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Nevin

Joined 06/14/2019 Achieve Points 525 Posts 393

Nevin's Comments

  • Oh god. I hadn’t thought about the Pen Flinger-Field Contact combo. That’s going to be brutal. (At least there will be a deck capable of standing up to Weapon Rogue!)

    I really like the new format for these review articles. Thanks! 

  • Now you just have to generate 10 copies of this in one game..

  • I’d rather have this card than Fireball, but I’d rather have a Mage’s spell damage and synergies than a Hunter’s. So in practice, I think this will be just SLIGHTLY weaker than Fireball. (Which makes it a strong card.) 

  • I can imagine a couple strategies here: If you empty your deck you can create a new minion each turn and then draw it immediately. Alternately, find a reliable way to pull your new ones from the deck, such as using lots of Beast tutors with this as the only Beast. It’s hard to believe that either one will work consistently, especially since this card doesn’t have Rush and is vulnerable to being removed before the Frenzy triggers. I think even the meme players will give up on it eventually.

  • It’s certainly not a BAD bonus on a 2 2/3, but Hunters are so good at summoning 1/1 rushers that I can’t imagine this being exciting. 

  • Don’t worry. This will only be strong if there are Taunts with good Deathrattles. 

  • Wow. Even without the Poison synergies and Nature tag, this is 3 or more cards drawn in many decks. (On a delay, sure.) I’ve said it before, but Rogue should not have access to cards that increase Durability. 

  • This can be thought of as a delayed effect like the Sigils: Pay 1 to draw a specific card next turn. Do a little damage along the way, too.

    I think it’s fair and will see play. Maybe the team gets Deathrattle Demon Hunter to take off, but even if they don’t, players will find a single broken Deathrattle card to build into their decks. 

  • I like delayed effects, but man, this is going to be annoying to play around. 

  • A perfectly fine card. It doesn’t have to be a legendary, but it is a good solid (and abusable?) card that can easily be associated with a named character. I look forward to learning more about him. 

  • I really like this. I don’t know how good it will be yet, because cheap delayed silencing effects are a new thing for this game. But that’s good! Bring on the new things!

    Also, bring on the Demon Hunters that give you something to react to and play around, instead of just going Face every turn. 

  • I tentatively like it. Druid’s board-wide buffs usually focus more on Attack than Health, so even though this doesn’t feel exciting, I can see it playing a different role than we’re used to. 

    In reply to Pride's Fury
  • So cute, it’s a shame that it’s not going to be played much. 

  • I disagree with everyone saying this is worse than Dreamway Guardians for Token Druid. You’re basically losing Lifesteal but gaining Taunt. There are plenty of time I’ve wished for some more taunt in my token decks. It’s not a common enough need to justify adding a card for it, but it’s a nice-to-have. On the other hand, Lifesteal rarely matters in the archetype. So this is overall an upgrade to a card that had already been worthwhile.


    This expansion has no other cards that support Token Druid, so we may have to wait until later in the year, unless the existing token decks keep working after rotation. 

  • So glad this isn’t a Priest card. 

  • I don’t think this is quite good enough for Guardian Druid, so without some new broken Beast synergy it probably won’t see play.

    Edit 3/23: I looked more carefully at the new Druid cards. Given that it’s basically all Beast and Taunt synergies, yeah, this card will have plenty of support. 

  • OMG, this is exactly what I said Secret Paladin should have when I was brainstorming with a friend recently. (Well, I also said there should be a minion that draws a card when a Secret is triggered, but that might be too strong.)

    I’ll be trying this out on day 1. 

  • Handbuffing is typically weak, because you can’t afford the tempo loss for a later gain. But 2 mana isn’t that much of a loss. I think this one will actually work out. 

  • But at 2 mana, I think you can play it without much tempo loss. Hell, once it’s at rank 3, you can play this card and follow it up by playing a couple buffed minions on the same turn. 

  • I hope this doesn’t work out. I’m not a fan of empty deck win conditions. Running out your deck should be a bad thing. It’s not fun to grind your opponent to fatigue and then realize they WANTED that.