Sparkinarius
Lv.7Crossroads Historian
Comments
The card draw and discount lends itself well to a Zoolock playstyle, but I don't know if [card]Free Admission[/card] is good enough. I'm concerned about the consistency of drawing exactly two demons with this, as you'd want to run non-demon minions as well as spells in a Zoolock. Also, [card]Voracious Reader[/card] has made any 3 mana draw 2 feel inefficient …
When compared to [card]Shadowbomber[/card], this looks way worse, not to mention that health matters a lot in aggressive mirror matches. Aggressive decks are already designed to deal enough damage to control decks, so I don't see why they'd need to run [card]Knife Vendor[/card], which very easy becomes a liability.
This legit seems like a worse version of [card]King Mukla[/card], which basically gets you the same amount of stats into play as [card]Banana Vendor[/card] plus two bananas for two mana cheaper. [card]Wandmaker[/card] and Mukla both serve as better tools for add cheap spells to hand and opponent hand disruption respectively than what [card]Banana Vendor[/card] can do.
This requires a lot of cards to be played to be meaningful removal, but [card]Prize Plunderer[/card] just pales in comparison to cards like [card]Coerce[/card] that require less mana and fewer cards.
A mini [card]Coldlight Oracle[/card], but the fact that it draws one fewer card is a huge detriment to the power of [card]Prize Vendor[/card] as you can't as consistently mill your opponent. [card]Novice Engineer[/card] fits the bill better if you want cheap card draw.
It's a worse [card]Evolve[/card] and [card]Devolve[/card] at the cost of bundling both effects into one card. The issue is, I don't think there are any situations where you want to evolve your board and devolve your opponent's board at the same time, and there are already more efficient evolve and devolve cards in standard with [card]Boggspine Knuckles[/card] and [card]Devolving Missiles[/card]. …
Really bad body and the tokens are only good if you have [card]E.T.C., God of Metal[/card]. There are just better rush cards and better ping cards that Warrior has access to.
Naturally pairs with [card]Foxy Fraud[/card] for a 2 mana 3/2 draw 2 play. Rogue loves drawing efficiently, and [card]Swindle[/card] will allow the class to continue to do so.
Not only is this basically a free 3/2 minion, it also activates the combo card you discount. If I know anything about Rogue, they like free tempo and cheap powerful effects, both of which [card]Foxy Fraud[/card] provides.
Aggressive natured cards don't lend themselves well to the corrupt mechanic, which is slow in nature. I'd say that applies to [card]Darkmoon Statue[/card], where a 4/5 minion on turn 5 isn't an appealing play, and I'm not even sure the passive effect is that powerful nowadays.
I feel like this is all of what DH doesn't need right now. One damage AoE isn't that impactful in Hearthstone nowadays and the weapon competes in the somewhat crowded 3-cost slot for DH. I'd run [card]Marrowslicer[/card] instead as it offers more relevant damage having more attack not tied to an AoE and fills in the 4-cost slot that is …
The nature of the ability lends itself to Aggro DH, but that deck wants to play its 3 cost cards on turn 3 and there are better options to do that. [card]Manafeeder Panthara[/card] comes to mind if you want to draw a card on turn 3 and push a little bit of chip damage in.
The issue with [card]Acrobatics[/card] is that it sort of works against itself. The nature of the ability lends itself to aggressive strategies as having a low cost deck allows for the bonus effect to occur more often. However, aggressive DH decks want to play cards on curve, meaning [card]Acrobatics[/card] is a bad on-curve play and competes with [card]Skull of Gul'dan[/card] …
I have two main issues with [card]Insatiable Felhound[/card]. First, no competitive DH archetype is currently playing and/or looking for taunt minions to play and I don't think any new DH archetypes are going to be created this expansion. Second, if you play this corrupted on turn 5, it's basically [card]Fen Creeper[/card] with lifesteal. At that point, why not just play …
As I've said with other corrupt cards, stat benefits with corrupt cards fall off quick in terms of relevance if you can't play it corrupted as early as possible. This is the same case for [card]Fairground Fool[/card], as I think you'd rather have a card like [card]Convincing Infiltrator[/card] for a taunt on turn 5 instead as Infiltrator doesn't demand another …
Probably the best Elemental target for [card]N'Zoth, God of the Deep[/card], but the rest of Big Druid is lacking in the current meta. Perhaps, with [card]Lunar Eclipse[/card], Big Druid will be better against aggressive decks. But even then, Guardian Druid is the frontrunner of the class and I don't see how Big Druid gets better than Guardian Druid.
While this is a powerful effect akin to a stronger [card]Dark Iron Dwarf[/card], I see a couple of limitations for [card]Man'ari Mosher[/card]. First, Zoolock isn't in a great spot in the meta right now and I'm not sure that the cards the archetype is getting this expansion help it much. Second, there isn't a standout turn 2 demon for Mosher …
This is basically the taunt version of [card]Druid of the Swarm[/card], which did see play in Token Druid back in the day. The main advantage the Druid has over [card]Midway Maniac[/card] is that Druid as a class had buffs to better take advantage of the stat line. However, Warlock is getting [card]Man'ari Mosher[/card], which curves out well with Maniac. I …
Power creep on [card]Scarlet Crusader[/card], but I think the 3 rush damage isn't going to be as effective by the time turn 5 rolls around. This only gets worse as the game goes on as it doesn't have rush at a base, which makes for a terrible top deck. I'd just run [card]Fleethoof Pearltusk[/card] if I wasn't already if I …
Compared to [card]Tasty Flyfish[/card] this looks miserable. Why would any competitive deck run this card?