KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
Mana cheating is always something to look out for. But I am skeptical about whether or not this will actually be played. Outside of a specific combo you would probably rather just spend the extra mana rather than have to go through the trouble of playing this and activating it.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
What would this be called? Masquerade Rogue? Infiltrator Rogue? Not a Rogue? Disguise Rogue? A deck this silly isn't worth making if it doesn't come with a fun name :)
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
It's just bad. For less mana you could just discover a spell instead of getting a random one. And worse, your opponent has a level of control over how many spells you get, making it even harder to utilize. There is just no reason to play this, which is a shame since it would be pretty funny to bash my opponent's face in with giant wheels of cheese.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
2 mana for 2 extra damage isn't great, but you can always try and use it on a spell with multiple targets to amplify the spell damage, and the 2/3 isn't useless either. Of all the spell damage cards in the game, this is above average.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
It won't see play. 4 mana means you won't be able to combo a lot of spells off of this on the turn you play it. And 4 health means it probably won't survive until your next turn. The tradeable keyword is a nice touch, but a bad card is just a bad card whether I draw it now or later.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
At first I thought this was a cool card to support quest decks. And then everybody reminded me that Venomous Scorpid is the same only stronger and without the quest requirement.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
Always a fan of more draw in shaman. The tutor effect is nice and, obviously, it has strong synergy with the quest. I can definitely see this being used as a way to get your board clear in control decks, or a way to dig for burst and thin out your deck in aggro decks.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
In most cases I don't see this getting you more than 6 armor, which is strong but nothing crazy. With the addition of the pirate tribe I can definitely see this being played.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
This is possibly one of if not the best handbuff card out there, the added draw makes a huge difference. With this and some of the other support cards this set, handbuff paladin could easily be T-2.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
I don't think this will see play. Unless you have a handfull of 1-drops in your hand, the earliest this can reasonably be expected to attack is turn 5. And that is if it is played on turn 2.
Generally it isn't worth going through this much trouble just to get a couple of extra stats.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
Very weak on it's own, but becomes very handy very quickly. As a 2/5 that deals 2 damage with lifesteal, it is playable. As a 3/6, it is crazy strong. I don't have a lot of hope for handbuff paladin, but this could help it be a tier 2 at best.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
As many have pointed out, this is very similar to Spirit Lash, a control tool which is so strong it is still used in wild amongst the great many board clears priest has at their disposal. And as a bonus, this gets Tradeable too. There is no way this doesn't become a paladin staple for years to come.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
It has potential since it's neutral and blocks 10 damage. But for 6 mana it isn't enough to just stall damage, it needs to be more proactive or have synergy with other cards in your deck, like Khartut Defender and N'Zoth.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
It's alright as a draw engine. If you time it just right you could be able to get 2 or more cards from this which is decent. But just about every class is going to have quicker and more reliable ways to draw that don't come with the risk of having your cards lost to silence/transform.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 4 months ago
Thank you so much for the "Threads you need to comment on" bit. This is extremely handy, and it's also very comforting to know that I haven't missed anything.
Mana cheating is always something to look out for. But I am skeptical about whether or not this will actually be played. Outside of a specific combo you would probably rather just spend the extra mana rather than have to go through the trouble of playing this and activating it.
What would this be called? Masquerade Rogue? Infiltrator Rogue? Not a Rogue? Disguise Rogue? A deck this silly isn't worth making if it doesn't come with a fun name :)
It's just bad. For less mana you could just discover a spell instead of getting a random one. And worse, your opponent has a level of control over how many spells you get, making it even harder to utilize. There is just no reason to play this, which is a shame since it would be pretty funny to bash my opponent's face in with giant wheels of cheese.
2 mana for 2 extra damage isn't great, but you can always try and use it on a spell with multiple targets to amplify the spell damage, and the 2/3 isn't useless either. Of all the spell damage cards in the game, this is above average.
It won't see play. 4 mana means you won't be able to combo a lot of spells off of this on the turn you play it. And 4 health means it probably won't survive until your next turn. The tradeable keyword is a nice touch, but a bad card is just a bad card whether I draw it now or later.
Always glad to see continued support for one of the most iconic warlock decks ever.
Compared to Mountain Giant, you get -3/-4 but it also costs 2 less mana and has rush, which seems like a perfectly fair tradeoff.
At first I thought this was a cool card to support quest decks. And then everybody reminded me that Venomous Scorpid is the same only stronger and without the quest requirement.
Symmetrical effects like this have never been good. Ever. This will be no different.
5 stars without question. History has shown that mages with access to too much mana cheat quickly become very powerful.
Always a fan of more draw in shaman. The tutor effect is nice and, obviously, it has strong synergy with the quest. I can definitely see this being used as a way to get your board clear in control decks, or a way to dig for burst and thin out your deck in aggro decks.
In most cases I don't see this getting you more than 6 armor, which is strong but nothing crazy. With the addition of the pirate tribe I can definitely see this being played.
This is possibly one of if not the best handbuff card out there, the added draw makes a huge difference. With this and some of the other support cards this set, handbuff paladin could easily be T-2.
Seems fairly lackluster on it's own, but will still likely be played for the rogue quest.
I don't think this will see play. Unless you have a handfull of 1-drops in your hand, the earliest this can reasonably be expected to attack is turn 5. And that is if it is played on turn 2.
Generally it isn't worth going through this much trouble just to get a couple of extra stats.
Very weak on it's own, but becomes very handy very quickly. As a 2/5 that deals 2 damage with lifesteal, it is playable. As a 3/6, it is crazy strong. I don't have a lot of hope for handbuff paladin, but this could help it be a tier 2 at best.
As many have pointed out, this is very similar to Spirit Lash, a control tool which is so strong it is still used in wild amongst the great many board clears priest has at their disposal. And as a bonus, this gets Tradeable too. There is no way this doesn't become a paladin staple for years to come.
At best you could probably get minimum two triggers, maybe three. But you would have to be pretty lucky to get four triggers or more.
This does generate a lot of stats, but as a 6 mana card which requires a specific deck to be built around it, I don't expect it to be played at all.
It has potential since it's neutral and blocks 10 damage. But for 6 mana it isn't enough to just stall damage, it needs to be more proactive or have synergy with other cards in your deck, like Khartut Defender and N'Zoth.
It's alright as a draw engine. If you time it just right you could be able to get 2 or more cards from this which is decent. But just about every class is going to have quicker and more reliable ways to draw that don't come with the risk of having your cards lost to silence/transform.
Thank you so much for the "Threads you need to comment on" bit. This is extremely handy, and it's also very comforting to know that I haven't missed anything.