KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
I have seen this effect on I don't know how many fan creations. I never liked those cards.
This effect is crazy powerful. Control decks now have their finishers right where they want them. Combo decks can fish for their combo super easy now. Aggro decks can get that perfect Leeroy Jenkins topdeck way more consistently. Highlander decks now know exactly when to expect Reno Jackson. Even if the highest cost card in your deck isn't what you want right now, just knowing exactly what is on top of your deck at all times is insanely helpful.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
Wow that art is fuzzy.
This card is somewhere between Keeper of the Grove, Ironbeak Owl, and Furious Felfin. It silences things for 3 mana like Ironbeak Owl, though it may not survive the attack. It deals less damage than Furious Felfin, but it also silences things. It does both things Keeper of the Grove does, though it will very likely end up a lot smaller than a 2/2. In many ways this card looks balanced and reasonable. Solid 4/5 stars.
This will get nerfed within two weeks or control decks are literally non-existant and Demon Hunter will solo the meta even harder than it already does.
Print this card for Warlock and it's fine, but putting it in Demon Hunter is about as idiotic as printing an unconditional Reno for Warlock.
You guys are overreacting.. It's worse than divine favor, also if you play control versus demon hunter that tries to empty their hands.. Maybe just start using your removal more sparingly?
Control decks also have many cards that aren't good in the match up the fact that those cards are in your hand and didn't get played means they are probably too slow..
Also when played on your next turn you will have 5 cards drawn from your deck as control if 1/6 of your deck can't handle aggro what are you doing? When they outcast it vs anything the other player gets the card advantage cause they get to their draw phase first.
I would like to mention that this and Divine Favor are completely different cards. Divine Favor increases your hand size to be on par with your opponent's. Glide simultaneously increases your hand size and DECREASES your opponent's hand size so that they are the same. In one scenario you just gain, in the other scenario you gain and your opponent loses.
I do however think you have a point about control decks not necessarily being destroyed by this card. I don't think it is a good idea to play your cards sub-optimally just because you are afraid they will get shuffled into your deck, but when you are facing against a hyper-aggro deck you want to have a lot of cheap cards to control the board with. On turns 1, 2, and 3 you are trying to keep your opponents board down, if you fail to do so then you probably have a bad hand and it isn't the end of the world if you get a new one. If you do succeed in keeping their board down in the early game then it means the majority of your hand is probably going to be cheap cards, in which case it isn't the end of the world if you get a new hand which may be more suited for the mid-late game.
YourPrivateNightmare said that printing this in Demon Hunter specifically was a big mistake, I would like to argue otherwise. Because Demon Hunters play so aggressively, you as a control player will want to play fast as well to avoid being overwhelmed. That means that your hand is either just as small as, or slightly bigger than the Demon Hunters when they play this card. And if your hand is significantly bigger than theirs, it means you haven't been able to keep up with their board and are probably dead anyway.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
You know that combo rogue deck that uses Spectral Pillager and all of the coins to deal a ton of damage to your face? This guy triples the damage of that combo. He deals a damage whenever you play a coin, and also triggers Spectral Pillagers combo an extra time every time you play him.
Aside from that combo I don't think he will be played very often, though I will play him in a lot of decks and try to make him work.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
Captain Greenskin seems like an obvious comparison. They are both 5 mana, they both give your weapon +1/+1, and they are both only used by Warriors and Rogues. The only real difference is that this guy has rush which makes him 200 times better.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
In wild you have better cheat cards that come out a lot sooner such as Voidcaller and Skull of the Man'ari. And by turns 9/10 you have things like Bloodreaver Gul'dan or N'Zoth, the Corruptor to swing the board. I don't know exactly what you could do with this in standard, but my hopes for the card are low. Things like Dimensional Ripper, or The Boom Reaver didn't work too well in warrior partly because of their high mana cost. Cheating out a 10 mana minion on turn 10 isn't that impressive. Granted, this card does only hit Demons whereas Dimensional Ripper can pull any minion. This means that there isn't as much of a deck building restriction for the Warlocks as there is for the Warriors.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
I don't see this card being played. The benefit isn't worth the setup. Nobody wants to hold a rush minion in their hand any longer then they have to. And there aren't even that many good rush minions to play this with.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
I can't imagine this card not being used at some point or another. It is very flexible and useful. There are a lot of Warlock decks and Demon Hunter decks that wouldn't mind getting an extra demon, and the buff is also nice. 5 stars.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
I wouldn't be surprised if this card got nerfed. Just the fact that it exists means that control decks will have to worry about losing their hand. This can be used in a similar manner as Jeeves in aggro decks, though I don't think Demon Hunters need more refill tools. This card will be played in many Demon Hunter decks, and it will be very frustrating to fight against, so I wouldn't disenchant your extra copies of this just yet.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 4 months ago
I gave this card 5 stars because I love totems. I am not sure if this will be good, being a deathrattle makes it kind of slow. I hope I open this, if not I may craft it. 4/5 stats isn't the worst, the deathrattle makes it sticky and gives you some extra board presence. The overload though may make this too slow to be good.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
Combustion fits "consistently inconsistent" since it says "both neighbors" when cards like this usually say "adjacent minions".
