KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
I think this card will see play because Shield of Galakrond sees play and also because the librams are good enough to be worth playing a sub-par vanilla taunt minion.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
It's like [Hearthstone Card (Ancharr) Not Found] but for murlocs, and you can play 2 of them, and they deal more damage. This card alone may make Murloc Paladin a viable archetype.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
Probably one of the better librams. 12 health and a 6/6 Taunt it very powerful at 6 mana, so 9 mana for 8 Health and an 8/8 Taunt is okay-ish. But reduce the cost to 7/8 mana and the card looks a lot better.
I think this card will be good enough to see play because it only draws spells which makes it a lot more consistent than its loot hoarding cousin. If nothing else it will be used in a combo deck that wants to cycle a lot of cards.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
This card will probably end up seeing play in most mage decks for a long time. Obviously, this is meant to be played in the Spell Only Mage deck they have been pushing this expansion, but there is no reason not to play this in any mage deck with more than 50% spells.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
1 mana draw 3 is incredible, even if the cards are random. Just the sheer amount of card advantage this can give you on turn one makes this card great.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
8 mana just seems like too much for just putting some stats on the field. This card simply doesn't do enough on the turn you play it for it to be worth it.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
I don't think you would want to play this in a handbuff beast deck. Sure it buffs a guy in your hand, but you wouldn't want to hit this with [Hearthstone Card (scavengers ingenuity) Not Found] or [Hearthstone Card (scrapshot) Not Found]. This card is probably better in a deck that just wants a good 1-drop and also runs enough beasts for the deathrattle to be relevant.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
A beautiful secret that can protect your board and trigger Deathrattles an extra time. I really cannot think of a "bad" target for this. As long as you are playing creatures with on-board abilities then this secret will be very valuable.
Plus, this is a very good secret to get from [Hearthstone Card (Shadowjewler Hanar) Not Found].
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
This is a slow card that can do a lot of work in the long run. If you are setting up for a King Krush OTK, or a huge Beastmaster Leoroxx, then this card will be worth playing. But if you are playing a fast tempo based deck that wants to rush your opponent down as fast as you can then the buff isn't worth it. You would rather play cards like Kill Command for better damage or Fresh Scent for a better buff.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
Not bad. 3 damage for 0 is still a good deal later in the game. I am just afraid that this card will so bad in the earlier turns when it is needed the most and so won't be played. Maybe if it dealt 4 damage for 4 mana it would be better. It is a little weird to me that blizzard is making these cards with such small abilities and then making them only playable after 7 mana.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
A good combo activator. Maybe we will see a combo druid with this and Dreampetal Florist combined with Malygos and Ysiel Windsinger to get a ton of burst damage. Probably wont ever be more than a meme though.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
Yay, Ramp Druid! I think this card is playable. People played Nourish on turn 5 to ramp 2 mana back in the day and that was pretty good. This is one mana cheaper in exchange for getting the mana empty, I think that is a fair trade. The best part is that this curves perfectly with Breath of Dreams to get 7 mana on turn 4.
The card may not see as much play if you don't get the Excess Mana card after 10. And what happens if you play this on turn 9? Will you get 1 mana and 1 Excess Mana?
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
Druids version of [Hearthstone Card (Book of Spectors) Not Found]. I think this card will be much more powerful given that it is a lot easier to build a deck and cram it with 90% spells than to build a deck of 90% minions.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
This card will rise and fall depending on what there is to copy. It may be used in some combo decks with Malygos, or it may simply be used in a Big Druid deck that wants to make a lot of stats for 4 mana.
I am not sure exactly how this card will be played, but it will be played somewhere.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
Well, you get a decent 3 drop, and then a decent 10 drop later. Nothing to spectacular and probably won't be very oppressive or impressive. It may end up being a big powerplay in quest druid depending on whether or not the prime version will summon a single 9/9 with both Taunt and Rush, or if it will summon two 9/9s, one with Taunt and one with Rush. Judging from the wording I am leaning towards the first scenario.
I think this card will see play because Shield of Galakrond sees play and also because the librams are good enough to be worth playing a sub-par vanilla taunt minion.
