KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
I mean, if you are in need of a 1-drop. This guy is always here.
There isn't much to say about this card, it is pretty straight forward. It is just good, 2/2 for 1 is a good 1-drop. So this will see play in aggro/midrange decks.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
In a pirate deck, this is basically a 0 mana 2/2 pirate. That is good. This will see play as long as pirates are good. This will also be an amazing tempo play in the early game.
This will be a staple in all pirate decks forever.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
YES! Finally a good murloc I can pull with The Curator.
Honestly though I think this card will see play. It is something for dragon decks to do in the early game and it will make something bigger later. It may not be the most impactful card, but it is not a bad early game.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
I have a feeling this card will be very frustrating for your opponent. If you play this while there aren't any minions on your opponent's side of the field, then they can't really do anything to deal with this, they will have to play a minion and let you poison it. I really like blizzards use of Evasive in this set, it makes vanilla minions, or otherwise bad minions worth considering. If nothing else, this will be a fantastic arena card.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
A nice arena card, simply because it has decent stats.
This is basically a vanilla 3 mana 3/4, the effect will hardly ever be in place. Maybe you are playing a deck that cares about elementals, then you could consider this?
The only other way this card will see play is if there is a deck that cares about freezing your own stuff (Cryostasis anyone?). It would be kinda cool to see something like that, and with the new freeze card for shaman, I am getting a feeling we might see more freeze stuff in the future.
I hope there is a way for this card to see play because the art is lit.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
Well this is great. A 3 mana 4/4 rush is absolutely amazing, and mech decks are already pretty successful. There really isn't any argument for not including this in any deck with a significant number of mechs.
This card will be just as prominent as mech decks are, and this will also play a part in helping mechs to become more prominent. A excited as I am for all the new dragon cards, it is nice to be getting support for other tribes.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
By turn 3, your opponent will probably have between 3-6 cards in hand, depending on whether or not you went first, and whether or not your opponent is playing aggro or control. So most of the time this will be at least a 4/3 when played on curve. And you know what? That isn't very exciting. Even if you can get it to a 6/3, that is still only 3 health. After punching any minion of significant size, this will die, and any just about any playable removal spell will remove this. I think in general you want to be playing cards with more substance than this.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
This card is just amazing. It is cheap, and it helps you control the board. This card will probably be a crucial part in dragon deck success. A lot of the dragons are big late-game stompers, so it is nice to have something to do throughout the earlier turns.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
It is a decent card, I am not sure if it is necessary though. We have gotten plenty of dragons that you can play on turns 4-6 that aren't bad. Plus that new 3/3 that deals 2 damage. So I don't think dragon decks will need this 4 drop.
Although, if you drop this right on turn 4 then it will probably stick for a turn, and all you have to do is hold 3 dragons and BAM 8 damage on your opponent.
But in the end, I don't think it will be all too reliable, and I don't think dragon decks will even need a 4 drop that bad.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
EXCEPT RANDOM!
No but seriously, this isn't a bad card. Obviously due to the fact that the target is random this won't be very consistent. But dealing 3 damage is usually enough to kill something, or put something in killing range, by turn 4. Also, with the shaman quest this deals 3 damage to an extra minion, which makes this card much more reliable. Plus, this isn't a bad battlecry to add onto Shudderwock, the fact that this is random actually makes it better, if the effect were targetable, then Shudderwock might punch something on your board.
This is just a weird card, I don't know what to think of it. On one hand it is a defender, on the other hand it wants to ram itself into something, and frankly it isn't very good at either. This is just a bad card, the least they could have done is give him charge.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
Bonfire ElementalWell this is a nice card, it has decent stats plus its a dragon and drawing cards has always been a good thing in a card game where playing cards makes you win. I think we will be seeing a lot of our big ol' friend here. At least he will be popular amongst the newbies, being a common and all.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
Useful tribe? Check
Immediately effects the board? Check
Sticks around for more than 10 seconds? Check
Is able to evade removal? Check
Is affordable to all players? Check
Yup. Looks like this is a very nice card and it will probably be played in every deck that cares about dragons. I was a little worried that we wouldn't have enough generically good dragons to slot into all of our dragon decks, but dang, there are a lot of dragons that are just good.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
very powerful, being able to take out two minions of your choice is very powerful. This probably won't survive the attacks unless you are just punching Healing Totems and silver hand recruits.
