Sparkinarius
LV.7Crossroads Historian
Comments
471 totalI'm skeptical of this card's power level. We've seen this same trigger before with [card]Sanctuary[/card], a card that hasn't seen meaningful play, which could come into play a turn earlier making it more likely to trigger. Granted, [card]Rigged Faire Game[/card] …
This doesn't look that good to me. If you're looking to draw multiple copies of cards that you shuffled into your deck, [card]Stowaway[/card] is 1 mana cheaper and will always hit those shuffled cards. If you're looking for specific cards …
With this and [card]Hammer of the Naaru[/card], I think it's becoming obvious that Team 5 is pushing a [card]N'Zoth, God of the Deep[/card] deck for Paladin. So far, that deck has [card]Carousel Gryphon[/card], [card]Hammer of the Naaru[/card], and [card]Fleethoof Pearltusk[/card] …
This is a really tough sell when you compare it to [card]Libram of Hope[/card] as you are usually able to get the Libram down around turn 6-7. The only way I see [card]Hammer of the Naaru[/card] working is with [card]N'Zoth, …
Since the battlecry loses all of its utility once the enemy hero reaches 10 mana, I think [card]Revenant Rascal[/card] wants to be played early, which lends itself to an aggressive Warlock deck, like Zoolock, where the Warlock cares less about …
I think Team 5 is waiting to do any Classic/Basic changes until the evergreen set overhaul that's occurring with the next rotation. I imagine that [card]Sorcerer's Apprentice[/card] will be addressed then and any nerfs before then will only be to …
Yes, old school Even Paladins when [card]Genn Greymane[/card] was in standard ran 1 copy of [card]Windfury Harpy[/card] for [card]Corpsetaker[/card]. [card]Gyrocopter[/card] basically powercreeps [card]Windfury Harpy[/card] in that role.
I think this card presents a couple of limitations towards its usefulness. First, you typically want to draw first in a turn to help expand your options for the turn, but you have to HP first. Second, trying to fit …
Really good on turn 2, especially to set up for [card]Molten Blast[/card] on turn 3, but the spell damage is so slow over 3 turns if this isn't played early enough. Good for [card]Sorcerous Substitute[/card] on turn 6, but I …
A good follow up to [card]Rune Dagger[/card], but after turn 3 the stats and the damage start to drop off quickly in terms of relevance. I just don't think you'll enough consistent spell damage beyond [card]Rune Dagger[/card] for this to …
When compared with [card]Pharaoh Cat[/card], I don't think this minion actually stacks up that well. While the random card generation of [card]Pharaoh Cat[/card] is a downside over [card]Wand Thief[/card], Cat makes up for that by being playable by itself on …
I see this as more of a Warrior card than a Rogue card, as Rogue cares more about tempo-based removal (i.e. [card]Vilespine Slayer[/card] and [card]Flik Skyshiv[/card] usually has a body along with the removal). In Warrior, I think this outclasses …
For both Priest and Paladin, I think they already have enough efficient removal that they'd just rather run those removal cards instead of this stall card. The only way I see this being included in a deck is if a …
A [card]Nerubian Egg[/card] that costs 1 more and is a beast. That's not a bad tradeoff as [card]Bloated Python[/card] can curve into [card]Mok'Nathal Lion[/card] and [card]Houndmaster[/card]. The issue with the card is more of a deck context issue as I …
If you're running this for the discover, I think you'd rather run a rush minion you actively want to run in your deck instead of choosing between 3 random rush minions. I also think the discount isn't that useful as …
I think that [card]Coerce[/card] outclasses [card]Playmaker[/card] as [card]Coerce[/card] doesn't depend on a rush minion to work. Sure, you can get another [card]Kargath Prime[/card] in your deck, but it takes some time for both cards to end up in your hand …
While you do have a few standout spell damage minions in either class such as the primes, most of the existing spell damage minions in standard are of poor quality. I also think there isn't much use for the discount …
I think [card]Ray of Frost[/card] serves the cheap freeze role in Mage well enough already. Maybe it'll make more sense in the class after the next rotation. I also don't think it makes much sense in Rogue either as they …
Bells are going off in my head screaming this is the next [card]Priestess of Fury[/card], but I don't think [card]Troublemaker[/card] has the same class context as Priestess. First, Warrior already has a great 8 mana play to finish the game …
[card]Lab Partner[/card] almost feels like pre-nerf [card]Mana Wyrm[/card]: a 1 mana 1/3 that provides 1 extra damage for each spell cast, but the comparison isn't that clear cut. [card]Lab Partner[/card] adds the damage to the spells (and only damaging spells …