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KANSAS

Lv.16

Old God Fanatic

2,237 / 2,580 XP
Joined March 2019 2,912 posts 15,135 XP 1,755 achievement pts

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For a game to count, you have to either get to 15 or less life, or make it to turn 10. After one of those conditions are met you can concede and it still counts. It's not unreasonable for the game to have some kind of standards for what makes game count. Otherwise people would just start a game and …

Quote From allthehype

Dreadful opening. About 70 packs and only 2 legendaries: Shaman guy and that useless one than let’s you discover when trading. Much better luck with epics, a bit less than one in every third pack.  

I got [card]auctioneer jaxon[/card] and am hesitant about whether or not she is worth dusting. As it …

Quote From YourPrivateNightmare
Quote From KANSAS
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It's funny how grossly the community under-rated these. Before the expansion the overall sentiment was that quests would be ridiculously slow and that by the time they were completed the game would be over. But as it turns out, the …

4 years, 7 months ago · on Quest Hate
Quote From YourPrivateNightmare
Quote From KANSAS

It's funny how grossly the community under-rated these. Before the expansion the overall sentiment was that quests would be ridiculously slow and that by the time they were completed the game would be over. But as it turns out, the majority of these can be completed before turn 7-8 fairly …

4 years, 7 months ago · on Quest Hate

It's funny how grossly the community under-rated these. Before the expansion the overall sentiment was that quests would be ridiculously slow and that by the time they were completed the game would be over. But as it turns out, the majority of these can be completed before turn 7-8 fairly consistently.

In terms of the meta, things are still …

4 years, 7 months ago · on Quest Hate

So far it seems like mages are the top dog. I think [card]incanter's flow[/card] is the best nerf candidate. We have already established that it can be busted in the right deck, and since it's not a new card blizzard won't be taking away any of the excitement from the new set. Plus, the card is just super annoying. It's …

I bought the arena ticket, played through both of my runs, and now have an additional 45 gold that will haunt me until the end of time. Thanks OutofCards, thanks a lot.

I don't think Celestial Ink is a very strong card. The discount isn't insignificant by any means, but it is too much effort for too little gain. Most mage decks prefer to play a higher number of lower cost spells, and very few mages decks would opt to play a card of such low impact. The Imprisoned Satyr in druid …

4 years, 7 months ago · on United in Stormwind

Thanks Out of Cards so much for hosting this giveaway! I can't believe I actually won a mega bundle!

Good luck everyone!

[deck]28633[/deck]

Being able to silence multiple targets for 1 mana is strong, but the tradeable keyword pushes this from just good to bonkers. I couldn't imagine a control priest that wouldn't want this in their arsenal.

Just a beautiful card. 2 mana 2/2 that draws a card is strong, especially in an aggro deck that can barf out their hand really fast.

4 years, 7 months ago · on New Warrior Minion - Harbor Scamp

I am not entirely sure how good this will be. It is a nice payoff for an underappreciated archetype, but it's a lot of setup for just more stats. Spending three mana on a random 8-drop sounds cool, but by the time you get to that point in the game the one extra big dude won't be that spectacular.

4 years, 7 months ago · on New Shaman Spell - Charged Call

It doesn't seem terribly hard to cast a fire spell three consecutive turns in a row as long as you put in a little effort. The main downside of this card lies not in the difficulty of the set up, but in the amount of time it takes to set up. If you need burn damage to kill your opponent, …

The tradeable makes it decent, but otherwise it is trash. It is cheap, which makes it better than similar cards like [card]frostwolf warlord[/card] or [card]heroic innkeeper[/card]. But it is still too much work for not enough payoff.

Quote From Daowen

Revealing cards should start the moment the expansion releases.
That's how it should work instead of all the theorycrafting and blahblah before it's even released. Gives lots more fun and we would see more variation in decks cause people have to make decks themselves and not everyone playing the same deck from the start. 
But …

4 years, 7 months ago · on Really Annoyed By Reveals

It's literally just [card]dragoncaster[/card] but without the dragon part. That card never saw much play after it was nerfed from 6 mana, but maybe without the deck building restriction this will be different.

4 years, 7 months ago · on New Mage Minion - Clumsy Courier

Slightly below average on the first cast, but everything after that is vanilla stats or better. As we have seen in the past, mages can have a tendency to draw a lot of spells for very cheap. Especially with the new gadgetzan auctioneer elemental, I think this will be used.

4 years, 7 months ago · on New Mage Spell - Ignite

Very strong, very flexible. People are comparing this to [card]twin slice[/card], but it is also [card]rapid fire[/card] except it deals more damage in a class that can utilize it better. This card would already see play on it's own, but it only gets better with all of the fire mage support this expansion.

4 years, 7 months ago · on New Mage Spell - First Flame

It costs less than [card]gadgetzan auctioneer[/card] and has more health. The restriction to fire spells is a little rough, but with the addition of [card]hot streak[/card] I don't imagine mages will have a hard time utilizing this.

4 years, 7 months ago · on New Mage Minion - Sanctum Chandler