GoddammitDontShootMe
LV.15COMMENT_COUNT_1900_HS
Comments
2,062 totalA 6 Attack rush on turn 4 seems pretty good to me. Not much it won't kill at that point, unless it has Divine Shield. Of course it goes to 2 Attack after your turn which means your opponent can …
You can always get lucky, but probably the card is more useful for them than you.
Would of course be broken without the deathrattle. With 10 health, it probably has a good chance of surviving for a turn to let you play whatever you stole. Maybe you can steal something else and play it next turn …
I guess if you draw this later, and you need the healing, you forge then play it. If it starts in your hand or you draw it before turn 3 or so, you probably just play it for the random …
I guess you play this on turn 6 or so, then magnetize a few cheap mechs to minions on your board. I don't know, maybe it pays off sometimes.
For some reason, the first thing I thought of was playing this against Bomb Warrior to lose faster. But for real, I don't know, maybe this makes [card]Son of Hodir[/card] more viable?
I guess you spend 5 mana to play this and forge some card on the same turn since it will die if you try to wait a turn to forge something, then you get an already forged copy of a …
Sure is a lot of stats for the cost. Are there any decks that won't eventually kill this by triggering extra card draw if their opponent doesn't kill it first?
I guess Dragon decks will like this. Don't even need to play it to get the extra dragon. I haven't seen Dragon decks for a while, maybe they're returning?
Eh, you still come out +1 ahead if you forge this, so why wouldn't you? It's not like this needs to be played on curve, since you can potentially discover something useful for any point of the game.
I suppose this would be alright unforged if you are at or near full health and don't need the lifesteal, but unless you topdeck it and could use a board clear, you're going to forge it in an earlier turn …
This certainly looks good on paper, and there are a lot of examples of "summon a random" deathrattles, but I don't recall how good they've been in the past. Also, I can't be bothered to try looking at the entire …
I'm not sure where this goes. I was thinking maybe in a big deck to make it harder for your opponent to play cheap cards, but you'd probably have to wait until the mid-late game to play this in order …
I don't think cards like this have been that good in the past. All your opponent has to do to end the deathrattle chain is to kill this last, or at least make it the last mech to die. Though …
Might be a must include in a Mech deck. At least it looks pretty good for that.
[card]Kazakus[/card] for weapons, and with basically no deckbuilding restrictions. Should be pretty good.
I'm not absolutely certain, but I'm fairly sure this is better than all the base hero powers. I wonder how this will be countered, running your own copy to prevent the bastard from top-decking to victory like they're doing to …
Since one of the quest rewards is get your golden buddy, that means buddies are returning too, in a limited fashion.
Do the deal 4 damage and draw a card abilities repeat, or just the buffs? If not, I guess this is still somewhat decent. If you have another minion in play.
So you potentially get three discovers, one for each rune. I'm going to assume they aren't making an exception for the no three-rune cards in discover rule for this. Seems alright though, just not sure it will be amazing.