Sparkinarius
LV.7Crossroads Historian
Comments
471 totalThis doubles the damage that [card]Aldrachi Warblades[/card] do and you don't even need to be damaged to trigger the effect. Easy addition into Soul DH for that use alone.
Basically a [card]Time Out![/card] for Rogue except for the fact that you can till take damage from damaging cards that specify random enemy or enemy hero. I think this has a chance if a [card]C'Thun, the Shattered[/card] deck works in …
This basically suffers the same weakness as [card]Chopshop Copter[/card] in that it encourages trading in aggressive tribal decks that want to hit the face. That being said, this is a [card]Spider Tank[/card] statted murloc that might just be useful for …
Outside of [card]Lightning Bloom[/card] shenanigans, this almost functions like a corrupt card in the fact that the full effect of [card]Deathmatch Pavilion[/card] can't be recognized on turn two and requires you to play a card to set up that full …
I see Highlander Mage making use of this as removal benefits look to work the best with the corrupt mechanic and that archetype runs a decent amount of expensive cards. [card]Firework Elemental[/card] also is okay in a pinch as it's …
A great effect for Dude Paladin, but it is a little clunky as you usually want your board buffs occurring when you have a lot of minions on board that can attack like with [card]Quartermaster[/card] and [card]Level Up![/card]. Also, I'm …
Guaranteed 2-of inclusion in [card]N'Zoth, God of the Deep[/card] decks to increase the consistency of your N'Zoth board. It's also much easier to justify running than [card]Nightmare Amalgam[/card] due to [card]Circus Amalgam[/card] having taunt. I've found some nifty uses for …
A scaled up version of [card]Stolen Goods[/card], which suffers from the same issues. Investing two cards into one minion feels really bad if your opponent only has to invest one card to answer it.
[card]Town Crier[/card] was a staple of most Warrior decks during its standard run, and I don't see why [card]Stage Dive[/card] wouldn't be any different. It's very easy to corrupt and the buff gets put into play immediately. It's also not …
The big issue with this is that you can't really play it on turn one or else you're going to remove your on curve plays from your hand. I just don't see what benefit [card]Safety Inspector[/card] has over regular card …
The main issue with this is that silence is reactive in nature, so playing a proactive silence like [card]Showstopper[/card] gives your opponent the heads up not to play anything that is a silence target or prevent the deathrattle from triggering. …
This card basically checks itself as holding spells in hand is characteristic of Control Priest, but control decks don't care that much about stat payoffs. [card]Convincing Infiltrator[/card] fits the slot more consistently if you're looking for a 5-mana taunt.
It's basically worth it's cost when corrupted and being played on turn 6. The main issue with [card]Auspicious Spirits[/card] is that the impact of the corrupt benefit falls off a cliff after turn 6. On top of that, 7-drops aren't …
This is a weird card for this set considering how [card]Lightforged Zealot[/card] and [card]Lightforged Crusader[/card] are rotating out of standard soon. Nonetheless, [card]High Exarch Yrel[/card] is basically an 8 mana version of [card]Zilliax[/card], which was one of the best legendaries …
The conditional echo effect basically makes this a pseudo 2 damage AoE. The thing is, if you're looking for a 2 damage AoE, why not run [card]Immolation Aura[/card] instead? It would be consistently cheaper than the mana you'd have to …
The only payoff to holding and corrupting this multiple times is more stats on a single body that is very susceptible to single target removal. Sure, you could give it rush with [card]Animated Broomstick[/card], but [card]Horrendous Growth[/card] takes so much …
The issue this is that it only gains stat benefits when corrupted, and those extra stats start to matter less and less as the game goes on if you can't play [card]Pit Master[/card] corrupted on turn 5. Even in Quest …
After having seen all of the cards for the expansion, this is my personal pick for the strongest card in the set. This creates a win condition just with itself and [card]Y'Shaarj, the Defiler[/card]. Just send your opponent into fatigue …
Compared to [card]Flanking Strike[/card], I'd much rather have the 3/3 than two 1/1s with taunt. Also, the fact that the tokens don't have rush like most of the other token generators DH has means they are less likely to contribute …
This secret reminds me of an older Hunter secret: [card]Rat Trap[/card]. That secret was ran in secret packages as a one-of to help guarantee more draws with [card]Subject 9[/card]. I could see a similar case with [card]Open the Cages[/card] being …