GoddammitDontShootMe
LV.15COMMENT_COUNT_1900_HS
Comments
2,062 totalWhen has mana cost reduction ever been bad? Well, this might be bad on big expensive body. There is a reason [card]Ancient Brewmaster[/card] was never played.
This looks interesting. Closest card I can see to compare it to would be [card]13452[/card], and that one hits everything and is twice the mana cost. This one is a bit delayed since the chosen minion has to die first. …
So now we have a giant for mana spent on spells. A bit like [card]Arcane Giant[/card], except that one counted the number of individual spells casted. I'm sure this will nearly always be played for free.
I guess this is okay. It might prevent your opponent from playing something they'd like to see live on their next turn, since it can kill most turn 6 minions and not get hurt while doing so. 4 health is …
Is this too good for 3 mana? Is that why it needs the dormant penalty? Might be better to play this late to remove a single late game threat. As long as it doesn't have divine shield, or you have …
Seems like a decent 1-drop. Pretty much anything your opponent can play will die immediately once this awakens, so they might wait until they can ping it, which might slow them down slightly.
6/18 worth of taunts for 6 mana is pretty good, and I don't think you'll have trouble meeting the condition. Attack is a bit low though.
How many weapons does Warrior usually run in a deck? Though I guess this would be pretty good even if the answer is two copies of two different weapons.
Synergy with three different spell schools in one card. I'd think this would go best in a deck that uses all three. Not sure what that is right now.
This doesn't look too bad. You get 8/7 worth of stats for 7 mana, this lets you look at the bottom of your deck each time it attacks, and with divine shield it might let you do that twice, and …
Until there's a way for Paladin to put several mechs at the bottom of its deck, this card is useless. If that does happen, 2 mana draw 5 is insane, and this hypothetical future card probably won't put that many …
This looks like it could be good at keeping your opponent's boards clear. Even if it doesn't kill what it attacks in one hit, it won't lose any health, so you can just keep playing spells.
Looks like Pirate Rogue is coming back. This card is entirely dependent on how good that deck will be, so we'll have to see. I'd probably take their supplies most times, but taking their gold could be good against combo …
At the very least, this is [card]11348[/card], and if you fulfill the condition, it's two [card]11348[/card]s. You'd probably want to play another spell to trigger the Naga, then play it, then play this. That could be too slow.
I'm not sure which relic would be the best. Ring of Tides and Xal'atath are the least RNG reliant, but drawing two cards on its own is damn good for 1 mana, and any colossal would be insanely strong at …
This looks pretty strong. Though in the late game, I wonder how often it would have enough health to not die after attacking two minions.
Now imagine if this card said "Destroy all minions (wherever they are)." Not really sure that would actually help Priest much since it doesn't have a lot of burn or resurrection now. As for the actual card, guess it …
I'm not seeing this being that good unless Rogue has some strong pirate synergy. The pirates have stealth, which should give you some more turns to draw that synergy, so there's that. Surely Rogue gets its own dredge card as …
If you draw this early, you probably won't have any trouble activating the battlecry. 3 damage won't kill much of anything at the 6-7 mana cost range, but if the opponent's strategy is to play several cheap minions instead, this …
I made a post in the [card]Handmaiden[/card] thread about Miracle Priest loving it, but we're losing both weavers. If Miracle Priest remains a thing despite that, same applies to this card, or if there's any deck that involves dumping a …