Dealing 4 damage is worth 3 mana, so dealing 4 damage to two targets would be worth 6 mana, also, assuming this doesn't die on the first punch, you can hit the same minion twice dealing 8 damage to any one target.
This also has a chance of leaving a body behind, not to mention it is a mech, and neutral.
This is a very powerful common and will be used in any deck that needs the removal.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
Does this win the bingo spot for "class card in disguise"?
I don't see this being used in any classes but warrior. You could do it in paladin with perhaps Sword of Justice, or maybe Truesilver Champion (although I am not sure that will be necessary with the new paladin card, Lightforged Zealot). But I am not sure paladin has enough weapons for that to be consistent.
Rogue definitely doesn't want this, if you are playing this in a rogue deck it means you have either come to terms with the fact that this basically prevents you from using your hero power, and decided it was worth it anyway, or you completely missed that synergy.
There are also the other classes in wild that got legendary weapons back in KaC, but the only ones that got break-able weapons are Druid, which I guess you could make something happen, but I am not sure what. Hunter, but you don't want to play minions in that deck. Paladin okay, this actually seems pretty powerful, if you can get multiple of these going at once it will be crazy, and it doesn't even seem that slow because all you have to do is play the weapon once, and then the other two guys can come out at any point in the game, even if this deck isn't good, it will certainly be fun for some paladin players. Rogue but we already covered that with the hero power and all this wouldn't be even a little bit consistent. Shaman but this weapon is just bad, getting extra copies of a bad card doesn't always make it better. And warrior, but recruiting doesn't always work well with small battlecry minions such as this.
So all in all, a very powerful warrior card, but it doesn't work with the other classes, perhaps paladin, but at least for standard this will mainly be a warrior card.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
If you are playing a deck with enough dragons that this triggers more often than it doesn't, it is worth it to have this in your deck. A 6 mana 5/5 both players draw is kinda wonky, but when you are able to get another body on the board it is worth it. And even if you don't this isn't the worst effect in the world when played at the right time. You either play this when you are out of options and you just really need a taunt or rush dragon to survive, but most of the time you play this on a relatively small board so that even if you don't get a dragon it works out alright, but then if you do get a dragon it is amazing.
We got enough cheap dragons in this set that I could see someone playing a deck with 20 dragons in it, and it you are doing that, why wouldn't you want this?
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
yet again, another super weird I-have-no-idea-where-to-put-this epic. You only swap for the one turn, and hero powers are kind of known for being low-impact stuff. Maybe this card could have been used when cards like Frost Lich Jaina, Deathstalker Rexxar, or Bloodreaver Gul'dan were everywhere. Then you could set back your opponent by one hero power and you can get a small taste of the corrupt power without having to play a deathknight yourself.
But right now there just really isn't enough to warrant this cards inclusion in any deck. There are the quests, but they aren't prominent enough, and also they do require you to build your deck around getting the hero power in order to use it to its fullest potential.
Really, any of these cards that require you to be fighting a certain kind of opponent to get use out of them are just bad, and I don't mean tech cards. Cards like eat a murloc or eat a pirate are fine, but effects that just don't do much even when they do go off are barely even fun for johnny players. I really have no idea what blizzard thinks they are doing with the neutral epics this time around. One or two is fine, but literally every neutral epic in the set is a super janky but also completely pointless card, it is a little annoying.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 5 years ago
First off, I am very glad we finally have a good murloc to pull off of The Curator. I was tired of having to use Nightmare Amalgam as the only murloc in my deck.
This is an interesting design, we don't get a lot of multi-tribe cards, so I am not sure what kind of deck you can use this in. Getting three bodies for just one card is pretty good for some decks, and getting three murlocs means there might be some synergy between the cards. Most of the time this card will probably just flop and get you some really bad stats, but if you are playing a dragon/token deck, this guy fits right in! And who knows, maybe we will see a murloc/dragon deck in the meta ¯\_(ツ)_/¯
I mean, if you are in need of a 1-drop. This guy is always here.
