KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
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.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
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.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
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.
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 Ancharrr, Livewire Lance, and all of the weapon buffs. All in all a pretty good card for classes that can appreciate it.
I think you have misunderstood this card. It has cost reduction equal to the attack of your weapon. Not how many times you have attacked with your hero this game.
Oh, your right, I thought the wording seemed a bit off. I guess I have been looking at too many new cards too fast :P.
The card is probably less good than I thought, but still not terrible. You only to have a 2 attack weapon for this to be fair value, any more than that and it is amazing.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
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 Fire Plume's Heart it allows you to commit less cards in your deck to completing the quest. It is also 2 cards for 2 mana which isn't bad I guess.
The big difference between this and Boom Squad 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 you play it. Dragon Mech and Lackey could be anything.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
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. Death's Bite was played a lot, and sometimes still is in wild. You are losing the whirlwind effect for an extra 8 damage. Seems like a fair trade-off to me.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
It is a nice followup to turn-2 Hero Power. But I don't see why anyone would play this when Deadly Poison 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, and a spell for activating Spellburst.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
Initially, I thought this card was just a joke card like Feral Gibberer, but then I thought about it and it actually isn't bad. If you use a single spell then it is Alleycat 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 issue I see is that only one Gibberer will have the Spellburst active at a time, which means your opponent just has to ping one of them and the chain ends, but you should be able to get enough value out of this guy in one turn to still be worth it.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
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 the beast tag reduces the variance in the outcomes of this card which makes it more reliable and therefore more playable.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
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 a nice little card all the same.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
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 Kobold Geomancer. This card is reliable Spell Damage that you can unleash whenever you need it for 0 mana.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
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 and three 1/1s then it is about as good as Serpentshrine Portal. With Spell Damage +2, it is pretty powerful. I only worry though that most of the time you won't have room on the board for all of the elementals.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
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 Ancharrr, Livewire Lance, and all of the weapon buffs. All in all a pretty good card for classes that can appreciate it.
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 a MECH with the text when every single deck ran "unity precision perfection".
I was going to say this card is great, 4 mana 4/4 stealth isn't bad and although a random combo card isn't ideal it is still a bonus, but then you reminded me of Coppertail Imposter and now I am thinking that this card may not be as good as I thought it was.
That being said, this card is a lot better than Coppertail Imposter because A. Stealth is more relevant to rogue than the Mech tag. B. adding a random combo card to your hand is something. While it may not be good, it is something. I think if you take a bad card and combine it with a bad effect you get a mediocre card. And this is better than some of the other options for Stealth Rogue.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
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 play, especially when rogues just got Coerce which is a fantastic removal spell.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
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 is most rogue decks aren't looking for more card advantage. Maybe in a burgle rogue, but aside from that I don't think it is worth it.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
This costs 1 more than Execute, or two less than Assassinate. 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.
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.
Star Student Stelina: "Cheating is just using your resources wisely"
Plagiarize: "Copying is just using your resources wisely"
I don't care about the other flavor texts, these are my favorite.
Oh, your right, I thought the wording seemed a bit off. I guess I have been looking at too many new cards too fast :P.
The card is probably less good than I thought, but still not terrible. You only to have a 2 attack weapon for this to be fair value, any more than that and it is amazing.
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 Fire Plume's Heart it allows you to commit less cards in your deck to completing the quest. It is also 2 cards for 2 mana which isn't bad I guess.
The big difference between this and Boom Squad 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 you play it. Dragon Mech and Lackey could be anything.
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. Death's Bite was played a lot, and sometimes still is in wild. You are losing the whirlwind effect for an extra 8 damage. Seems like a fair trade-off to me.
It is a nice followup to turn-2 Hero Power. But I don't see why anyone would play this when Deadly Poison 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, and a spell for activating Spellburst.
Initially, I thought this card was just a joke card like Feral Gibberer, but then I thought about it and it actually isn't bad. If you use a single spell then it is Alleycat 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 issue I see is that only one Gibberer will have the Spellburst active at a time, which means your opponent just has to ping one of them and the chain ends, but you should be able to get enough value out of this guy in one turn to still be worth it.
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 the beast tag reduces the variance in the outcomes of this card which makes it more reliable and therefore more playable.
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 a nice little card all the same.
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 Kobold Geomancer. 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 and three 1/1s then it is about as good as Serpentshrine Portal. With Spell Damage +2, it is pretty powerful. I only worry though that most of the time you won't have room on the board for all of the elementals.
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 Ancharrr, Livewire Lance, and all of the weapon buffs. All in all a pretty good card for classes that can appreciate it.
I was going to say this card is great, 4 mana 4/4 stealth isn't bad and although a random combo card isn't ideal it is still a bonus, but then you reminded me of Coppertail Imposter and now I am thinking that this card may not be as good as I thought it was.
That being said, this card is a lot better than Coppertail Imposter because A. Stealth is more relevant to rogue than the Mech tag. B. adding a random combo card to your hand is something. While it may not be good, it is something. I think if you take a bad card and combine it with a bad effect you get a mediocre card. And this is better than some of the other options for Stealth Rogue.
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 play, especially when rogues just got Coerce which is a fantastic removal spell.
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 is most rogue decks aren't looking for more card advantage. Maybe in a burgle rogue, but aside from that I don't think it is worth it.
This costs 1 more than Execute, or two less than Assassinate. 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.