So on one hand, Reno'ing yourself with one or two Lightshower Elemental deathrattles is fantastic...
...But what else are you playing with this? Elekk Mount and Undying Disciple seem to be must haves, but I'm not completely sure if they'll trigger properly (Elekk Mount being a spell, and Undying Disciple I'm not sure if it's going to check the attack of the original card or your hero's.) Mo'arg Forgefiend, Plagued Protodrake, and Scrapyard Colossus are all very great to load up, but that's just making your deck even slower when Handlock probably already finished their quest.
Feels a little too slow to be as ubiquitous as Convincing Infiltrator, but depending on the support, can be just as much of a nightmarish card to deal with as aggro.
Constructed? Awful, even in a meta about playing the biggest minion onto the board (which will never happen.) Depending on how Eating works with deathrattles and the like, it can have a niche application though.
Arena? 5 Stars, you're picking this every time, and the game is gonna devolve into a game of chicken between who drafted more of them or the removals to get rid of them.
Well on the one hand, if this ever hits the field against aggro, it's ggs for them since this just pumps out big ol taunts in the way every time it trades.
On the other hand, getting to 8 mana is a big ask, so really limited to slower decks like Librams.
It's no Phase Stalker, which is unfortunately what it needs to be in order for it (and by extension secrets) to be playable. The upside is that just by playing one copy of this, you're drawing most of the secrets Hunters usually are willing to put into their decks.
Deathrattle Rogue had a brief flash in Stormwind with Sketchy Information and Loan Shark... and evaporated just as quickly. Needs some actual Deathrattle targets to work with, but as is it's pretty weak.
Auto include for Non-aggro Druids. The battlecry is fantastic, and the hero card itself is relatively cheap. The 20 mana max is a meme though, any combos you're hoping to pull off by then would be ridiculously slow even with the Hero Power ramping. But that said, Ramp or Draw in the Hero Power is still very powerful tool to have for control and combos.
Could honestly just get the Honor Kill once and then punish your opponent with a Fiery War Axe the following turns. Trying to greed more out of it would rely on your opponent cooperating with you... and in which case you're crashing your face into progressively bigger and bigger minions, and Hunter isn't exactly known for their recovery.
Kind of scary card with Paladin having plenty of Dudes in a Can cards with Day at the Faire and Stand Against Darkness, but the flipside is that spending 4 mana doing nothing else on your turn is actually a bit of a demand as seen with Invigorating Sermon. It's obviously better than Sermon since it does affects ALL the minions you summon and not just play, so there's hope yet.
While technically speaking it's less powerful overall than Incanter's Flow in both ease and overall mana discount, would take a miracle for this card to make it through the expansion cycle without it being nerfed.
Just got level 219, sitting on 10140 gold and a 2 loss Arena run. Even setting aside 2000 for the miniset, 81+ packs ain't bad. Really hoping to get back into Rogue with the SI:7 this expansion, though Warlock's Quest looking pretty good too.
PRAISE BE UNTO YOGG-SARON DAWNGRASP!!!
So on one hand, Reno'ing yourself with one or two Lightshower Elemental deathrattles is fantastic...
...But what else are you playing with this? Elekk Mount and Undying Disciple seem to be must haves, but I'm not completely sure if they'll trigger properly (Elekk Mount being a spell, and Undying Disciple I'm not sure if it's going to check the attack of the original card or your hero's.) Mo'arg Forgefiend, Plagued Protodrake, and Scrapyard Colossus are all very great to load up, but that's just making your deck even slower when Handlock probably already finished their quest.
Feels a little too slow to be as ubiquitous as Convincing Infiltrator, but depending on the support, can be just as much of a nightmarish card to deal with as aggro.
...This tracks while it's still in your deck right?
...
...
...In the dungeon I go deeper...
The only reason why you wouldn't run this Scabbs in every single one of your Rogue deck is if you're playing a Turbo Combo deck like Garrote Rogue.
Fresh meat this ain't. Unless Standard is suddenly overrun by Odd Paladin from Year of the Raven, I don't really see much use for this Abomination.
Sooo good for Control Warrior; kill the big thing and stall/limit your opponent's board space for a turn.
Constructed? Awful, even in a meta about playing the biggest minion onto the board (which will never happen.) Depending on how Eating works with deathrattles and the like, it can have a niche application though.
Arena? 5 Stars, you're picking this every time, and the game is gonna devolve into a game of chicken between who drafted more of them or the removals to get rid of them.
Seems like a Druid class card in disguise... Can't wait for it to roll Taunt 9 times!*
*Probably doesn't work like that.
Well on the one hand, if this ever hits the field against aggro, it's ggs for them since this just pumps out big ol taunts in the way every time it trades.
On the other hand, getting to 8 mana is a big ask, so really limited to slower decks like Librams.
It's no Phase Stalker, which is unfortunately what it needs to be in order for it (and by extension secrets) to be playable. The upside is that just by playing one copy of this, you're drawing most of the secrets Hunters usually are willing to put into their decks.
3 mana resummon Trampling Rhino
monkaS
The only positive I can say is that this is better Flesheating Ghoul due to the higher health.
Oh hey it's Tavish Stormpike 2.0!...
Except even slower and just as bad.
Deathrattle Rogue had a brief flash in Stormwind with Sketchy Information and Loan Shark... and evaporated just as quickly. Needs some actual Deathrattle targets to work with, but as is it's pretty weak.
Auto include for Non-aggro Druids. The battlecry is fantastic, and the hero card itself is relatively cheap. The 20 mana max is a meme though, any combos you're hoping to pull off by then would be ridiculously slow even with the Hero Power ramping. But that said, Ramp or Draw in the Hero Power is still very powerful tool to have for control and combos.
Could honestly just get the Honor Kill once and then punish your opponent with a Fiery War Axe the following turns. Trying to greed more out of it would rely on your opponent cooperating with you... and in which case you're crashing your face into progressively bigger and bigger minions, and Hunter isn't exactly known for their recovery.
Kind of scary card with Paladin having plenty of Dudes in a Can cards with Day at the Faire and Stand Against Darkness, but the flipside is that spending 4 mana doing nothing else on your turn is actually a bit of a demand as seen with Invigorating Sermon. It's obviously better than Sermon since it does affects ALL the minions you summon and not just play, so there's hope yet.
While technically speaking it's less powerful overall than Incanter's Flow in both ease and overall mana discount, would take a miracle for this card to make it through the expansion cycle without it being nerfed.
Just got level 219, sitting on 10140 gold and a 2 loss Arena run. Even setting aside 2000 for the miniset, 81+ packs ain't bad. Really hoping to get back into Rogue with the SI:7 this expansion, though Warlock's Quest looking pretty good too.