Looks interesting, I'll try it out. Thanks for sharing.
The only legendary I'm missing is Patches. I've always been hesitant to craft that guy :P
Craft Patches. As long as you play wild and you play aggro decks, you will want patches. Especially if you own Ancharrr. I understand certain cards being intimidating to craft, but trust me, patches is worth it.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
I opened Rattlegore, so I decided to give Big Warrior a go and I cannot really say how good the deck is, but I can say that Rattlegore is an absolute beast. There was not a single game where I played Rattlegore and he wasn't alive at the end. He can deal a ton of damage since he is basically guaranteed to survive to attack next turn, and he poses a huge threat to your opponent. He gives you a lot of card advantage since he is 9 minions in one, and he is just all around a crazy strong card. The only issue is that he is 9 mana and he doesn't have Taunt or Rush or anything like that to make him relevant the turn you play him. However, if you can cheat him out turn 6 or 7 you will probably win.
I also tried some Odd Shaman in wild with some of the Spell Damage stuff. I can say that the deck has potential, though I am sure my list needs refining. Usually I have between 2-4 extra damage whenever I cast a burn spell, and most games I have won it was because I had multiple burn spells and several Wrath of Air Totems to deal 12-16 damage in one turn.
I also added some of the new cards to my Spiteful Summoner Hunter, though I want to test out the new cards more before I update the list on my profile.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
I think you bring up a good point about Glide. Against control they will probably end up with a worse hand, but against aggro this card is just suicide. You are spending 4 mana, which is kind of a lot, and your opponent gets value out of it before you do. There are plenty of cards in the game, and also some cards in MTG I could think of, that give both players the same benefit. Almost all of them are pretty bad because your opponent gets to use the resources before you.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
This is an amazing swing card for Spell Damage decks that will give them some good board presence later in the game. I think this is a card people will have to think about when it is turn 5 and you have a spell damage minion on the field. And even just playing this on turn 7 with the new mage 1-drop isn't terrible.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
The color schemes definitely play a role in class association. The first few times I fought against someone with the Kelthuzad mage portrait I thought they were a shaman.
About Rexxar though, I actually like the 1,000 wins portrait. I don't know why exactly, he does look pretty goofy, I just enjoy playing with him.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
It would have been kind of neat if they gave us a dual-class legendary instead of any class legendary just because it is the new thing. But it is a small detail and free stuff is always appreciated.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
Very powerful with The Coin or any cheap spell. Imagine playing this turn one into Adorable Infestation on turn 2. This kind of reminds me of that one pirate in Mean Streets who had +2 attack when you had a weapon, only spells are a lot more universal than weapons, so I imagine this guy will be just as good if not better.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
Hero Powers are generally worth 0 mana, slap them onto a 1/1 and you have a decent 1 mana card. The only downside to this card is that you have to spend a card doing a thing you could already do without spending a card. Maybe if it said "Battlecry: Trigger your Hero Power" then it would be more playable. I don't think it is a bad card as it is, but not great. I really like these kinds of effects that mess with your hero power, but none of them have really been any good.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
Synergy with Genn in wild. It also works really well with Demon Hunter obviously. I think this will be played in decks like Control Warlock or Control Priest which are really slow and generally just "press the button" for the first few turns. This lets them have some form of early game presence and draw cards. Probably not, but maybe.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
Pretty good in Stealth Rogue, you could also use her just as an (almost) guaranteed 6 damage in any aggro deck. Honestly these "ghost" cards seem to get more and more playable as they get cheaper.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
It is a dragon, and that is something. After spellburst it becomes straight up better than the Yeti, and that is also something. I think this card might see play in a deck that wants dragons, or a deck very desperate for a 4-drop. However, usually after turn 3, just having stats isn't enough.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
This is my favorite of the "ghost" cycle. I feel like 4 mana 4/3 rush is a lot more playable than 6 mana 5/7 taunt. And also it is a Murloc, which is useful in a Murloc deck.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
I voted this 1 star because it is not a trogg. Also because it isn't a good card. To justify playing a 5 mana 2/8 you have to have a big ability like with Malygos. Also, your opponent could very easily just kill this and cast their spells afterwards. Maybe you end up with one skeleton, but you would need at least 3 skeletons for this to be worth it.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
Probably not going to be played in constructed. Maybe in arena, but I don't really see any use for him. As 90% of the people on this thread have been very adamant to mention, it has synergy with Guardian Animals, but other than that it isn't good. And you could just as easily find another beast for Guardian Animals that is better to play from hand.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
As I have said many times before, I am very anxious at any chance to make Spell Damage a thing, but not for this card. This is to be honest, straight up trash. Nobody is going to spend an extra 5 mana on a spell to deal 1 extra damage, the discover effect is nice, but not for 5 mana. This could have been a 4 mana 4/5 and it would have been okay, but as a 5 mana 4/4 it is just bad.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
Good arena card, probably too slow for constructed though. I really like the flavor of these "ghost" guys showing the spooky necromancy stuff that is happening amidst the "common" stuff in Scholomance.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
I am actually really happy that this card exists. He is just a good card to cheat out. Whether you are playing big shaman, duel paladin, recruit warrior, or deathrattle rogue you would be happy to play this sick dragon. And it is a common when usually the ideal targets for this "cheat" effects are legendary, so that's nice.