Onyx Magescribe fits "random spells". I know he already crossed out a square, but [Hearthstone Card (fluffy broom) Not Found] could fit the fluffy square instead.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
Spellburst on a weapon is pretty interesting since you can very reliably play this on turn 3 and then wait until next turn before casting the spell. Though I still don't think this card is very good. Spirit of the Tiger was never a good card, and that triggered each time you cast a spell. But who knows, maybe this will be better since a 2/2 weapon is a million times more useful than a 0/3.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
In wild it is possible to play an entire hand full of spells twice in one turn for very little mana, so it is entirely possible that you could get Spell Damage +5 or better the turn you player her. At that point though you could just as easily play Time Warp and get an extra turn, so I don't imagine she will make much of a splash in wild. I can't say much for standard.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
But bigger.
Honestly, I don't know how good this card is. It is really a "win more" card. If you are ahead of the board then play this guy and you stay ahead on the board. If you are behind then I guess you could use rush minions, but then you are only effecting one or two things in which case you may as well be running Deathspeaker.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
If you want to steal a minion with 2 or less attack, then Cabal Shadow Priest is more reliable. And the 2 mana difference doesn't matter a whole lot since with Cabal Acolyte you also have to spend a spell.
If you want a 2/6 taunt that gets rid of a random enemy minion, then Convincing Infiltrator is better since it can get rid of bigger things. And the 1 mana difference doesn't matter a whole lot since with Cabal Acolyte you also have to spend a spell.
I just don't see why you would play this card over any of the other cards that do similar things.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
This certainly is interesting. I would be happy to open one or two of these to play around with, though I am not sure exactly what deck wants them right now. I guess a zoolock type deck with Darkglare and Flame Imp and stuff. Priest is kind of tricky since healing your face is a bit harder to do than damage it. I am pretty sure somewhere a deck is going to really want two copies of these, I am just not sure exactly what that deck looks like.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
Interesting, but probably too expensive for aggro decks to make good use of. Maybe you can use this with lackeys or eggs, but I don't have much hope for this card.
I have seen this effect on I don't know how many fan creations. I never liked those cards.
This effect is crazy powerful. Control decks now have their finishers right where they want them. Combo decks can fish for their combo super easy now. Aggro decks can get that perfect Leeroy Jenkins topdeck way more consistently. Highlander decks now know exactly when to expect Reno Jackson. Even if the highest cost card in your deck isn't what you want right now, just knowing exactly what is on top of your deck at all times is insanely helpful.
I have voted on every card, but for half of the cards on this page don't show any stars. Is this happening to anybody else?
I am not sure how good this card will be, but it will be very, very frustrating to play against. Nobody likes to have their cards taken away.
Wow that art is fuzzy.
This card is somewhere between Keeper of the Grove, Ironbeak Owl, and Furious Felfin. It silences things for 3 mana like Ironbeak Owl, though it may not survive the attack. It deals less damage than Furious Felfin, but it also silences things. It does both things Keeper of the Grove does, though it will very likely end up a lot smaller than a 2/2. In many ways this card looks balanced and reasonable. Solid 4/5 stars.
I would like to mention that this and Divine Favor are completely different cards. Divine Favor increases your hand size to be on par with your opponent's. Glide simultaneously increases your hand size and DECREASES your opponent's hand size so that they are the same. In one scenario you just gain, in the other scenario you gain and your opponent loses.
I do however think you have a point about control decks not necessarily being destroyed by this card. I don't think it is a good idea to play your cards sub-optimally just because you are afraid they will get shuffled into your deck, but when you are facing against a hyper-aggro deck you want to have a lot of cheap cards to control the board with. On turns 1, 2, and 3 you are trying to keep your opponents board down, if you fail to do so then you probably have a bad hand and it isn't the end of the world if you get a new one. If you do succeed in keeping their board down in the early game then it means the majority of your hand is probably going to be cheap cards, in which case it isn't the end of the world if you get a new hand which may be more suited for the mid-late game.
