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KANSAS

Lv.16

Old God Fanatic

2,237 / 2,580 XP
Joined March 2019 2,912 posts 15,135 XP 1,755 achievement pts

Comments

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 …

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 …

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 …

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 [card]Sea Giant[/card] that you want to trade into multiple things …

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 [card]dinotamer brann[/card]. Druid on the other hand has some decent medium beasts, and also more ramp which allows them to play …

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 …

Quote From economicaooc

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 …

It is a combination of [card]Acidmaw[/card] and [card]Dreadscale[/card] 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 [card]equality[/card] saw play in Paladin, so 3 mana [card]equality[/card] 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 [card]Libram of hope[/card] out of your deck on turn 4/5 can be game winning. Or even pulling out a [card]Libram of Wisdom[/card] or [card]Hand of A'dal[/card] is good enough for this to …

If you play this with a 3 mana spell, then it becomes a slightly better [card]Gyrocopter[/card]. But if you pair it with something like [card]Overflow[/card] or [card]Dragon's Pack[/card] 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 …

People play [card]ray of frost[/card], people play [card]frostbolt[/card], people play [card]eviscerate[/card], 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.