KANSAS
Lv.16Old God Fanatic
Comments
Copying minions costs 5 mana, and dealing 4 damage costs 3 mana. Granted, neither [card]faceless manipulator[/card] or [card]shadow bolt[/card] 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 …
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 …
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 [card]Activate the Obelisk[/card] or play this on a damaged minion, the healing is pretty insane. This card will play a pivotal role …
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 …
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 [card]Frothing Berserker[/card] 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 …
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 …
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 …
3 mana 3/4 is an amazing stat-line. But the effect just drives this through the roof. [card]Goblin Blastmaster[/card] 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 …
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 …
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 [card]Rotnest Drake[/card], 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 …
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 …
At it's base it is an [card]alleycat[/card], a decent and fair card. With [card]Shan'do Wildclaw[/card] it is a pair of 2/2s, with [card]Scavenger's ingenuity[/card] it is a pair of 3/3s, with [card]deathstalker rexxar[/card] 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 …
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 [card text="Animal Guardians"]Guardian Animals[/card].