Sparkinarius
Lv.7Crossroads Historian
Comments
1 mana draw 5 cards, nuff said. Granted, you do have to play those cards the turn you "draw" them, but you're most likely playing this in the midgame in a tempo archetype to search for finishing cards that you have the rest of your mana to spend on. Every Rogue will want to find a way to include this.
I think this card requires too much setup for the price of running it. Sure, with 1 spell damage [card]Cram Session[/card] is a 1 mana cheaper [card]Arcane Intellect[/card], but when you combine the cost of [card]Cram Session[/card] with the spell damage minion you play, is it actually cheaper? I would rather run AI for the consistent draw in a self-contained …
[card]Infiltrator Lilian[/card] is better as a 4 mana stealth minion, and random combo cards are poor quality or too situational on average. Why not just run a combo card you want to run or a more aggressive stealth minion instead of this?
This is like a [card]SI:7 Agent[/card] that you can play more easily on curve if you hero powered on turn 2. The potential issue is that [card]Vulpera Toxinblade[/card] may not offer enough synergy with the potential Rogue archetypes. Galakrond Rogue wants to play either [card]Seal Fate[/card] or [card]EVIL Miscreant[/card] on turn 3. Stealth Rogue, either Galakrond or Tempo, wants to …
EXODIA, OBLITERATE! This enables the classic Exodia Mage archetype. The Mage has a lot draw and stall to enable it right now in standard. The only potential problem is that the combo requires you to commit 8 mana during a prior turn, giving you only 2 mana to do anything reactive to prevent yourself from dying for one turn. The …
I see 2 main issues with this: 1) the deathrattle pool is quite large, so your average discover result is lower in power level when compared to another card you'd run in the deck instead of [card]Carrion Studies[/card] and 2) playing this is awkward given how tempo driven Deathrattle Hunter has been historically; I'd imagine having a 1-drop instead of …
I could see this in a Token Druid with [card]Gibberling[/card] because they want to run a bunch of cheap spells that summon minions and buff. The archetype now has [card]Lightning Bloom[/card] as well, which makes this like an easier to activate OG [card]Small-Time Buccaneer[/card] while playing another early drop.
I think Highlander Mage would love this early body on the board that also acts as removal. They have [card]Ray of Frost[/card] and are getting cards like [card]Devolving Missiles[/card] and [card]Wandmaker[/card] to make this more consistent. Highlander Mage needs the early removal and [card]Firebrand[/card] looks to fit that purpose well.
This seems like a neutral [card]Trueaim Crescent[/card], which is to say that I think this will mainly be a way to trigger deathrattles. I don't see much other utilization for the [card]Animated Broomstick[/card] as if you want to give minions rush for a non-combo purpose, why not just run a better standalone rush minion instead?
This feels like a spell version of [card]Body Wrapper[/card], which is to say this isn't that good. Most decks aren't playing for adding cards to your deck to protect against fatigue and the fact that your opponent can dilute the quality of the spells you shuffle just makes [card]Educated Elekk[/card] inconsistent for that fatigue plan. Maybe after [card]Archivist Elysiana[/card] rotates …
Baby [card]Loatheb[/card] has a lot to learn from the real one. The main problem with [card]Cult Neophyte[/card] is that the 1 cost increase on the spells rarely matters, as [card]Loatheb[/card] often outright prevented a lot of spells from being played and that's the main reason why he was, and still is, an impactful legendary. [card]Cult Neophyte[/card] doesn't come close to …
This is like a 5 mana [card]Hogger[/card] that your opponent gets to control when you summon the 2/2 taunts, which is to say this card isn't good.
I think this makes sense in Quest Druid as this and [card]Steel Beetle[/card] help shore up the main weakness of the deck which is early aggression from the opponent. The archetype might also have a renewed win condition with [card]Malygos[/card] and [card]Forest Warden Omu[/card].
This makes less sense to me in Shaman as [card]Groundskeeper[/card] supports slower decks and slower …
I see this fitting into Mage and Demon Hunter. Highlander Mage ran [card]Firetree Witchdoctor[/card] when it was in standard and [card]Wandmaker[/card] will always get you something to play in the early game. Combos well with Mage spellburst cards like [card]Firebrand[/card]. Tempo Demon Hunter is currently running [card]Cobalt Spellkin[/card] in some lists. [card]Wandmaker[/card] gives the same effect and helps fill in …
This card is so slow. Just run [card]Khartut Defender[/card] for the 2 more immediate bodies and healing instead.
I don't see this being played in standard much as the competitive discard synergies that see play right now revolve around discarding the highest cost card of [card]Skull of Gul'dan[/card]. Maybe if a deck cares about destroying friendly minions this could find a home. In Wild, this fits pretty easily into Discolock as they don't care as much about the …
While the curve is nice, I don't think there is enough beast synergy to warrant running this card. Spell Druid wants to be ramping in their early turns. Also, in a [card]Guardian Animals[/card] deck, why not just run more consistently powerful plays at the 2 and 3 mana slot?
AoE and rush minions are still a core part of removal in standard Hearthstone right now, so I don't think [card]Robes of Protection[/card] actually protects against much.
The ideal scenario for this is to pull it off of [card]Guardian Animals[/card], but I don't think that spell will be very good in the upcoming meta. Not having a way to immediately activate the cleave makes this minion so much weaker as well.
Cool meme, but doesn't have inherent synergy to be included in a deck.