KANSASOld God Fanatic 17552912 PostsJoined 03/25/2019
I think it is pretty good. If you are playing in a deck that cares a lot about draw, and your opponent tends to have a full hand then this is a pretty good card. Against a faster deck this isn't really good though. I guess whether or not this card is played depends partly on the meta.
I don't think this is what Rush decks need though.
Very true. This isn't a bad card, it just isn't enough to make a "rush" deck work. What we need is more rush minions and better ways to interact with them aside from just giving them buffs.
KANSASOld God Fanatic 17552912 PostsJoined 03/25/2019
When I first saw this I thought "wait, why doesn't this have the Murloc tag?" then I actually read the name of the card and felt a little stupid.
I don't think card will see a lot of play since Handbuff stuff is generally pretty slow and doesn't impact the game at all. Maybe some deck will be able to make good use of the 2/2 buff, but I doubt there is any deck than wants this buff that can't already get it in a much easier way.
KANSASOld God Fanatic 17552912 PostsJoined 03/25/2019
You would want to add bananas to your own hand so that you can get synergy from casting cheap spells. You would want to add cards to your opponents hand to make them overdraw. I don't know what deck wants to do both of things simultaneously, and in most cases you would just prefer Banana Buffoon.
KANSASOld God Fanatic 17552912 PostsJoined 03/25/2019
This will definitely be played in any deck with even a small number of secrets. It is one card that puts two cards on the field, making it good card advantage. And since it gets multiple cards on the field at once, it is good tempo. This card is very powerful and useful. And I would be shocked if it never saw any play.
KANSASOld God Fanatic 17552912 PostsJoined 03/25/2019
I don't think this is a bad card, but I don't think it will be played a lot just because elemental decks generally aren't very good. Maybe the cards in this expansion will give the tribe a much needed boost, but I remain skeptical.
KANSASOld God Fanatic 17552912 PostsJoined 03/25/2019
For an aggro deck, you will want to play these kinds of cards on curve, and when played on curve it is just too vulnerable. It is only good when you already have a good enough board set up so that you can either get lethal, or some really good trades. Or if you can corrupt it, which some aggro decks might have a harder time doing. Somebody mentioned using this in token druid, but I don't know if that deck has any cards that cost more than three, and at the point you might as well run Raid Leader.
KANSASOld God Fanatic 17552912 PostsJoined 03/25/2019
It's not bad once you corrupt it, but I don't think you will want to play it for it's base cost unless you really care about the mech tag. Dealing 3 damage for 3 mana on a 3/2 body is really good for a neutral card, it just needs some setup.
KANSASOld God Fanatic 17552912 PostsJoined 03/25/2019
Generally, I don't think you will want to play vanilla minions beyond turn 3. After around turn 4 you want things that have some form of immediate impact, and this just doesn't. Maybe you really care about elementals, but I don't think that is enough for this to see any play.
KANSASOld God Fanatic 17552912 PostsJoined 03/25/2019
The healing isn't bad, but healing 4 life for 4 mana is pretty slow. Shroom Brewer only barely made the cut in some warlock decks that were desperate for healing, so I don't think this will be played for heal very often. The damage is pretty good for a neutral card, but the Corrupt makes it rather awkward to play. All in all I don't think it will be played a lot. But who knows, maybe the flexibility of it will make it more attractive to certain decks.
I really like this card. Having every tribe is useful, and I am very glad they decided to print this at common instead of Epic like before. This will definitely see play in any deck that cares about more than one tribe, and maybe even some other tribal decks that just want a really good 4-drop.
KANSASOld God Fanatic 17552912 PostsJoined 03/25/2019
Dealing 4 damage for 4 mana is okay, but really not worth playing. The body is alright, but again, not really worth playing for 4 mana. The downside is easily negligible since most of the time you are playing this in decks that don't care about their health total. It may see play if there is an aggro deck desperate for burn damage, but there are a lot of other options that can deal more damage for their cost. I will however be playing this in some of my Shudderwock Shamans alongside some face heal and Refreshment Vendor just for fun.
Not sure what we're doing here. Am I missing something?
