KANSAS
Lv.16Old God Fanatic
Comments
this card is crazy powerful even if it only triggers once, it is just straight up insane if it triggers multiple times. This card allows aggro decks to be as trigger happy as they want and not lose cards. It will definitely see play in standard as well as wild, it is just too much value not to play.
Very powerful if you have a board ready. And if not, it will protect itself and help you build a board. I imagine this will be a card people will have to consider when adding any kind of spell-based removal in their deck.
Not very good, but the effect is funny and the artwork is super cool. If I open this I will play it in my casino mage, if I don't open it then fine. It is obviously not meant for competitive games, it is just a fun little card if you want to shake things up and play something random.
[card]Star Student Stelina[/card]: "Cheating is just using your resources wisely"
[card]Plagiarize[/card]: "Copying is just using your resources wisely"
I don't care about the other flavor texts, these are my favorite.
Quote From Halvard Quote From KANSAS For rogues this is just amazing. It isn't hard to attack at least 4 times with your daggers throughout the game. And for warriors I think this will mainly be used in Pirate warrior with [card]ancharrr[/card], [card]livewire lance[/card], and all of the weapon buffs. All in all a pretty good …
Someone made a card very similar to this in a Fan Creation Competition. It seems like that is happening a lot in this set.
I don't think this card will be played much except for in Quest Warrior in wild. Normally this is just too random, but with [card]Fire Plume's heart[/card] it allows you to commit less cards in …
Quote From clawz161 Would you play this over [card]boom squad[/card]? I doubt it.
The big difference between this and [card]Boom Squad[/card] is that with this card you are guaranteed a pro-active card. When discovering a Rush minion you know right away that the card will be able to swing and probably kill something the turn …
I really like how they did spellburst here where you don't always want to trigger it right away. This card is incredible for controlling the board, and the base stats aren't even that bad. [card]death's Bite[/card] was played a lot, and sometimes still is in wild. You are losing the whirlwind effect for an extra 8 damage. Seems like a …
It is a nice followup to turn-2 Hero Power. But I don't see why anyone would play this when [card]Deadly Poison[/card] exists. The only way this is better than Deadly Poison is that it can be used to buff several weapons, but there is no way it will be able to survive that long. Deadly Poison is cheaper, more reliable, …
Initially, I thought this card was just a joke card like [card]Feral Gibberer[/card], but then I thought about it and it actually isn't bad. If you use a single spell then it is [card]alleycat[/card] for a class that really likes tokens. If you get 2 spells or more than it is just really good value for 1 mana. The only …
1 mana add 2 cards to your hand is pretty decent, even if they are random. Though you know for a fact that these will cost 2 and 3 mana, which means you know right away when you will be able to play them. Also, if you care about beasts then this provides nice synergy, but even if you don't …
I really like how the cost reduction effect stays active for as long as you want, which means you can use this card to cheat our big demons a turn early. I don't know if any deck exists out there that wants to cheat out big demons one turn earlier and doesn't already have the means to, but it is …
The effect is really powerful, but 8 mana is probably too slow for this to be good.
This is really cool because it is Spell Damage that your opponent can't kill. I think one of the biggest downfalls of spell damage is that your opponent has to deal 2 damage and kill your [card]Kobold Geomancer[/card]. This card is reliable Spell Damage that you can unleash whenever you need it for 0 mana.
Wouldn't better wording have been "Deal 2 damage. Summon a 1/1 Elemental for each damage dealt"? As it is now it is a bit weird.
Anyway, as I have mentioned before, I fully support any card that makes Spell Damage more useful. At it's base the card isn't nearly good enough to run, but if you get 3 damage …
For rogues this is just amazing. It isn't hard to attack at least 4 times with your daggers throughout the game. And for warriors I think this will mainly be used in Pirate warrior with [card]ancharrr[/card], [card]livewire lance[/card], and all of the weapon buffs. All in all a pretty good card for classes that can appreciate it.
Quote From DoubleSummon Quote From YourPrivateNightmare amazing card. You can pretty much safely drop it on 4 and don't even need to activate spell burst for it to be good.
Yeah it goes over the weakness of spellburst but.. I will say that a 4/4 stealth for 4 isn't that great we had …
This is rather interesting. Usually, if you aren't able to kill your opponent within the next 2 turns, it is best to save your weapon for trading. But now you have to consider what you want to trade with and set up the weapon's attack accordingly. That being said I think the weapon will probably be too slow to see …
Just to clarify, this does trigger if your opponent doesn't play any cards, right? I am not sure if that is inconsistent with other secrets or not because usually if the reward isn't able to trigger, the secret stays dormant.
Anyway I think this will see play in any rogue deck that needs some card advantage. The only problem …
This costs 1 more than [card]execute[/card], or two less than [card]assassinate[/card]. Either way it isn't a bad card to play. Chances are you will either have 1 minion on the field to trade with or 1 card in hand to combo with.