randomfan
LV.9Elemental
Comments
744 totalI think this card will be just like caravans. There will be some achievement to draw a certain number of cards with it and it will be insanely frustrating to play. If you have it turn 1 and you go …
I think I'm just whelmed (neither over nor under) by this card. I don't think it really fills a void needed by any deck. I expect to forget this card exists within a few days of the expansion's launch.
I like that they made a weapon tech card that is tradeable. It will let you feel a little better about slotting it into your deck if weapons (or tools) are only somewhat prevalent, but still strong. Let's start a …
I think this is a decent card. It will have it's uses (does warlock run that increased hand size card anywhere?) in some controlly type decks. I like the neutral healing options.
I think this has more potential than others are giving it. I feel like it could enable some interesting play styles. I think people's concerns about the biconditional rewards could be mitigated by realizing you don't play this on curve. …
I like being able to review a card after playing it and seeing it played. The card is quite situational. I've never been able to feel like I got the most of any effect other than the one turn option. …
I think this is a perfectly fine card. Just because it isn't busted doesn't mean it shouldn't be played. It should go well with any control leaning deck.
This feels like a bust or boom kind of card. Drawing four cards doesn't happen consistently until mid to late game. If you are running this for some combo enabler you would probably have your cards, or at least most …
I think this has a chance to work out. The cards you will run to assist in completing the quest don't interfere with the possible win condition of the deck and even push it along once you have the final …
I like that it is upgraded from Spikeridge Steed. I'm not sure I like that it just pushes control priest a little more. I think if Priest has any minions on board to stick this on at turn 7 or …
I gave this 5 stars on the mere hope that it enables Shadow Priest as a viable thing. If only Day9 were still playing because I think he would love this card. I think I'll craft this one if I …
This might be useful. Hearthstone's history of handbuffing mechanics isn't the best, but they weren't all busts. I think someone else theorized that this might also be part of paladin's quest line. If so, that would at least make the …
This looks like a strong and flexible card. Great for earlyish control and nice to cycle if the circumstances allow it. All around solid design.
I really like the outline of this quest, but I'm scared that it is too slow and unreliable to complete. You have to use 9 spells to complete the quest, which is almost a third of your deck. Sure, there …
I like all of the mount cards, especially since they will all have different uses and not just a frustrating extra layer of taunt like the original steed was. Let's hope this brings around a slightly different style of hunter …
I have been offered 2 legendary/20 packs Forged in the Barrens and 2 legendary/24 packs Wild. Both $19.99
This could be good in the right deck, but Warlock isn't running that deck right now. I feel like if they want to ping for a card draw, there is a better option to draw one of your own cards …
I think this is the second best of the adventurer cards. A sticky minion that fits into a few archetypes. Most likely, the decks that run this won't care as much about which adventurer comes out, only that something is …
I feel like this is too slow and too random to be much use, and I'm ok with that. Paladin doesn't need any more tools right now.
This seems the best of the adventurer cards, but even then it isn't great. Sure, it ensures a playable card for the next turn, but you might not want to play the one you get. This is also the only …