There isn't much to say about this card, it is pretty straight forward. It is just good, 2/2 for 1 is a good 1-drop. So this will see play in aggro/midrange decks.
In a pirate deck, this is basically a 0 mana 2/2 pirate. That is good. This will see play as long as pirates are good. This will also be an amazing tempo play in the early game.
This will be a staple in all pirate decks forever.
YES! Finally a good murloc I can pull with The Curator.
Honestly though I think this card will see play. It is something for dragon decks to do in the early game and it will make something bigger later. It may not be the most impactful card, but it is not a bad early game.
I have a feeling this card will be very frustrating for your opponent. If you play this while there aren't any minions on your opponent's side of the field, then they can't really do anything to deal with this, they will have to play a minion and let you poison it. I really like blizzards use of Evasive in this set, it makes vanilla minions, or otherwise bad minions worth considering. If nothing else, this will be a fantastic arena card.
A nice arena card, simply because it has decent stats.
This is basically a vanilla 3 mana 3/4, the effect will hardly ever be in place. Maybe you are playing a deck that cares about elementals, then you could consider this?
The only other way this card will see play is if there is a deck that cares about freezing your own stuff (Cryostasis anyone?). It would be kinda cool to see something like that, and with the new freeze card for shaman, I am getting a feeling we might see more freeze stuff in the future.
I hope there is a way for this card to see play because the art is lit.
Well this is great. A 3 mana 4/4 rush is absolutely amazing, and mech decks are already pretty successful. There really isn't any argument for not including this in any deck with a significant number of mechs.
This card will be just as prominent as mech decks are, and this will also play a part in helping mechs to become more prominent. A excited as I am for all the new dragon cards, it is nice to be getting support for other tribes.
By turn 3, your opponent will probably have between 3-6 cards in hand, depending on whether or not you went first, and whether or not your opponent is playing aggro or control. So most of the time this will be at least a 4/3 when played on curve. And you know what? That isn't very exciting. Even if you can get it to a 6/3, that is still only 3 health. After punching any minion of significant size, this will die, and any just about any playable removal spell will remove this. I think in general you want to be playing cards with more substance than this.
This card is just amazing. It is cheap, and it helps you control the board. This card will probably be a crucial part in dragon deck success. A lot of the dragons are big late-game stompers, so it is nice to have something to do throughout the earlier turns.
It is a decent card, I am not sure if it is necessary though. We have gotten plenty of dragons that you can play on turns 4-6 that aren't bad. Plus that new 3/3 that deals 2 damage. So I don't think dragon decks will need this 4 drop.
Although, if you drop this right on turn 4 then it will probably stick for a turn, and all you have to do is hold 3 dragons and BAM 8 damage on your opponent.
But in the end, I don't think it will be all too reliable, and I don't think dragon decks will even need a 4 drop that bad.
EXCEPT RANDOM!
No but seriously, this isn't a bad card. Obviously due to the fact that the target is random this won't be very consistent. But dealing 3 damage is usually enough to kill something, or put something in killing range, by turn 4. Also, with the shaman quest this deals 3 damage to an extra minion, which makes this card much more reliable. Plus, this isn't a bad battlecry to add onto Shudderwock, the fact that this is random actually makes it better, if the effect were targetable, then Shudderwock might punch something on your board.
Same.
This is just a weird card, I don't know what to think of it. On one hand it is a defender, on the other hand it wants to ram itself into something, and frankly it isn't very good at either. This is just a bad card, the least they could have done is give him charge.
BRING BACK CHARGE! No? Not even a little?
What a nice card with an affordable cost, good stats, and a very helpful effect.
I am really liking all of these common dragons that are just kinda generally good, and a nice filler if you are ever looking for more dragons.
Bonfire Elemental Well this is a nice card, it has decent stats plus its a dragon and drawing cards has always been a good thing in a card game where playing cards makes you win. I think we will be seeing a lot of our big ol' friend here. At least he will be popular amongst the newbies, being a common and all.
Useful tribe? Check
Immediately effects the board? Check
Sticks around for more than 10 seconds? Check
Is able to evade removal? Check
Is affordable to all players? Check
Yup. Looks like this is a very nice card and it will probably be played in every deck that cares about dragons. I was a little worried that we wouldn't have enough generically good dragons to slot into all of our dragon decks, but dang, there are a lot of dragons that are just good.
very powerful, being able to take out two minions of your choice is very powerful. This probably won't survive the attacks unless you are just punching Healing Totems and silver hand recruits.
