randomfan
LV.9Elemental
Comments
744 totalTurn two [card]The Lobotomizer[/card] with an honorable kill into this is good. The longer after that it goes, the worse it gets.
Sure, it will usually be a 0 or 1 mana 5/4 rush, but not until late game. By then you are probably way too far behind for it to matter. Burgle just doesn't have the payoff to make it worthwhile.
Burgle Rogue has never been great and without the weapon there isn't much lasting payoff to try and make it work in standard right now. It will be fun, I'm sure I'll try this in wild in conjunction with [card]Tess …
Not only does it give you some card value, but you also get some insight as to what will be in hand. Not a bad card and should trigger often enough in the early game.
One of the few cards that I think aren't going to be much good. I'm sure some streamers will create decks with it for the memes. Unfortunately it does not pair well with [card]Tess Greymane[/card].
Nice board control and amazing value hero power. It essentially gives you 12 mana on every turn, not counting the other discount effects Rogue can do. If only there weren't so many thief rogue cards this expansion.
Yeah this is a copy/paste of my thoughts on [card]Forsaken Lieutenant[/card]. It will be ok.
This feels like it might be a good card, but I'm too worn out from mass reviewing cards to look at all the deathrattles …
This feels like it might be a good card, but I'm too worn out from mass reviewing cards to look at all the deathrattles Rogue has access to right now. I know there are some wild shenanigans that can happen, …
I see this mostly as using it to trigger advantageous deathrattles on your own side of the board. There may be occasions where getting a copy of the opponent's minion will also be desirable.
I will never not like targeted spell draw. This will help draw both board clears and healing/buff spells. Perfect to help survive into a late game plan.
This looks like a great board buff if you can play it with [card]Gift of the Naaru[/card]. Even without the AOE buff effects, it can still help ramp up a single target.
This will be a staple card for priest. If you can put this on Samuro, you can practically guarantee a board clear on almost anything. Even just getting it to stick on a mediocre minion to combo it with [card]Apotheosis[/card] …
This might be too slow to work out. The Priest would need to have board advantage to really make use of this. Play it on curve and then buff it the next turn to make it a true threat. I …
Is priest going to be running enough minions that they want a board wide AOE heal? I guess even if it is only to draw an extra card after going slow for the first few turns it won't be so …
This is another decent card to run in conjunction with [card]Bless[/card]. I think Priest starts to go with Paladin in the 'don't leave anything on board' category. You just might find yourself with a runaway minion all of the sudden.
Run this on a high health taunt minion ([card]Undying Disciple[/card]?) and combo it with [card]Bless[/card]. I think that gives a good enough excuse for the card. Maybe three card combos aren't good enough though.
I"m just not sure how I feel about this card. It could be a busted 4 mana [card]Mind Control[/card] or it could just be an annoyance of stalling your minion for a turn while you get it back. I suppose …
Class deathrattles are as follows:
- [card]Lightshower Elemental[/card] - Obviously good for the healing.
- [card]Undying Disciple[/card] - Not sure if this will trigger properly since the hero doesn't have an attack.
- [card]Spirit Guide[/card] - Drawing two spells …
Obvious support for big Paladin. I dont know if I hope they get the tools to make it work or not. Added bonus of not only healing but getting some minions ready to play once you hit the mana for …
I think this will become a commonly used card. It can help enable the heal requirement for [card]Protect the Innocent[/card] and just overall give some good protection anytime a minion is on board.