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meisterz39

Joined 06/03/2019 Achieve Points 925 Posts 1200

meisterz39's Comments

  • There's enough upside to this that it could see some play in a deck that wants to frenzy. 

  • This is a nice turn 3 play to follow up the Rogue hero power, but there's not enough Pirate synergy to make this all that good. Certainly marginally better than Toxicologist, but that isn't saying much.

  • Similar enough to a Neutral SI:7 Agent that this could see play

  • With Classic Malygos gone, I'm sure this can find a home in some kind of combo deck.

  • This might be fine. Might even be the best Watch Post so far. But I'm still not sold that these are good.

  • A lot of the value of Magic Carpet was how hard it was to remove. Lushwater Scout is good when you can play it alongside other murlocs in the same turn and swing a board, but I'm not excited about playing this on turn 2....it's just too little tempo/too easy to kill. Because of that, it might not be a two-of in every Murloc deck.

  • Great for Taunt Druid and any slower Shaman deck. Could also be kind of interesting for a Value Weapon Rogue (whose poisons are nature spells).

  • Has the same problem as Peon in terms of likelihood of activation. Just ends up being a River Crocolisk too often.

  • Ridiculously strong anti-aggro tool. The 2 damage probably isn't enough to kill much of the enemy board, but the healing and taunt will stave off aggro long enough to clean up with an AOE

  • This seems particularly strong when the secret you've got in play triggers off of the enemy attacking a minion. The risk of buffing this by trading (or foregoing a trade) is really interesting, and will probably lead to forcing your opponent to make some bad choices.

  • From a tempo standpoint, this feels like Totem Golem all over again. The saving grace here is that at 3 health, lots of removal can deal with this. Still, very powerful for turn 2.

  • Incredibly powerful opening for Tempo Elemental Shaman in a meta where Arid Stormer and Gyreworm both exist. Might even be kind of neat for a Tempo Priest with cheaper Lightspawn.

  • Depending on the meta, this might require too much setup. But in the early days of the Barrens Meta, when aggro will be everywhere, this will be incredibly powerful.

  • There are enough good, big taunts that this should be entirely playable. In particular, I think this looks really good with Gold Road Grunt, Ruststeed Raider, Carnival Clown, and Strongman.

  • Solid pairing of frenzy activation and AOE. Should see some play in any slower Warrior deck

  • Crazy good card in any Pirate/Aggro Warrior

  • This is very good card draw, but because it comes down on turn 4 when minions start to get bigger than 3 health, it's also a bit meta-dependent. If you're stuck trading on board and swinging into large, damaged minions to trigger this, you might just wear yourself out before you get value out of the draw. 

  • Seems really strong, but we'll see how obvious it is. If your opponent can easily spot it because of its prevalence in the meta, the value drops tremendously.

  • Vanilla stats and cost reduction are a good pair, so this should be a good card, but I'm not sure it's good enough to build a deck around.

  • This is great even without the other hero power payoffs. Getting your hero power up to 2 or 3 damage is a great way for any late-game/value Mage to whittle down their opponent.