Sparkinarius
Lv.7Crossroads Historian
Comments
I think that the buff isn't going to be that substantial as a +1/+1 buff doesn't scale well with totems. In addition, if you play this on turn 3, then you just sacrificed a lot of tempo and initiative in an archetype that centers around those two features. I just don't see how this is aggressive enough for Totem Shaman …
The only way I imagine this seeing play is in a Token DH deck given how it scales well with [card]Command the Illidari[/card] and [card]Expendable Performers[/card]. However, that won't be this expansion since the archetype doesn't have a consistent enough win condition to be competitive. If Token DH gets some significant support next year, then I'd imagine this being a …
This is basically a 3 mana [card]Heroic Strike[/card] in a class that already has that card in the form of [card]Twin Slice[/card]. DH wants to use their hero to attack face and minions like [card]Glaivebound Adept[/card] and spells like [card]Eye Beam[/card] and [card]Blade Flurry[/card] to deal with opposing minions, so the immune aspect is going to be worthless most of …
As the name implies, this Arborist looks like a fair card. I think Druid already has more interesting options for card draw at the 2 mana slot with [card]Breath of Dreams[/card] and [card]Wrath[/card], so I think this will be run as a [card]Landscaping[/card] that can draw later on when corrupted in Token Druid. The issue is, I don't think Token …
Like with [card]Line Hopper[/card], I just don't think Outcast cards are cheap enough, abundant enough, or easily played from hand enough to gain enough stats to make this worth playing. When compared to [card]Questing Adventurer[/card], [card]Redeemed Pariah[/card] is just to limiting in how it scales for it to be of any threat in a DH deck.
Like with [card]Redeemed Pariah[/card], I just don't think Outcast cards are cheap enough, abundant enough, or easily played from hand enough to make use of multiple discounts in a given turn. When compared to [card]Sorcerer's Apprentice[/card] in Mage, there are plenty of cheap spells that don't require hand position to make cheating out multiple spells way easier than what [card]Line …
This compares unfavorably to [card]Kirin Tor Mage[/card] as a turn 3 play, and only can get better than the Mage if it sticks around for multiple turns, which is unlikely with its low stats. I think Secret Mage already has enough 3 drops with [card]Kirin Tor Mage[/card] and [card]Inconspicuous Rider[/card] as the Rider thins out your deck rather than limiting …
I'd compare this to [card]Freezing Trap[/card], as it discourages your opponent from attacking with a large minion and allowing you to more guarantee the secret trigger by removing around that large minion. However, I think [card]Freezing Trap[/card] is better as it applies to enemy minions also attacking your minions and acts as a tempo punish with taking the minion out …
Two 3/3s on turn 3 is insanely powerful, not to mention that it can summon more 3/3s you draw this later in the game. Secrets have proven to be good tempo for Hunter and this just pushes that notion over the top. I think Highlander Hunter would love this, Face Hunter might consider it, and there might just be a …
If you wanted a 5/2 stealth minion on turn 4, why not play [card]Burrowing Scorpid[/card] instead? Scorpid is a more consistent top deck and has a 2 damage battlecry over [card]Sweet Tooth[/card].
I think that, in practice, the excess damage on its own isn't going to translate to much face damage, and Hunter isn't doing a lot of buffing in hand or on board with the exceptions of [card]Adorable Infestation[/card] and [card]Scavenger's Ingenuity[/card]. Overall, [card]Trampling Rhino[/card] compares unfavorably to similar options like [card]Rotnest Drake[/card] or [card]Krolusk Barkstripper[/card].
More like don't play this card! Holding onto cards is as much Hunter's class identity as freeze cards are to Shaman.
Here, let me take an extra 1 Attack and Taunt and give you a card FREE of charge! Sounds like a fair deal? I think every reasonable person who knows Hearthstone would say no.
Despite how insane a 3 mana 4/3 weapon is, I think the surrounding DH context is important to consider the impact [card]Felsteel Executioner[/card] will have. At earliest, this as a weapon comes out on turn 5, and DH doesn't have many great tempo 4 drop options to corrupt this. Also, this competes with [card]Marrowslicer[/card], which helps fill in the 4 …
This doesn't give you any tempo advantage for having to spend your entire turn on it or cheating it out. Instead of removing threats and putting threats into play to create a swing like [card]Reno the Relicologist[/card] for example, or removing all threats like [card]Twisting Nether[/card], you spend your entire turn trying to catch up but still end up behind …
I only remember [card]Ivory Knight[/card] seeing play back in the day with Anyfin Paladin as 1) that deck was desperate for healing and 2) it allowed for getting an extra copy of [card]Anyfin Can Happen[/card]. Of course, [card]Snack Run[/card] has the weakness of secrets reducing your choices, but maybe Libram Paladins want potentially efficient ways to find more librams? I …
This is definitely one of the better Paladin secrets out there, acting as a 1 mana [card]Counterspell[/card] most of the time. The issue some of the power behind secrets is the uncertainty your opponent has when multiple secrets exist in the deck. The only exception to this is Mage, in which the defensive secrets don't require a full secret package …
I'm torn on this card. On one hand, it competes with [card]Survival of the Fittest[/card] and [card]Overflow[/card] in its ideal placement alongside [card]Kael'thas Sunstrider[/card]. On the other hand, the armor and stat gain when combined with [card]Solar Eclipse[/card] is enough to end the game against aggressive decks. However, I think that Kael'thas Druid decks right now are looking for more …
This a 3 mana [card]Heroic Strike[/card] at a base, with it becoming a slightly better [card]Bite[/card] after waiting to corrupt it. I don't see what synergy [card]Moontouched Amulet[/card] provides to Druid when they have better removal and healing options.
I see this replacing [card]Bogbeam[/card] as [card]Lunar Eclipse[/card] is essentially that card with the caveat of playing another spell in the same turn instead of having seven mana for it to be effectively 0 mana. This can be easily paired with ramp cards in the early game, which is also when the 3 damage is most useful in removing early …