KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
It is 2 bodies that your opponent has to worry about in one card. It has Taunt which forces your opponent to trade into it, but even then it leaves behind more stats your opponent has to trade into. I imagine most of the time this will be able to trade into 2-3 things just about every single time you play it. In that sense, it gives you card advantage, it also protects your health total which is something druids will be very grateful for. 4/5 stars.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
Brandon hit the nail right on the head, this is just a straight up worse version of Bolvar Fordragon. It is only bigger than him after 7 minions have died, and even then he is only 1 health bigger. I just don't think this card will ever see play in any deck.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
The 1/1s will probably be fairly underwhelming by turn 4, but if you are playing a deck that cares about wide boards maybe they can be put to good use. If this card sees play I think it will be because you really want a wide board, and the 5/4 will grab the attention of your opponent. So your 1/1s will be able to slide under the radar until your next turn when they can be buffed or whatever you want to do with them.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
Tutors are traditionally pretty good. This is 1 mana to draw 1 card, not terrible for cycling, but you are guaranteed an outcast card, so you can know exactly what this will draw you when you put it in your deck. It will definitely see play, no question about that.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
I like that they are continuing the "cares about friendly minions dying" stuff in this expansion :)
This card however looks a bit hard to use since it only checks friendly minions and you need to get it down to about 3 mana before it is good. I am not 100% sure about how easy that will be to achieve, Demon Hunters tend to run a lot of draw and small minions, so I guess it is okay? But if you topdeck this at the wrong time, it is just trash. Maybe it will be worth it, maybe not. Only time will tell.
*edit* I just noticed that this doesn't say "while this is in your hand". So as long as at least 7 friendly minions have died at any point during the game, this will cost 0. This card is actually a lot better than I initially thought.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
I am guessing that the weapon will consume the minion's attack, but they will still attack with the weapon even if their attack for the turn has already been used.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
I gave this card 4 stars just because I really want Spell Damage to be a thing.
I feel like a real Spell Damage deck is almost a possible thing in wild, it just needs a fewmore support cards. Hopefully this gives the deck a little bit more juice.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
This is a very weird effect, but a 1 mana 1/4 weapon is already fair stats, and the ability lets you deal so much damage.
I actually really like how the usefulness of this ability depends heavily on what both players have on the field. Maybe you have a Sea Giant that you want to trade into multiple things using the weapon, but you also have say a Brann Bronzebeard that you don't want to die. Do you trade and let your Brann die? Or do you let their thing live?
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
Druid will be able to use this way better than Hunter. Hunter has too many small beasts that they don't want to pull, and they also want to close out games before turn 7, or on turn 7 with Dinotamer Brann. Druid on the other hand has some decent medium beasts, and also more ramp which allows them to play this on turn 5/6.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
Yet another card that looks like a fan creation come to life.
This card is pretty slow, most of the time I don't think you would play this on turn 9, but if you can cheat it out it is insane. If Big Demons Demon Hunter doesn't work out, this card won't see play, but if that deck does work out, this is just too many stats to ignore.
Could this be a sign that equality might get unnerfed? It seems odd that equality + a 3/2 with a synergistic deathrattle costs less than equality.
I don't think it seems odd that an expansion legendary is more powerful than an evergreen rare.
Cards in the classic set should generally be a little bit worse then the effect would normally cost. That way they don't get played all of the time. But then if there isn't a card with that effect in an expansion, then there is always that classic card.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
It is a combination of Acidmaw and Dreadscale for a third of the price. All you need is either a whirlwind effect in hand, which warrior should be able to do, or just have some minions already on the field to trade with.
2 mana Equality saw play in Paladin, so 3 mana Equality should see play in warrior/paladin.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
This is really interesting. I think Paladins will definitely play this more than priests just because priests have way too many removal spells. Being able to pull a Libram of Hope out of your deck on turn 4/5 can be game winning. Or even pulling out a Libram of Wisdom or Hand of A'dal is good enough for this to see play.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
If you play this with a 3 mana spell, then it becomes a slightly better Gyrocopter. But if you pair it with something like Overflow or Dragon's Pack then it will probably be able to kill two guys and still survive until the next round. This card is flexible, and useful. I don't think it will be too powerful, but a handy card to have in most situations.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
I feel like unless you have a specific combo in mind, you wouldn't want to put this card in your deck. It is 4 mana, and it does nothing on it's own, which makes it feel really clunky to play.
It is 2 bodies that your opponent has to worry about in one card. It has Taunt which forces your opponent to trade into it, but even then it leaves behind more stats your opponent has to trade into. I imagine most of the time this will be able to trade into 2-3 things just about every single time you play it. In that sense, it gives you card advantage, it also protects your health total which is something druids will be very grateful for. 4/5 stars.
