As people have pointed out, the biggest issue of the strategy is that you need to have this in your hand or get lucky with what you burn since otherwise...yeah. Might be a bit too inconsistent to be viable.
It's quite confusing why they would print this when SSS is still in Standard. It would've seemed like quite a solid successor but now there's a lot of competition for that 3-mana weapon slot and this one could well lose that fight.
For achievement hunters, Celestalon teased about an achievement that requires using multiple different poisons on this.
Sorry about that everyone. The English promo email had the card with wrong stats, and when the real card got added to playhs gallery we got a duplicate, so we just deleted the original.
It must've been deleted after I wrote this. Can't access it anymore. However, narad97 did just post a theorycraft with the same idea, not sure if there are other cards changes than adding the new ranked spell in.
Rather ironically you probably don't want to run the only Warrior Frenzy minion that has been reveal so far (Warsong Envoy) in the same deck as you're looking for some big stuff. Let's see what Blizz has still in store.
I can't get over how weak the stats seem to be. Not an on-curve play for sure, but I'm also not sure if there's a Warrior deck right now that would go wide fast enough/be interested enough on couple of +1/+1 buffs to run her.
Absolutely love it. A Priest legendary that synergizes a lot of class cards instead of being niche or RNG-y. Every Priest should at least consider including her.
Significantly better Watch Tower. Demands an answer from aggressive decks, and a 3/5 that early might not be as trivial to remove as they'd like. Has potential to see actual play.
Seems very weak to me. Only really works against spell-heavy decks and even then you need to have a respectably sized board yourself to really get that value. Minion-centric decks will just walk over this.
Has potential, but the amount of watch towers so far is too low (and at least Crossroads Watch Post seems way too weak). As it stands, it's likely to see play only if Blizz makes it an achievement.
Even if you pull a bunch of trash you should still get more stats than what you paid for. I would've dared to call it fairly solid even with two Deathrattle pulls, but Demon Hunter always needs to go a bit further. The support for Deathrattle DH is definitely there so we'll see what happens.
Razorfen Beastmaster wasn't just a one-off then. Drawing/tutoring is strong but 4-mana Outcast can get real clunky, I fear.
At least they're not just piling on the existing archetypes to make them broken but we'll see if the Deathrattles can truly challenge Soul, OTK, or Aggro.
How does this work with corrupt. I guess the effect will reduce all taunt costs in your hand until you play a taunt minion. But can I corrupt my Dreaming Drake by playing a 2-cost card, while Razormane Battleguard is on the field?
I believe so, as long as the 2-cost card isn't a 4-cost Taunt which makes the Drake's cost return to 3.
This one looks very promising. If unanswered on curve, you opponent will be in heaps of trouble when the Taunts start dropping. I might even go as far as to claim this could be a nerf candidate if those tempo swings prove too reliable and strong.
Taunt Druid getting some serious love this expansion. This one might turn out to be too slow as you definitely want to play this behind a (preferably big) Taunt to get that sweet value, but that might take too much time to set up.
Once again a card that is really hard to evaluate. The fact that cheap ramp spells like Innervate (and probably Lightning Bloom too) are going to be Nature spells allow some crazy shenanigans, but will those be enough to earn Guff a spot.
Or maybe people will just play him as a 2/4 that will soft-force your opponent to use their turn on dealing with him, and the buffs are just a bonus you might occasionally get.
The Sigils seem pretty strong so far. This should see play, although usually when you're facing against something you want to silence, you usually want to do it immediately instead of next turn.
The synergy is real :D
As people have pointed out, the biggest issue of the strategy is that you need to have this in your hand or get lucky with what you burn since otherwise...yeah. Might be a bit too inconsistent to be viable.
It's quite confusing why they would print this when SSS is still in Standard. It would've seemed like quite a solid successor but now there's a lot of competition for that 3-mana weapon slot and this one could well lose that fight.
For achievement hunters, Celestalon teased about an achievement that requires using multiple different poisons on this.
Sorry about that everyone. The English promo email had the card with wrong stats, and when the real card got added to playhs gallery we got a duplicate, so we just deleted the original.
It must've been deleted after I wrote this. Can't access it anymore. However, narad97 did just post a theorycraft with the same idea, not sure if there are other cards changes than adding the new ranked spell in.
Could be rather annoying to play around. Paladins do love buffing so I won't be surprised to see this on ladder.
Rather ironically you probably don't want to run the only Warrior Frenzy minion that has been reveal so far (Warsong Envoy) in the same deck as you're looking for some big stuff. Let's see what Blizz has still in store.
I can't get over how weak the stats seem to be. Not an on-curve play for sure, but I'm also not sure if there's a Warrior deck right now that would go wide fast enough/be interested enough on couple of +1/+1 buffs to run her.
Absolutely love it. A Priest legendary that synergizes a lot of class cards instead of being niche or RNG-y. Every Priest should at least consider including her.
Significantly better Watch Tower. Demands an answer from aggressive decks, and a 3/5 that early might not be as trivial to remove as they'd like. Has potential to see actual play.
Seems very weak to me. Only really works against spell-heavy decks and even then you need to have a respectably sized board yourself to really get that value. Minion-centric decks will just walk over this.
Has potential, but the amount of watch towers so far is too low (and at least Crossroads Watch Post seems way too weak). As it stands, it's likely to see play only if Blizz makes it an achievement.
Even if you pull a bunch of trash you should still get more stats than what you paid for. I would've dared to call it fairly solid even with two Deathrattle pulls, but Demon Hunter always needs to go a bit further. The support for Deathrattle DH is definitely there so we'll see what happens.
Effect suits aggressive decks, mana cost doesn't. I'd be surprised if this sees constructed play, even though Saurfang is a card now.
You are not able to DE Basic cards this time, they will not get rarities like the HoFed ones did.
Razorfen Beastmaster wasn't just a one-off then. Drawing/tutoring is strong but 4-mana Outcast can get real clunky, I fear.
At least they're not just piling on the existing archetypes to make them broken but we'll see if the Deathrattles can truly challenge Soul, OTK, or Aggro.
I believe so, as long as the 2-cost card isn't a 4-cost Taunt which makes the Drake's cost return to 3.
This one looks very promising. If unanswered on curve, you opponent will be in heaps of trouble when the Taunts start dropping. I might even go as far as to claim this could be a nerf candidate if those tempo swings prove too reliable and strong.
Taunt Druid getting some serious love this expansion. This one might turn out to be too slow as you definitely want to play this behind a (preferably big) Taunt to get that sweet value, but that might take too much time to set up.
Once again a card that is really hard to evaluate. The fact that cheap ramp spells like Innervate (and probably Lightning Bloom too) are going to be Nature spells allow some crazy shenanigans, but will those be enough to earn Guff a spot.
Or maybe people will just play him as a 2/4 that will soft-force your opponent to use their turn on dealing with him, and the buffs are just a bonus you might occasionally get.
The Sigils seem pretty strong so far. This should see play, although usually when you're facing against something you want to silence, you usually want to do it immediately instead of next turn.