Dealing 4 damage is worth 3 mana, so dealing 4 damage to two targets would be worth 6 mana, also, assuming this doesn't die on the first punch, you can hit the same minion twice dealing 8 damage to any one target.
This also has a chance of leaving a body behind, not to mention it is a mech, and neutral.
This is a very powerful common and will be used in any deck that needs the removal.
Does this win the bingo spot for "class card in disguise"?
I don't see this being used in any classes but warrior. You could do it in paladin with perhaps Sword of Justice, or maybe Truesilver Champion (although I am not sure that will be necessary with the new paladin card, Lightforged Zealot). But I am not sure paladin has enough weapons for that to be consistent.
Rogue definitely doesn't want this, if you are playing this in a rogue deck it means you have either come to terms with the fact that this basically prevents you from using your hero power, and decided it was worth it anyway, or you completely missed that synergy.
There are also the other classes in wild that got legendary weapons back in KaC, but the only ones that got break-able weapons are Druid, which I guess you could make something happen, but I am not sure what. Hunter, but you don't want to play minions in that deck. Paladin okay, this actually seems pretty powerful, if you can get multiple of these going at once it will be crazy, and it doesn't even seem that slow because all you have to do is play the weapon once, and then the other two guys can come out at any point in the game, even if this deck isn't good, it will certainly be fun for some paladin players. Rogue but we already covered that with the hero power and all this wouldn't be even a little bit consistent. Shaman but this weapon is just bad, getting extra copies of a bad card doesn't always make it better. And warrior, but recruiting doesn't always work well with small battlecry minions such as this.
So all in all, a very powerful warrior card, but it doesn't work with the other classes, perhaps paladin, but at least for standard this will mainly be a warrior card.
If you are playing a deck with enough dragons that this triggers more often than it doesn't, it is worth it to have this in your deck. A 6 mana 5/5 both players draw is kinda wonky, but when you are able to get another body on the board it is worth it. And even if you don't this isn't the worst effect in the world when played at the right time. You either play this when you are out of options and you just really need a taunt or rush dragon to survive, but most of the time you play this on a relatively small board so that even if you don't get a dragon it works out alright, but then if you do get a dragon it is amazing.
We got enough cheap dragons in this set that I could see someone playing a deck with 20 dragons in it, and it you are doing that, why wouldn't you want this?
yet again, another super weird I-have-no-idea-where-to-put-this epic. You only swap for the one turn, and hero powers are kind of known for being low-impact stuff. Maybe this card could have been used when cards like Frost Lich Jaina, Deathstalker Rexxar, or Bloodreaver Gul'dan were everywhere. Then you could set back your opponent by one hero power and you can get a small taste of the corrupt power without having to play a deathknight yourself.
But right now there just really isn't enough to warrant this cards inclusion in any deck. There are the quests, but they aren't prominent enough, and also they do require you to build your deck around getting the hero power in order to use it to its fullest potential.
Really, any of these cards that require you to be fighting a certain kind of opponent to get use out of them are just bad, and I don't mean tech cards. Cards like eat a murloc or eat a pirate are fine, but effects that just don't do much even when they do go off are barely even fun for johnny players. I really have no idea what blizzard thinks they are doing with the neutral epics this time around. One or two is fine, but literally every neutral epic in the set is a super janky but also completely pointless card, it is a little annoying.
First off, I am very glad we finally have a good murloc to pull off of The Curator. I was tired of having to use Nightmare Amalgam as the only murloc in my deck.
This is an interesting design, we don't get a lot of multi-tribe cards, so I am not sure what kind of deck you can use this in. Getting three bodies for just one card is pretty good for some decks, and getting three murlocs means there might be some synergy between the cards. Most of the time this card will probably just flop and get you some really bad stats, but if you are playing a dragon/token deck, this guy fits right in! And who knows, maybe we will see a murloc/dragon deck in the meta ¯\_(ツ)_/¯
Quick question: If I get enough bonus points, will you buy me a hearthstone pack?