Brandon hit the nail right on the head, this is just a straight up worse version of Bolvar Fordragon. It is only bigger than him after 7 minions have died, and even then he is only 1 health bigger. I just don't think this card will ever see play in any deck.
The 1/1s will probably be fairly underwhelming by turn 4, but if you are playing a deck that cares about wide boards maybe they can be put to good use. If this card sees play I think it will be because you really want a wide board, and the 5/4 will grab the attention of your opponent. So your 1/1s will be able to slide under the radar until your next turn when they can be buffed or whatever you want to do with them.
Tutors are traditionally pretty good. This is 1 mana to draw 1 card, not terrible for cycling, but you are guaranteed an outcast card, so you can know exactly what this will draw you when you put it in your deck. It will definitely see play, no question about that.
I like that they are continuing the "cares about friendly minions dying" stuff in this expansion :)
This card however looks a bit hard to use since it only checks friendly minions and you need to get it down to about 3 mana before it is good. I am not 100% sure about how easy that will be to achieve, Demon Hunters tend to run a lot of draw and small minions, so I guess it is okay? But if you topdeck this at the wrong time, it is just trash. Maybe it will be worth it, maybe not. Only time will tell.
*edit* I just noticed that this doesn't say "while this is in your hand". So as long as at least 7 friendly minions have died at any point during the game, this will cost 0. This card is actually a lot better than I initially thought.
This card will be a staple 1-drop in both Hunter and Demon Hunter for ever from now on. 5 star card. love it.
Yes. Risky Skipper says "After a minion is played - " which means that the minion you play will resolve first, then Risky Skipper will do it's thing.
I am guessing that the weapon will consume the minion's attack, but they will still attack with the weapon even if their attack for the turn has already been used.
Prudence is a virtue.
I don't remember them saying anything about the new game mode, but it is probably a good idea to wait and see before disenchanting anything.
I gave this card 4 stars just because I really want Spell Damage to be a thing.
I feel like a real Spell Damage deck is almost a possible thing in wild, it just needs a few more support cards. Hopefully this gives the deck a little bit more juice.
This is a very weird effect, but a 1 mana 1/4 weapon is already fair stats, and the ability lets you deal so much damage.
I actually really like how the usefulness of this ability depends heavily on what both players have on the field. Maybe you have a Sea Giant that you want to trade into multiple things using the weapon, but you also have say a Brann Bronzebeard that you don't want to die. Do you trade and let your Brann die? Or do you let their thing live?
Druid will be able to use this way better than Hunter. Hunter has too many small beasts that they don't want to pull, and they also want to close out games before turn 7, or on turn 7 with Dinotamer Brann. Druid on the other hand has some decent medium beasts, and also more ramp which allows them to play this on turn 5/6.
Yet another card that looks like a fan creation come to life.
This card is pretty slow, most of the time I don't think you would play this on turn 9, but if you can cheat it out it is insane. If Big Demons Demon Hunter doesn't work out, this card won't see play, but if that deck does work out, this is just too many stats to ignore.
I don't think it seems odd that an expansion legendary is more powerful than an evergreen rare.
Cards in the classic set should generally be a little bit worse then the effect would normally cost. That way they don't get played all of the time. But then if there isn't a card with that effect in an expansion, then there is always that classic card.
It is a combination of Acidmaw and Dreadscale for a third of the price. All you need is either a whirlwind effect in hand, which warrior should be able to do, or just have some minions already on the field to trade with.
2 mana Equality saw play in Paladin, so 3 mana Equality should see play in warrior/paladin.
It will be part of at least one combo deck at some point in time. I don't know if it will be good or not, but this card will be a part of it.
This is really interesting. I think Paladins will definitely play this more than priests just because priests have way too many removal spells. Being able to pull a Libram of Hope out of your deck on turn 4/5 can be game winning. Or even pulling out a Libram of Wisdom or Hand of A'dal is good enough for this to see play.
If you play this with a 3 mana spell, then it becomes a slightly better Gyrocopter. But if you pair it with something like Overflow or Dragon's Pack then it will probably be able to kill two guys and still survive until the next round. This card is flexible, and useful. I don't think it will be too powerful, but a handy card to have in most situations.
People play Ray of Frost, people play Frostbolt, people play Eviscerate, I don't see why they wouldn't play this card.
I feel like unless you have a specific combo in mind, you wouldn't want to put this card in your deck. It is 4 mana, and it does nothing on it's own, which makes it feel really clunky to play.