YourPrivateNightmare said that printing this in Demon Hunter specifically was a big mistake, I would like to argue otherwise. Because Demon Hunters play so aggressively, you as a control player will want to play fast as well to avoid being overwhelmed. That means that your hand is either just as small as, or slightly bigger than the Demon Hunters when they play this card. And if your hand is significantly bigger than theirs, it means you haven't been able to keep up with their board and are probably dead anyway.
You know that combo rogue deck that uses Spectral Pillager and all of the coins to deal a ton of damage to your face? This guy triples the damage of that combo. He deals a damage whenever you play a coin, and also triggers Spectral Pillagers combo an extra time every time you play him.
Aside from that combo I don't think he will be played very often, though I will play him in a lot of decks and try to make him work.
Captain Greenskin seems like an obvious comparison. They are both 5 mana, they both give your weapon +1/+1, and they are both only used by Warriors and Rogues. The only real difference is that this guy has rush which makes him 200 times better.
In wild you have better cheat cards that come out a lot sooner such as Voidcaller and Skull of the Man'ari. And by turns 9/10 you have things like Bloodreaver Gul'dan or N'Zoth, the Corruptor to swing the board. I don't know exactly what you could do with this in standard, but my hopes for the card are low. Things like Dimensional Ripper, or The Boom Reaver didn't work too well in warrior partly because of their high mana cost. Cheating out a 10 mana minion on turn 10 isn't that impressive. Granted, this card does only hit Demons whereas Dimensional Ripper can pull any minion. This means that there isn't as much of a deck building restriction for the Warlocks as there is for the Warriors.
I don't see this card being played. The benefit isn't worth the setup. Nobody wants to hold a rush minion in their hand any longer then they have to. And there aren't even that many good rush minions to play this with.
I can't imagine this card not being used at some point or another. It is very flexible and useful. There are a lot of Warlock decks and Demon Hunter decks that wouldn't mind getting an extra demon, and the buff is also nice. 5 stars.
Looks versatile and highly useful. 5/5 stars.
I wouldn't be surprised if this card got nerfed. Just the fact that it exists means that control decks will have to worry about losing their hand. This can be used in a similar manner as Jeeves in aggro decks, though I don't think Demon Hunters need more refill tools. This card will be played in many Demon Hunter decks, and it will be very frustrating to fight against, so I wouldn't disenchant your extra copies of this just yet.
I gave this card 5 stars because I love totems. I am not sure if this will be good, being a deathrattle makes it kind of slow. I hope I open this, if not I may craft it. 4/5 stats isn't the worst, the deathrattle makes it sticky and gives you some extra board presence. The overload though may make this too slow to be good.
Combustion fits "consistently inconsistent" since it says "both neighbors" when cards like this usually say "adjacent minions".
Onyx Magescribe fits "random spells". I know he already crossed out a square, but [Hearthstone Card (fluffy broom) Not Found] could fit the fluffy square instead.
Spellburst on a weapon is pretty interesting since you can very reliably play this on turn 3 and then wait until next turn before casting the spell. Though I still don't think this card is very good. Spirit of the Tiger was never a good card, and that triggered each time you cast a spell. But who knows, maybe this will be better since a 2/2 weapon is a million times more useful than a 0/3.
In wild it is possible to play an entire hand full of spells twice in one turn for very little mana, so it is entirely possible that you could get Spell Damage +5 or better the turn you player her. At that point though you could just as easily play Time Warp and get an extra turn, so I don't imagine she will make much of a splash in wild. I can't say much for standard.
But bigger.
Honestly, I don't know how good this card is. It is really a "win more" card. If you are ahead of the board then play this guy and you stay ahead on the board. If you are behind then I guess you could use rush minions, but then you are only effecting one or two things in which case you may as well be running Deathspeaker.
If you want to steal a minion with 2 or less attack, then Cabal Shadow Priest is more reliable. And the 2 mana difference doesn't matter a whole lot since with Cabal Acolyte you also have to spend a spell.
If you want a 2/6 taunt that gets rid of a random enemy minion, then Convincing Infiltrator is better since it can get rid of bigger things. And the 1 mana difference doesn't matter a whole lot since with Cabal Acolyte you also have to spend a spell.
I just don't see why you would play this card over any of the other cards that do similar things.
This certainly is interesting. I would be happy to open one or two of these to play around with, though I am not sure exactly what deck wants them right now. I guess a zoolock type deck with Darkglare and Flame Imp and stuff. Priest is kind of tricky since healing your face is a bit harder to do than damage it. I am pretty sure somewhere a deck is going to really want two copies of these, I am just not sure exactly what that deck looks like.
Interesting, but probably too expensive for aggro decks to make good use of. Maybe you can use this with lackeys or eggs, but I don't have much hope for this card.