KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
Copying minions costs 5 mana, and dealing 4 damage costs 3 mana. Granted, neither Faceless Manipulator or Shadow Bolt see a lot of play, but this does cost 2 less mana than playing both of those cards together, so maybe it will see play.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
I love it. It is cheap, it adds 2 cards to your hand, and it also adjusts your life total if you care about that. Plus, the cards that it generates are cards you already put in your deck, they aren't random. To me this is akin to saying "draw 2 cards" for 0 mana. I love it.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
Well, that's a card alright. And somebody will play that in a . . . deck of Hearthstone cards . . . probably . . . ?
Okay in all seriousness I hate this card and love this card, and I don't even play priest. I don't mind having my cards copies, that is a fun mechanic for the priest player, but having my cards stolen is a whole other matter. I crafted those cards with my dust and put them in my deck so that I could play them, not my opponent. On the other hand though it punishes mage players in wild for completing their quest, and I will support anything that discourages people from playing that deck.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
I think this study is better than some of the other studies for 2 reasons. One, dragons are something you want to have in your hand sometimes. With some of the other studies I feel like you would only play them thinking "Well I am dead anyways maybe I can find a miracle". But with Draconic Studies, you can know as you are playing the card exactly what will happen as a result of having a dragon because you know what synergies you will be able to activate. Also, dragons are expensive enough, and there will probably be few enough in your deck that the cost reduction will be more relevant than on some of the other studies.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
You can play this on a minion with full health, trade with it, and restore it to full health at the end of the turn. In this instance, it is basically divine shield. If however, you are playing Activate the Obelisk or play this on a damaged minion, the healing is pretty insane. This card will play a pivotal role in the success of Aggro Priest, no doubt about that.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
It can't attack heroes the turn you buff it, fine. But it still has +8/+8, which is a big enough buff that you will probably be okay waiting an extra turn. And even if you never get the opportunity to hit face, it still isn't bad just because of how many trades you will be able to do.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
I rated this card 4 stars because I have sympathy for all of the Paladin players who have tried and failed to make Big Paladin work, and I hope for their sakes that this card can make the deck better. But in truth I am skeptical about it's playability.
I think Big Warrior failed because all of the cheat cards were 9-10 mana, and at that point in the game you could just as easily play the minion you were cheating out. 7 mana may be just a little too late for this to work, but only time will tell.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
In paladin, there is better stat-manipulation stuff to help handle the board. In a control priest deck however, I think this could be used as a pseudo-freeze effect to stall the game for another turn.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
I mean, it's okay. Generally, having slightly above average stats stops being a reason to play a card after about 3-4 mana. This is just too slow, there isn't much else to say.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
I don't think paladin will play this nearly as much as warrior because of the damage clause. But this will be a very powerful card in aggro warrior. Imagine giving your Frothing Berserker Divine Shield. This card is two 1-cost cards meshed into a single 1-cost card that has synergy with itself, that is just too much value for the card not to be played.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
Yay! Totems!
I really like Totem Shaman, and this totem looks fairly powerful. I know it is super random and all, but more often then not, the spell will resolve in your favor. It is only spells that cost 3 or less, and it is only once per round, so I don't think it will turn the game into an RNG fiesta. But it will be able to provide a lot of value for little mana. The randomness makes this hard to utilize, but it also makes it hard for your opponent to play around it.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
I have said it before, but I really want Spell Damage to be a thing, so I support any card that helps that fantasy become real. Drawing cards is an insanely useful thing to do in a game where all you do is play cards. This definitely gives you a lot of motivation to play Spell Damage, and it just in general helps round out any deck you make with a Spell Damage theme.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
3 mana 3/4 is an amazing stat-line. But the effect just drives this through the roof. [Hearthstone Card (Goblin Blastmaster) Not Found] made Mech Mage a thing almost by itself, this is both cheaper and easier to pull off. I imagine I am going to be sick and tired of seeing this card for a long time.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
If the wyrms stick then great, that is a lot of damage. Though I have always been skeptical of any card that requires an "if" to do something. I don't think this card is weak, but there are better, more reliable ways of getting burn damage in mage.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
I really like the studies because they just seem all around really fair. I don't know if they will be practical to play since it is 1 card to get 1 random card, but the flexability is nice so I think they will at least be used by players with small collections to help fill out the gaps in their deck.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
This card is above average in terms of damage per mana, but I don't know if every deck will want this. If you are trying to make a control hunter then it is a 1 for 1 trade and it helps slow the game. Otherwise I think you would rather run more proactive stuff like Rush minions or the new Krolusk Barkstripper to help control the board.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
3/5 stats is only slightly below stats quo for a 4-drop, but destroying a minion is worth a lot more than 1 attack. People are talking about this vs Rotnest Drake, and there are arguments in favor of both. Maybe in a dragon deck Rotnest is better, but why not play both? The reason Rotnest Drake is good is because it is a solid body and it removes something, so you are able to keep your opponent's board in check without having to lose tempo. This card does the same thing. So, why not play both?
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
Part of me says this is a lot better than the eggs since it has an attack value and so you can trade with it and get the big stats, another part of me says this is worse than the eggs since it has an attack value and so your opponent knows it will die and trade into it and not let you pull off your deathrattle shenanigans.
It is fairly slow, but if you are able to trigger it at least twice it is enough stats to justify running.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
The only bad thing about this card is that it is 5 mana and you have to wait until next turn before you get any value, but that downside is negated by the fact that druid's can ramp, and it has stealth which basically guarantees it will give you value. Also, it has synergy with Animal Guardians.
Copying minions costs 5 mana, and dealing 4 damage costs 3 mana. Granted, neither Faceless Manipulator or Shadow Bolt see a lot of play, but this does cost 2 less mana than playing both of those cards together, so maybe it will see play.