Craft Patches. As long as you play wild and you play aggro decks, you will want patches. Especially if you own Ancharrr. I understand certain cards being intimidating to craft, but trust me, patches is worth it.
I opened Rattlegore, so I decided to give Big Warrior a go and I cannot really say how good the deck is, but I can say that Rattlegore is an absolute beast. There was not a single game where I played Rattlegore and he wasn't alive at the end. He can deal a ton of damage since he is basically guaranteed to survive to attack next turn, and he poses a huge threat to your opponent. He gives you a lot of card advantage since he is 9 minions in one, and he is just all around a crazy strong card. The only issue is that he is 9 mana and he doesn't have Taunt or Rush or anything like that to make him relevant the turn you play him. However, if you can cheat him out turn 6 or 7 you will probably win.
I also tried some Odd Shaman in wild with some of the Spell Damage stuff. I can say that the deck has potential, though I am sure my list needs refining. Usually I have between 2-4 extra damage whenever I cast a burn spell, and most games I have won it was because I had multiple burn spells and several Wrath of Air Totems to deal 12-16 damage in one turn.
I also added some of the new cards to my Spiteful Summoner Hunter, though I want to test out the new cards more before I update the list on my profile.
I think you bring up a good point about Glide. Against control they will probably end up with a worse hand, but against aggro this card is just suicide. You are spending 4 mana, which is kind of a lot, and your opponent gets value out of it before you do. There are plenty of cards in the game, and also some cards in MTG I could think of, that give both players the same benefit. Almost all of them are pretty bad because your opponent gets to use the resources before you.
This is an amazing swing card for Spell Damage decks that will give them some good board presence later in the game. I think this is a card people will have to think about when it is turn 5 and you have a spell damage minion on the field. And even just playing this on turn 7 with the new mage 1-drop isn't terrible.
The color schemes definitely play a role in class association. The first few times I fought against someone with the Kelthuzad mage portrait I thought they were a shaman.
About Rexxar though, I actually like the 1,000 wins portrait. I don't know why exactly, he does look pretty goofy, I just enjoy playing with him.
It would have been kind of neat if they gave us a dual-class legendary instead of any class legendary just because it is the new thing. But it is a small detail and free stuff is always appreciated.
I disagree. This is actually a pretty good card in face hunter. Though I d agree at face value it does appear to be very Rogue-y
I know right? Just imagining the fear in my opponents eyes when an assemblage of imps gangs up on them gives me goosebumps.
Very powerful with The Coin or any cheap spell. Imagine playing this turn one into Adorable Infestation on turn 2. This kind of reminds me of that one pirate in Mean Streets who had +2 attack when you had a weapon, only spells are a lot more universal than weapons, so I imagine this guy will be just as good if not better.
Hero Powers are generally worth 0 mana, slap them onto a 1/1 and you have a decent 1 mana card. The only downside to this card is that you have to spend a card doing a thing you could already do without spending a card. Maybe if it said "Battlecry: Trigger your Hero Power" then it would be more playable. I don't think it is a bad card as it is, but not great. I really like these kinds of effects that mess with your hero power, but none of them have really been any good.
Synergy with Genn in wild. It also works really well with Demon Hunter obviously. I think this will be played in decks like Control Warlock or Control Priest which are really slow and generally just "press the button" for the first few turns. This lets them have some form of early game presence and draw cards. Probably not, but maybe.
Pretty good in Stealth Rogue, you could also use her just as an (almost) guaranteed 6 damage in any aggro deck. Honestly these "ghost" cards seem to get more and more playable as they get cheaper.
It is a dragon, and that is something. After spellburst it becomes straight up better than the Yeti, and that is also something. I think this card might see play in a deck that wants dragons, or a deck very desperate for a 4-drop. However, usually after turn 3, just having stats isn't enough.
It is a rager. So I gave it 5 stars. What else was I supposed to do?
This is my favorite of the "ghost" cycle. I feel like 4 mana 4/3 rush is a lot more playable than 6 mana 5/7 taunt. And also it is a Murloc, which is useful in a Murloc deck.
I voted this 1 star because it is not a trogg. Also because it isn't a good card. To justify playing a 5 mana 2/8 you have to have a big ability like with Malygos. Also, your opponent could very easily just kill this and cast their spells afterwards. Maybe you end up with one skeleton, but you would need at least 3 skeletons for this to be worth it.
Probably not going to be played in constructed. Maybe in arena, but I don't really see any use for him. As 90% of the people on this thread have been very adamant to mention, it has synergy with Guardian Animals, but other than that it isn't good. And you could just as easily find another beast for Guardian Animals that is better to play from hand.
As I have said many times before, I am very anxious at any chance to make Spell Damage a thing, but not for this card. This is to be honest, straight up trash. Nobody is going to spend an extra 5 mana on a spell to deal 1 extra damage, the discover effect is nice, but not for 5 mana. This could have been a 4 mana 4/5 and it would have been okay, but as a 5 mana 4/4 it is just bad.
Good arena card, probably too slow for constructed though. I really like the flavor of these "ghost" guys showing the spooky necromancy stuff that is happening amidst the "common" stuff in Scholomance.
I am actually really happy that this card exists. He is just a good card to cheat out. Whether you are playing big shaman, duel paladin, recruit warrior, or deathrattle rogue you would be happy to play this sick dragon. And it is a common when usually the ideal targets for this "cheat" effects are legendary, so that's nice.