KANSAS
Lv.16Old God Fanatic
Comments
Unless your opponent has an instant kill spell or is playing big druid, it is impossible to get rid of this without triggering the frenzy. However, it isn't hard for your opponent to just ping via hero power or run an insignificant whelp into it so that it only triggers for 1-2 armor. Also, unlike other frenzy minions, it is …
On turn 2 a 2/4 is very strong, but after turn 4 the small gain in stats starts to become less and less impressive. I don't think this will see any play unless you have some way of utilizing the face damage in some way.
This seems too slow and difficult to utilize. What deck would you even put this in?
It's not bad except for the fact that it is 6 mana. Paying that much to destroy a random enemy minion is terrible, and it doesn't help that you have to jump through an extra hoop to make it happen.
I don't know what to make of this card. On the one hand it is a 4 mana 5/5, on the other hand it gives your opponent a card, but it also gives you the same card, but the card came from their deck which means they are probably better suited to use it than you, but you also got …
Unless there is a combo you can utilize with this or some particularly strong taunt card that really wants to be buffed, I don't see why you would run this over some other card. [card]Felosophy[/card] sees play, but only because there are specific demons that you want to play more than once. I don't know what taunt minion you would …
Pretty strong, this triggers all of your other frenzy stuff, and at 6 health it is difficult to remove without triggering it again. I am sure this will find a place in a warrior deck somewhere.
5 mana deal 4 damage draw a card isn't very good. It leaves a minion behind which makes it better, and if you have a card that has synergy with frenzy then I could see you playing this.
This is just broken. It draws 3 cards and removes 3 enemy minions. It can do even better with weapon buffs. I would be surprised if this doesn't get nerfed.
A two-sided consecration that also gives you armor. This seems like an all-around good card. The damage is decent, and the armor gain is just absolutely wonderful.
This doesn't seem much more powerful than [card]wriggling horror[/card], but it isn't a bad card.
One of the better caravans as summoning a 1 cost minion from your deck is very strong. But I don't see this being played much simply because start of turn effects are unreliable and easy to disrupt.
Part of me really wants this "Fatigue Warlock" deck to work, but I just don't know if getting a few powerful minions is enough to make the deck work. If nothing else I will have fun trying to make it work.
This basically has reborn. A 1 mana 1/3 is strong, this is better though since the damage has to come from two separate sources, which it probably would be anyway on turn 1, but this makes it much less convenient to remove later in the game.
It reminds me of [card]murkspark eel[/card]. The condition is super easy to meet and 2 damage is not insignificant in the early game.
Not bad, getting to deal 2 damage to 2 chosen targets for 3 mana isn't bad, especially when it leaves a minion behind. I just really want elemental shaman to be good.
Probably the best caravan so far. Start of turn effects are bad, but drawing cards is good enough that it is probably worth playing this card anyway. I just wish shamans got more reliable generic draw instead of having to jump through hoops or being limited to only drawing a specific type of card.
[card]Sandstorm elemental[/card], but bigger and with taunt. The whirlwind effect feels a bit weak by turn 4, but this card still seems strong with taunt and the elemental tag.
I like it. It reminds me of [card]vilespine slayer[/card] only elemental instead of combo, and it also can't be resurrected which is nice. I like the idea of elemental shaman but it was never very good. I do think the tribe should be more prevalent as it is kind of shamans whole thing. Hopefully this card helps make that deck …
It is a bit weird to see this with [card]chain lightening[/card] also being a card. I imagine this will be played since 4 damage for 2 mana is good even if you have to wait until turn 5 for it.