Paladins will already play Smuggler's Run to get a single +1/+1 buff, and for the same amount of mana and a minuscule amount of extra work, you an get triple that. I am not looking forward to dealing with this.
It's definitely not a miniscule amount of work. You need to have Divine Shield minions in play (so less minions in hand), you need to be running a consistent amount of Divine Shield minions, and even then you don't get the buffs immediately.
Slow handbuff cards have historically been dreadful, so I don't see much use for this card. The potential is there, but it's too clunky.
I hope after Mercenaries is released, they can turn some focus back to Tavern Brawls. It's easily my most played mode, and it hurts to see it so abandoned.
I think they said they wouldn't be doing any more BG tribes, rather focusing on improving the current ones. I could be misremembering, but I'm pretty sure they said something like that.
Personally, I much prefer this over nerfing the card into unrecognizability. I wish they'd print an unnerfed but banned version of Warsong Commander so I could play OG Patron Warrior in a duel against a friend, for example.
It's the first ever good target for Pit Commander to pull. Finally, something that doesn't have Rush or have an end-of-turn effect that gets nullified.
The Overload: (1) is written after the recast this. If it Overloaded for each repeat, it would say "Deal 3 damage to an enemy minion and Overload: (1). If it dies, recast this."
Keep in kind that "recast this" does not actually count as casting a spell. It's shorthand for "repeat this effect".
Okay, so we have Glacier Racer, Varden Dawngrasp, and now this. Throwing even more "if Frozen" cards will not help. We actually need ways to consistently Freeze the board to use these effects. Except, please do not add ways to consistently Freeze the board, because that is extremely unfun to play against.
Freeze archetypes clearly do not work. Stop trying to push limping, sad versions of them.
Damn, great card! Think of it like Hunter's Mark that you don't need a minion to trade with, and you can use it twice.
Hunter's Mark saw no play until Candleshot came out. The only reason they went together so well is both cards were independently useful but very strong when combined.
It's a solid card, but it's too expensive to run straight-up. Too many situations where it's a dead draw. It's fodder for Pack Kodo.
This probably replaces Renowned Performer in Deathrattle DH, which was one of the weaker Deathrattles in the deck. Pretty efficient card regardless. It's like a 3 mana Swipe, and it doesn't have that terrible downside of hitting your own board that every single other DH board clear has.
What a weird card. It's probably just worse than Shadow Word: Ruin (which sees very little play) or Condemn (Rank 1), but I guess Devout Dungeoneer has a big board clear to fetch. Seems a little too situational to put in your deck.
It's not something you put in your deck for the Midrange matchup, it's something that's still playable in that match. It's an anti-combo card with utility outside of disruption. That's what makes it a good tech card.
Doesn't have to be combo. It's also good in just a midrange meta. You rip a threat out of your opponent's hand and put a threat of your own into play. No more Illidari Inquisitor? Yes please. No Taelan Fordring? No enemy Mutanus? Having potential anti-combo uses is icing on the cake.
Maybe it doesn't see play this set. But if a combo or value deck pops up, Mutanus will be in every list that's slow enough. It's good enough by itself to be a viable tech card.
If you pulled a 1-drop and are playing Demon Hunter, coining a pirate lets you answer your opponent's pirate while staying on curve. You can then do pirate + hero power on 3 to really lock the board down.
It's definitely not a miniscule amount of work. You need to have Divine Shield minions in play (so less minions in hand), you need to be running a consistent amount of Divine Shield minions, and even then you don't get the buffs immediately.
Slow handbuff cards have historically been dreadful, so I don't see much use for this card. The potential is there, but it's too clunky.
Little disappointing to get another mage hero, but everything else looks fantastic so far.
I hope after Mercenaries is released, they can turn some focus back to Tavern Brawls. It's easily my most played mode, and it hurts to see it so abandoned.
I think they said they wouldn't be doing any more BG tribes, rather focusing on improving the current ones. I could be misremembering, but I'm pretty sure they said something like that.
Personally, I much prefer this over nerfing the card into unrecognizability. I wish they'd print an unnerfed but banned version of Warsong Commander so I could play OG Patron Warrior in a duel against a friend, for example.
It's the first ever good target for Pit Commander to pull. Finally, something that doesn't have Rush or have an end-of-turn effect that gets nullified.
The Overload: (1) is written after the recast this. If it Overloaded for each repeat, it would say "Deal 3 damage to an enemy minion and Overload: (1). If it dies, recast this."
Keep in kind that "recast this" does not actually count as casting a spell. It's shorthand for "repeat this effect".
Okay, so we have Glacier Racer, Varden Dawngrasp, and now this. Throwing even more "if Frozen" cards will not help. We actually need ways to consistently Freeze the board to use these effects. Except, please do not add ways to consistently Freeze the board, because that is extremely unfun to play against.
Freeze archetypes clearly do not work. Stop trying to push limping, sad versions of them.
Hunter's Mark saw no play until Candleshot came out. The only reason they went together so well is both cards were independently useful but very strong when combined.
It's a solid card, but it's too expensive to run straight-up. Too many situations where it's a dead draw. It's fodder for Pack Kodo.
This probably replaces Renowned Performer in Deathrattle DH, which was one of the weaker Deathrattles in the deck. Pretty efficient card regardless. It's like a 3 mana Swipe, and it doesn't have that terrible downside of hitting your own board that every single other DH board clear has.
What a weird card. It's probably just worse than Shadow Word: Ruin (which sees very little play) or Condemn (Rank 1), but I guess Devout Dungeoneer has a big board clear to fetch. Seems a little too situational to put in your deck.
I hope Tinyfin Beach is among the returning card backs. That's the one I'm most sad about missing.
Regardless of power level, I really love the design. Really strong flavour and a fun use of the keyword.
It took three and a half months, but I finally assembled all 5 pieces of the puzzle!
NEXT:
I hope they rotate out Scholomance and/or AoO next rotation. It's kind of boring having most of Standard in Arena with only a few Wild sets.
...stupid demon hunters.
It's not worth cutting Hysteria and Palm Reading for this effect. Overall, this just looks massively outclassed.
It's not something you put in your deck for the Midrange matchup, it's something that's still playable in that match. It's an anti-combo card with utility outside of disruption. That's what makes it a good tech card.
Doesn't have to be combo. It's also good in just a midrange meta. You rip a threat out of your opponent's hand and put a threat of your own into play. No more Illidari Inquisitor? Yes please. No Taelan Fordring? No enemy Mutanus? Having potential anti-combo uses is icing on the cake.
Maybe it doesn't see play this set. But if a combo or value deck pops up, Mutanus will be in every list that's slow enough. It's good enough by itself to be a viable tech card.
If you pulled a 1-drop and are playing Demon Hunter, coining a pirate lets you answer your opponent's pirate while staying on curve. You can then do pirate + hero power on 3 to really lock the board down.
Otherwise, you're 100% right.
I love this brawl.