I love it. It is cheap, it adds 2 cards to your hand, and it also adjusts your life total if you care about that. Plus, the cards that it generates are cards you already put in your deck, they aren't random. To me this is akin to saying "draw 2 cards" for 0 mana. I love it.
Well, that's a card alright. And somebody will play that in a . . . deck of Hearthstone cards . . . probably . . . ?
Okay in all seriousness I hate this card and love this card, and I don't even play priest. I don't mind having my cards copies, that is a fun mechanic for the priest player, but having my cards stolen is a whole other matter. I crafted those cards with my dust and put them in my deck so that I could play them, not my opponent. On the other hand though it punishes mage players in wild for completing their quest, and I will support anything that discourages people from playing that deck.
I think this study is better than some of the other studies for 2 reasons. One, dragons are something you want to have in your hand sometimes. With some of the other studies I feel like you would only play them thinking "Well I am dead anyways maybe I can find a miracle". But with Draconic Studies, you can know as you are playing the card exactly what will happen as a result of having a dragon because you know what synergies you will be able to activate. Also, dragons are expensive enough, and there will probably be few enough in your deck that the cost reduction will be more relevant than on some of the other studies.
You can play this on a minion with full health, trade with it, and restore it to full health at the end of the turn. In this instance, it is basically divine shield. If however, you are playing Activate the Obelisk or play this on a damaged minion, the healing is pretty insane. This card will play a pivotal role in the success of Aggro Priest, no doubt about that.
It can't attack heroes the turn you buff it, fine. But it still has +8/+8, which is a big enough buff that you will probably be okay waiting an extra turn. And even if you never get the opportunity to hit face, it still isn't bad just because of how many trades you will be able to do.
I rated this card 4 stars because I have sympathy for all of the Paladin players who have tried and failed to make Big Paladin work, and I hope for their sakes that this card can make the deck better. But in truth I am skeptical about it's playability.
I think Big Warrior failed because all of the cheat cards were 9-10 mana, and at that point in the game you could just as easily play the minion you were cheating out. 7 mana may be just a little too late for this to work, but only time will tell.
In paladin, there is better stat-manipulation stuff to help handle the board. In a control priest deck however, I think this could be used as a pseudo-freeze effect to stall the game for another turn.
I mean, it's okay. Generally, having slightly above average stats stops being a reason to play a card after about 3-4 mana. This is just too slow, there isn't much else to say.
I don't think paladin will play this nearly as much as warrior because of the damage clause. But this will be a very powerful card in aggro warrior. Imagine giving your Frothing Berserker Divine Shield. This card is two 1-cost cards meshed into a single 1-cost card that has synergy with itself, that is just too much value for the card not to be played.
Yay! Totems!
I really like Totem Shaman, and this totem looks fairly powerful. I know it is super random and all, but more often then not, the spell will resolve in your favor. It is only spells that cost 3 or less, and it is only once per round, so I don't think it will turn the game into an RNG fiesta. But it will be able to provide a lot of value for little mana. The randomness makes this hard to utilize, but it also makes it hard for your opponent to play around it.
I have said it before, but I really want Spell Damage to be a thing, so I support any card that helps that fantasy become real. Drawing cards is an insanely useful thing to do in a game where all you do is play cards. This definitely gives you a lot of motivation to play Spell Damage, and it just in general helps round out any deck you make with a Spell Damage theme.
3 mana 3/4 is an amazing stat-line. But the effect just drives this through the roof. [Hearthstone Card (Goblin Blastmaster) Not Found] made Mech Mage a thing almost by itself, this is both cheaper and easier to pull off. I imagine I am going to be sick and tired of seeing this card for a long time.
If the wyrms stick then great, that is a lot of damage. Though I have always been skeptical of any card that requires an "if" to do something. I don't think this card is weak, but there are better, more reliable ways of getting burn damage in mage.
I really like the studies because they just seem all around really fair. I don't know if they will be practical to play since it is 1 card to get 1 random card, but the flexability is nice so I think they will at least be used by players with small collections to help fill out the gaps in their deck.
This card is above average in terms of damage per mana, but I don't know if every deck will want this. If you are trying to make a control hunter then it is a 1 for 1 trade and it helps slow the game. Otherwise I think you would rather run more proactive stuff like Rush minions or the new Krolusk Barkstripper to help control the board.
3/5 stats is only slightly below stats quo for a 4-drop, but destroying a minion is worth a lot more than 1 attack. People are talking about this vs Rotnest Drake, and there are arguments in favor of both. Maybe in a dragon deck Rotnest is better, but why not play both? The reason Rotnest Drake is good is because it is a solid body and it removes something, so you are able to keep your opponent's board in check without having to lose tempo. This card does the same thing. So, why not play both?
Part of me says this is a lot better than the eggs since it has an attack value and so you can trade with it and get the big stats, another part of me says this is worse than the eggs since it has an attack value and so your opponent knows it will die and trade into it and not let you pull off your deathrattle shenanigans.
It is fairly slow, but if you are able to trigger it at least twice it is enough stats to justify running.
At it's base it is an Alleycat, a decent and fair card. With Shan'do Wildclaw it is a pair of 2/2s, with Scavenger's Ingenuity it is a pair of 3/3s, with Deathstalker Rexxar it is just nuts.
I love this card because it is playable at it's base, but with synergy it becomes very impactful while still not feeling too powerful.
The only bad thing about this card is that it is 5 mana and you have to wait until next turn before you get any value, but that downside is negated by the fact that druid's can ramp, and it has stealth which basically guarantees it will give you value. Also, it has synergy with Animal Guardians.