kind of effect to improve.

  • Pretty nice in raza priest. Not sure where else this slots, but it can definitely outclass most 0 or 1 mana priest spells.

    Not sure if this really helps any warlock decks, but the 0 mana cost is helpful. Might have potential in discardlock.

  • A lot of these study cards pull from very big pools where there are a lot of bad neutral cards, but dragons are mostly fairly large minions, so this could be acceptable in a midrange dragon priest deck.

  • A nice combo disruption card, but also almost certain to be usable as a way to destroy the opponent's deck.

    Looking forward to seeing new alternatives to togwaggle priest.

  • 7 mana makes this just too late to interrupt aggro. The thing big decks really need to do is stick a really big taunt very early against aggro, and this just isn't able to do that.

  • Like a baby frost nova, this card mitigates a lot of damage against aggro, and the low cost means it can slot nicely into raza priest.

    Not sure what this really does for paladin, but It's a tool that have access to now.

  • Not very impressive, especially when so many other options for healing are available to both classes.

  • It's good, but it's remarkably hard to control a damaged minion in the early turns of the game when you're up against a control deck.

    Very matchup dependant, but probably slots into at least one deck. Not sure if that deck is pirate warrior, but it's worth trying.

  • Very inconsistent. I don't think that any deck runs this competitively, just because the effect cannot be relied upon.

  • Not sure what druid deck wants this, but the card is very good. The problem is that druids can do much better for drawing a lot of card using their spell suite. Maybe with that beast recuiting card.

  • Pretty nice card draw, even if you only have spell damage +1. This looks strong, but there is a scarcity of good spell damage minions that says to me that this goes into combo decks only, where two apprentices + Mozaki, Master Duelist help you kill in one turn.

  • A flamewaker that only triggers twice is probably not worth running. The card might see play in secret mage, but I think the spellburst is a little too tricky to consistently achieve there.

  • This doesn't seem great. This looks like a curve topper for a deck that just doesn't really exist. Secret mage doesn't play enough spells to facilitate this card, and quest mage doesn't want to spend 5 mana just to develop the board when they can kill with giants by drawing cards instead.

  • I'm not sure that hunters really need cheap damaging removal.

    The card is strong for the cost, but fills a niche that most hunter decks don't seem to need filled, because they aim for board dominance in the early game, letting them trade problem minions away.

  • The biggest problem this card has is the sheer magnitude of awful cards in the pool.

    The card's unreliability might be mitigated if the discount helps you curve into a big deathrattle minion, but this seems unlikely to see play.