It lets you filter through your deck, getting rid of a possibly bad low cost card for a new card which may be better. It will also just draw you a card from an empty hand. It is just a nice little way to cycle through your cards and dig for something relevant
KANSASOld God Fanatic 17552912 PostsJoined 03/25/2019
I really don't think this will be played. Theoretically you could use it for mill, but there are already cards like Dancing Swords or King Mukla which are pretty bad at making your opponent overdraw. I think the point is that the 4 drop will be kind of clunky to play, and that most of the time it will just be a random card taking up space, but that wouldn't work unless it gave your opponent a 6+ cost card.
You are spending one card and giving your opponent one card, so it is bad card advantage. You do however get a 3 mana 4/4 which is good tempo, but, you give your opponent an on-curve play which is bad tempo. So this isn't really good for anything except maybe filling up your opponents hand with junk via Shudderwock.
KANSASOld God Fanatic 17552912 PostsJoined 03/25/2019
Not bad as a neutral removal tool. If you can get 4+ damage with this you are probably good. I don't know exactly what deck will use this and how, but it isn't a bad card.
KANSASOld God Fanatic 17552912 PostsJoined 03/25/2019
Honestly, I was hoping for something a bit more radical than this. There simply isn't enough payoff for the cost. Sure, getting a board full of 4/4s is nice, but not worth the effort. I was hoping that the 9 mana corrupt card would be more of an odd build-around, possibly combo enabling card. But it is just an extra board of stats.
The only way I think this will see play is in a Shudderwock deck which may use C'thun or soemthing to corrupt it, and then copy the battlecry getting a board full of Shudderwocks. But usually by the time you get infinite shudderwocks, you have already won.
KANSASOld God Fanatic 17552912 PostsJoined 03/25/2019
Eh, seems kind of weak. 2 mana 3/2 isn't terrible, but those stats alone aren't enough for a card to see play. And the ability just seems really underwhelming.
KANSASOld God Fanatic 17552912 PostsJoined 03/25/2019
A nice, simple removal tool for control warriors in the early turns. And, a convenient way to trigger enrage abilities. I imagine this will become a control warrior staple in the future.
KANSASOld God Fanatic 17552912 PostsJoined 03/25/2019
This is just incredible. Compare this to Sky Gen'ral Kragg. It is a rare instead of a Legendary, it doesn't have any kind of conditions, it has a larger body. The only downside is that you get to deal 3 damage with the weapon instead of 4 damage with the rush, but you get two attacks with the weapon whereas you would only get 1 attack from the parrot.
I think this will be played in a lot of warrior decks of varying kinds just because of how flexable and useful this is. It is a pirate, it has taunt, it can remove things, and it can push extra face damage. What's not to love?
KANSASOld God Fanatic 17552912 PostsJoined 03/25/2019
I love it. Town Crier is a super useful and flexible card, and this is very similar. The corruption cost really only comes into play when you want to play this on turn one to find a 2-drop. But most of the time you are fine holding onto this for an extra turn so that you can get the buff. And with some Rush minions, that buff can go a long way.
I think it is pretty good. If you are playing in a deck that cares a lot about draw, and your opponent tends to have a full hand then this is a pretty good card. Against a faster deck this isn't really good though. I guess whether or not this card is played depends partly on the meta.
Very true. This isn't a bad card, it just isn't enough to make a "rush" deck work. What we need is more rush minions and better ways to interact with them aside from just giving them buffs.
When I first saw this I thought "wait, why doesn't this have the Murloc tag?" then I actually read the name of the card and felt a little stupid.
I don't think card will see a lot of play since Handbuff stuff is generally pretty slow and doesn't impact the game at all. Maybe some deck will be able to make good use of the 2/2 buff, but I doubt there is any deck than wants this buff that can't already get it in a much easier way.
You would want to add bananas to your own hand so that you can get synergy from casting cheap spells. You would want to add cards to your opponents hand to make them overdraw. I don't know what deck wants to do both of things simultaneously, and in most cases you would just prefer Banana Buffoon.
This will definitely be played in any deck with even a small number of secrets. It is one card that puts two cards on the field, making it good card advantage. And since it gets multiple cards on the field at once, it is good tempo. This card is very powerful and useful. And I would be shocked if it never saw any play.
I don't think this is a bad card, but I don't think it will be played a lot just because elemental decks generally aren't very good. Maybe the cards in this expansion will give the tribe a much needed boost, but I remain skeptical.
