Sparkinarius
Lv.7Crossroads Historian
Comments
I think that Druid already has a lot of efficient card draw options that an inconsistent one mana discount on [card]Arcane Intellect[/card] that is hard to justify running in a Druid deck. There is no guaranteeing the two card draws as if the two cards are the same cost, then you can't draw the second card. I'd much rather run …
The significance of [card]Barnes[/card] and [card]Shadow Essence[/card] in Big Priest of old (or wild) is that they cheated big minions out earlier than they can be played to get powerful effects and powerful resurrection targets. With [card]Idol of Y'Shaarj[/card] entering play 2-3 turns later, the impact of cheating out big minions is drastically lessened as by turn 8, you can …
Probably too expensive for an inconsistent clear effect. It's also inconsistent if you're running it for burn as any minion on the opponent's board reduces the face damage output of [card]Mask of C'thun[/card]. I wouldn't want to waste basically my entire turn on such an inconsistent card.
This is both aggressive and defensive in nature, almost like [card]Tar Creeper[/card]. [card]Sword Eater[/card] outclasses [card]Arathi Weaponsmith[/card] by a mile and is easily the best pirate to choose for [card]N'Zoth, God of the Deep[/card] and [card]Ringmaster Whatley[/card]. I don't see why any Warrior wouldn't consider running this card.
I'd argue that this is better than [card]Brass Knuckles[/card], but [card]Ringmaster's Baton[/card] is still slow in both the attack and the buffs. If you play this on turn two, it isn't very likely that you have all three minion types in hand. If you play this later in the game, three turns to get the buffs is too slow and …
[card]Shooting Star[/card] was relevant in Tempo Mage because it scaled with spell damage efficiently, of which Mage had efficient spell damage with [card]Cosmic Anomaly[/card]. The one health breakpoints across multiple minions on [card]Felscream Blast[/card] are rarely needed for a class like DH when they have more efficient cards like [card]Blade Dance[/card] and [card]Immolation Aura[/card]. If you wanted the lifesteal, [card]Eye …
Even when corrupted, this feels worse than [card]Primordial Explorer[/card]. [card]Dancing Cobra[/card] works against itself as the higher health on a poisonous minion is relevant early in the game, but the effect of poisonous itself isn't relevant in the early game.
I think this is too slow in a couple of respects. First, [card]Greybough[/card] is best utilized in a Token Druid that has multiple minions on board to best leverage the effect; however, Token Druid prefers cards that further cement their entire board immediately like [card]Power of the Wild[/card] and [card]Soul of the Forest[/card]. Second, there are a number of cheap …
The Ragers are starting to get there. Now it doesn't require your opponent to spend less mana on their HP to answer it then you did on the minion. Not much of an improvement, but it's something.
Power creep on [card]Grook Fu Master[/card], and is still as bad since it doesn't do anything immediate when played.
Power creep on [card]Fallen Sun Cleric[/card]. Otherwise, I think this might see play in lower curve aggressive decks like Face Hunter and Zoolock that can reliably have two minions on board in the early game to help cement your advantage, acting as a mini [card]Fungalmancer[/card] in that case.
Remember [card]Trogg Beastrager[/card]? This is basically just a reprint of it 4 years later without the power creep that standard has today. That should be enough reasoning as to how bad [card]Stage Hand[/card] is.
Love the Monty Python and the Holy Grail reference with [card]Darkmoon Rabbit[/card]!
Despite this ogre's attitude, I'm not optimistic of their constructed viability. I'll see myself out.
Well, out of the cards revealed so far, I think we have our Mech for [card]N'Zoth, God of the Deep[/card] (except for [card]Carousel Gryphon[/card] in Paladin to justify running [card]Y'Shaarj, the Defiler[/card], but you might even run this as well). I think the removal aspect of [card]Claw Machine[/card] is pretty relevant on turn 6 as there are a substantial amount …
[card]Renounce Darkness[/card] 2.0 here! I don't see much competitive viability in including this card in your deck, as you include spells in your deck to achieve a desired and controllable effect. [card]Deck of Lunacy[/card] essentially throws away the consistency of your spells in an attempt to create possible future power spikes. However, the real issue here is that you now …
I'm somewhat torn on this card. Rogue revolves around tempo strategies and [card]Tenwu of the Red Smoke[/card] looks less tempo driven when compared to [card]Shadowstep[/card]. [card]Shadowstep[/card] is useful in early and late game scenarios as well as having the ability to bank the 2 mana reduction for a future turn. Also, Rogue decks maintain a low mana curve strategy, only …
This gives me nightmares from when [card]Luna's Pocket Galaxy[/card] was in standard with how major the discounts can be. I think that Pocket Galaxy has taught us that if you run a big discount card like this, that all the minions you include need to be good standalone to the point where you feel okay playing them from hand if …
This card just doesn't seem worth it in DH when you consider the fast pace the class moves at and how slow this card is. Comparing [card]Zai, the Incredible[/card] to [card]Ringmaster Whatley[/card], Whatley adds more cards to hand, requires less set up to gain the maximum benefit from their effect, and has a better stat line that is more resistant …
This card does everything that [card]Soul Fragment[/card] DH wants to do and adds on to what the archetype lacks. As a burst archetype, Soul DH wants to send their attack buffs to the face, which [card]Blade Flurry[/card] helps in accomplishing since it's so cheap. [card]Bladed Lady[/card] shores up a class weakness for DH, as it is supposed to lack efficient …