KANSAS
LV.16Old God Fanatic
Comments
2,877 totalMana 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 …
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 …
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 …
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 …
Always glad to see continued support for one of the most iconic warlock decks ever.
Compared to [card]mountain giant[/card], 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 [card]venomous scorpid[/card] 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, …
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.
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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, …
As many have pointed out, this is very similar to [card]spirit lash[/card], 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, …
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 …
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 [card]khartut defender[/card] and …
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 …
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.