For an aggro deck, you will want to play these kinds of cards on curve, and when played on curve it is just too vulnerable. It is only good when you already have a good enough board set up so that you can either get lethal, or some really good trades. Or if you can corrupt it, which some aggro decks might have a harder time doing. Somebody mentioned using this in token druid, but I don't know if that deck has any cards that cost more than three, and at the point you might as well run Raid Leader.
It's not bad once you corrupt it, but I don't think you will want to play it for it's base cost unless you really care about the mech tag. Dealing 3 damage for 3 mana on a 3/2 body is really good for a neutral card, it just needs some setup.
Generally, I don't think you will want to play vanilla minions beyond turn 3. After around turn 4 you want things that have some form of immediate impact, and this just doesn't. Maybe you really care about elementals, but I don't think that is enough for this to see any play.
The healing isn't bad, but healing 4 life for 4 mana is pretty slow. Shroom Brewer only barely made the cut in some warlock decks that were desperate for healing, so I don't think this will be played for heal very often. The damage is pretty good for a neutral card, but the Corrupt makes it rather awkward to play. All in all I don't think it will be played a lot. But who knows, maybe the flexibility of it will make it more attractive to certain decks.
Chillwind Yeti!!!
I really like this card. Having every tribe is useful, and I am very glad they decided to print this at common instead of Epic like before. This will definitely see play in any deck that cares about more than one tribe, and maybe even some other tribal decks that just want a really good 4-drop.
Dealing 4 damage for 4 mana is okay, but really not worth playing. The body is alright, but again, not really worth playing for 4 mana. The downside is easily negligible since most of the time you are playing this in decks that don't care about their health total. It may see play if there is an aggro deck desperate for burn damage, but there are a lot of other options that can deal more damage for their cost. I will however be playing this in some of my Shudderwock Shamans alongside some face heal and Refreshment Vendor just for fun.
It lets you filter through your deck, getting rid of a possibly bad low cost card for a new card which may be better. It will also just draw you a card from an empty hand. It is just a nice little way to cycle through your cards and dig for something relevant
I really don't think this will be played. Theoretically you could use it for mill, but there are already cards like Dancing Swords or King Mukla which are pretty bad at making your opponent overdraw. I think the point is that the 4 drop will be kind of clunky to play, and that most of the time it will just be a random card taking up space, but that wouldn't work unless it gave your opponent a 6+ cost card.
You are spending one card and giving your opponent one card, so it is bad card advantage. You do however get a 3 mana 4/4 which is good tempo, but, you give your opponent an on-curve play which is bad tempo. So this isn't really good for anything except maybe filling up your opponents hand with junk via Shudderwock.
Not bad as a neutral removal tool. If you can get 4+ damage with this you are probably good. I don't know exactly what deck will use this and how, but it isn't a bad card.
Honestly, I was hoping for something a bit more radical than this. There simply isn't enough payoff for the cost. Sure, getting a board full of 4/4s is nice, but not worth the effort. I was hoping that the 9 mana corrupt card would be more of an odd build-around, possibly combo enabling card. But it is just an extra board of stats.
The only way I think this will see play is in a Shudderwock deck which may use C'thun or soemthing to corrupt it, and then copy the battlecry getting a board full of Shudderwocks. But usually by the time you get infinite shudderwocks, you have already won.
Eh, seems kind of weak. 2 mana 3/2 isn't terrible, but those stats alone aren't enough for a card to see play. And the ability just seems really underwhelming.
A nice, simple removal tool for control warriors in the early turns. And, a convenient way to trigger enrage abilities. I imagine this will become a control warrior staple in the future.
This is just incredible. Compare this to Sky Gen'ral Kragg. It is a rare instead of a Legendary, it doesn't have any kind of conditions, it has a larger body. The only downside is that you get to deal 3 damage with the weapon instead of 4 damage with the rush, but you get two attacks with the weapon whereas you would only get 1 attack from the parrot.
I think this will be played in a lot of warrior decks of varying kinds just because of how flexable and useful this is. It is a pirate, it has taunt, it can remove things, and it can push extra face damage. What's not to love?
I love it. Town Crier is a super useful and flexible card, and this is very similar. The corruption cost really only comes into play when you want to play this on turn one to find a 2-drop. But most of the time you are fine holding onto this for an extra turn so that you can get the buff. And with some Rush minions, that buff can go a long way.