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KANSAS

Old God Fanatic
Joined 03/25/2019 Achieve Points 1745 Posts 2912

KANSAS's Comments

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    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 4 months ago

    This may be the card that gets me to play demon hunter. I love big payoff cards like this that encourage unique deck building. Hopefully this opens some doors for demon hunter to play some slower archetypes.

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    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 4 months ago

    First Day of School is a single card that completes an entire phase of the quest by itself, so that is a plus. I imagine this could run into a similar problem as The Marsh Queen where your deck struggles from trying to complete the quest consistently with a bunch of 1-drops, but also not wanting to fill up your deck with nothing but 1 cost cards. Maybe with First Day of School that problem wont be as big, but I am still doubtful.

    Honestly I think the 5 mana final reward is the big downfall of the questlines. I really love the design with mini rewards in the middle of the quest, but the final 5 mana just feels like too much.

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    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 4 months ago

    I don't think zoo/demon lock will be a viable deck, but this is a step in the right direction. The extra board stability is nice, and you never have to be weighed down with a clunky 5-drop in your hand if you don't currently have a board.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 4 months ago

    This seems a lot easier to trigger than [Hearthstone Card (mogu cultists) Not Found] since you can play them at any points throughout the game. I also don't think it will be nearly as hard to trigger as it seems. The deathrattle does specify that all 7 boars have to die, so I don't think you will be able to cheat it by triggering the deathrattles extra times. You also aren't able to bounce the cards with brewmasters and such, which may make it harder. But you could easily use Raise Dead and Teron Gorefiend to get enough copies. 

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    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 4 months ago

    This reminds me of all the times I have played Mana Tide Totem and my opponent just left it. I then proceeded to overdraw and go into fatigue ten turns before my opponent.

    Drawing a ton of extra cards sounds amazing, but 4 cards per turn is just too many to be able to keep up with. And even if you don't draw any additional cards, you will still go into fatigue after only 5 turns.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 4 months ago

    When trading, I believe you draw the card first, then shuffle so that you don't ever draw the card you just traded.

    In reply to Tradeable
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    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    You shuffle the tradeable card into your deck, then draw another card.

    In reply to Tradeable
  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    I don't know how much pirate warrior really wants removal, but if they did this does the job well. I could also see this being played in menagerie warrior.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    It's 4 mana for 7 damage and a body. I could definitely see this being played especially since druid tends to have a lack of removal options. 

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    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    This seems, random? You get four 2/2s with the abilities of random 5-drops. I really don't know what to make of this card. It feels like an awful lot of text just to summon some random 2/2s.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    The stall is nice, and since druid generally lacks removal I could see them wanting to play this.

    The thing about tradeable cards is that they will almost always be viable options since you can always just cycle them if you need to.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    Always a fan of overload shaman support. I could definitely see this being played in a control shaman deck that really struggles with overload. I play a lot of shudderwock shaman and cards like Sandstorm Elemental or Lightning Storm are strong, but overloading your shudderwock turn can be extremely crippling. This fixes that problem while also providing some removal and a niche way to cycle through your deck, which is also something control shaman lacks.

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    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    In most cases this will act as a 7 mana 10/10 with a random rush. Not terrible, but maybe too slow. At that point in the game stats become less important since your opponent will have access to much more efficient removal options. If it survives it can snowball like crazy, but I don't think it will work consistently enough in enough matchups to be played.

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    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    As interesting as this looks, I don't have a whole lot of hope for it. Countess Ashmore and The Curator which don't see a lot of play. And Siamat only saw a marginal amount of play and doesn't require your deck to be in a specific state.

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    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    This reminds me of a mini version of Spreading Plague or Zilliax. The removal is kinda lacking, but then you get to block 6 damage and make some trades. I don't know if this will be played much since warlock already has a lot of removal and stall options, but it isn't a bad card.

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    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    This is very interesting. I imagine this is something people will continue to experiment with for a while. The value is insane, but hard to control. It is varied, but not random. You can use Primordial Protector to tutor out expensive spells, other than that I don't see a way to get a specific outcome. This will definitely be fun to play around with.

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    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    This seems like a fairly mediocre 1-mana "discover a card", with the addition of a new unique ability which can do a large number of random things based on what you discover. The pool of deathrattles is so large, this could theoretically do anything. I think in a lot of cases this is simply too random to warrant a spot, but in a shadow priest deck it may be included.

    Also, every single priest spell becomes more interesting when you think about how much random resource generation priest has.

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    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    I like it.

    It doesn't seem terribly powerful, but it is unique and just strong enough to build some fun decks with him. This is also another step towards building some kind of swarm hunter with all of the hyena tokens.

  • KANSAS's Avatar
    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    For 6 mana you want to do more to the board then summon some 1/1s.

    The +4/+4 buff is nice, but your board will be full when you play this making it awkward to fit them in. And even then you might spend 8 mana on a pair of 5/5s which isn't spectacular. 

    The only way this works is if you either really really want swarm, or you play it on an already full board so that you can afford to spend 6 mana on minimal impact this turn, so that you have access to a legion of 5/5s on later turns. The second scenario likely won't happen. But the first one might if blizzard pushes the swarm thing hunter has going on with all of the hyenas in the forged in the barrens set.

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    Old God Fanatic 1745 2912 Posts Joined 03/25/2019
    Posted 3 years, 5 months ago

    Giving rush feels a bit weird since you will have to summon the minion and still have 4 mana left over, which means you will be playing a 1-drop on turn 5, or a 3 drop on turn 8. But the reward is very powerful. Instant impact with multiple target removal.

    I so like the rush though since it fixes a big problem with buff cards which is that they help you reinforce your board, but aren't useful if you don't have a board established. Since this gives rush it is always going to be impactful.