It's like [Hearthstone Card (Ancharr) Not Found] but for murlocs, and you can play 2 of them, and they deal more damage. This card alone may make Murloc Paladin a viable archetype.
Probably one of the better librams. 12 health and a 6/6 Taunt it very powerful at 6 mana, so 9 mana for 8 Health and an 8/8 Taunt is okay-ish. But reduce the cost to 7/8 mana and the card looks a lot better.
Upgraded Loot Hoarder.
I think this card will be good enough to see play because it only draws spells which makes it a lot more consistent than its loot hoarding cousin. If nothing else it will be used in a combo deck that wants to cycle a lot of cards.
This card will probably end up seeing play in most mage decks for a long time. Obviously, this is meant to be played in the Spell Only Mage deck they have been pushing this expansion, but there is no reason not to play this in any mage deck with more than 50% spells.
Another good secret for Wild Secret Mages to use to gain some board. Not exciting, but very good.
1 mana draw 3 is incredible, even if the cards are random. Just the sheer amount of card advantage this can give you on turn one makes this card great.
8 mana just seems like too much for just putting some stats on the field. This card simply doesn't do enough on the turn you play it for it to be worth it.
This card will be a staple in control mage decks for a long time. Every mage board clear deals damage, so the extra spell damage won't be useless.
I don't think you would want to play this in a handbuff beast deck. Sure it buffs a guy in your hand, but you wouldn't want to hit this with [Hearthstone Card (scavengers ingenuity) Not Found] or [Hearthstone Card (scrapshot) Not Found]. This card is probably better in a deck that just wants a good 1-drop and also runs enough beasts for the deathrattle to be relevant.
This card is slow, inconsistent, and unreliable. Unless you are able to drop this card on turn 2, it probably won't be worth waiting for.
A beautiful secret that can protect your board and trigger Deathrattles an extra time. I really cannot think of a "bad" target for this. As long as you are playing creatures with on-board abilities then this secret will be very valuable.
Plus, this is a very good secret to get from [Hearthstone Card (Shadowjewler Hanar) Not Found].
This is a slow card that can do a lot of work in the long run. If you are setting up for a King Krush OTK, or a huge Beastmaster Leoroxx, then this card will be worth playing. But if you are playing a fast tempo based deck that wants to rush your opponent down as fast as you can then the buff isn't worth it. You would rather play cards like Kill Command for better damage or Fresh Scent for a better buff.
Not bad. 3 damage for 0 is still a good deal later in the game. I am just afraid that this card will so bad in the earlier turns when it is needed the most and so won't be played. Maybe if it dealt 4 damage for 4 mana it would be better. It is a little weird to me that blizzard is making these cards with such small abilities and then making them only playable after 7 mana.
A good combo activator. Maybe we will see a combo druid with this and Dreampetal Florist combined with Malygos and Ysiel Windsinger to get a ton of burst damage. Probably wont ever be more than a meme though.
Yay, Ramp Druid! I think this card is playable. People played Nourish on turn 5 to ramp 2 mana back in the day and that was pretty good. This is one mana cheaper in exchange for getting the mana empty, I think that is a fair trade. The best part is that this curves perfectly with Breath of Dreams to get 7 mana on turn 4.
The card may not see as much play if you don't get the Excess Mana card after 10. And what happens if you play this on turn 9? Will you get 1 mana and 1 Excess Mana?
Druids version of [Hearthstone Card (Book of Spectors) Not Found]. I think this card will be much more powerful given that it is a lot easier to build a deck and cram it with 90% spells than to build a deck of 90% minions.
This card will rise and fall depending on what there is to copy. It may be used in some combo decks with Malygos, or it may simply be used in a Big Druid deck that wants to make a lot of stats for 4 mana.
I am not sure exactly how this card will be played, but it will be played somewhere.
Well, you get a decent 3 drop, and then a decent 10 drop later. Nothing to spectacular and probably won't be very oppressive or impressive. It may end up being a big powerplay in quest druid depending on whether or not the prime version will summon a single 9/9 with both Taunt and Rush, or if it will summon two 9/9s, one with Taunt and one with Rush. Judging from the wording I am leaning towards the first scenario.
Thanks for the giveaway! Hopefully this time I will be able to win something :P