Sparkinarius
LV.7Crossroads Historian
Comments
471 totalThe thing is, paying two mana to draw one card a turn for a few turns looks pretty abysmal when compared to cheap draw like [card]Secret Passage[/card], [card]Cutting Class[/card], and even [card]Swindle[/card]. Weapon Rogue just works at blinding speed right …
I like your list. I've been trying to get some inspiration from other people's lists and found some here. If you want some suggestions, here's what I have to offer:
What to potentially cut:
From what it sounds …
When compared to [card]Veteran Warmedic[/card], there aren't a lot of Frost spells for Mage to take advantage of alongside [card]Rimetongue[/card] and Mage doesn't have a way to leverage the relatively vulnerable tokens.
Just like [card]Xaril, Poisoned Mind[/card] proved to be slow for Rogue, [card]Apothecary Helbrim[/card] is probably doomed to the same fate. There is not much of a reason to have random extra poisons when you just need a [card]Deadly Poison[/card] and …
The issue with this and [card]Blood Shard Bristleback[/card] is that they have anti-aggressive effects, but you can't have these effects for anti-aggression in the early game. These remind me of the omega cards from the Boomsday Project where people thought …
Along with [card]Stage Dive[/card] and [card]Outrider's Axe[/card], there is a pretty good draw package here to support a C'thun Control Warrior. There are a lot of situations where [card]Stonemaul Anchorman[/card] lives to draw you a card and remove an enemy …
This is basically three [card]Hammer of Wrath[/card]s spread over three turns for the price of one, not to mention how insane this is to curve into [card]Doctor Krastinov[/card] or [card]Mor'shan Elite[/card].
This is a pretty threatening top end finisher for Secret Paladin decks. Even just two secrets makes this a scaled up version of [card]Dire Wolf Alpha[/card]. There is a slight downside in that you won't initially have any secrets to …
I imagine Secret Paladin will run one copy of this for the sake of having five different secrets, and since that's what's been the case historically with [card]Rat Trap[/card] and [card]Hidden Wisdom[/card]. There is a lot of hidden value in …
A powerful effect to be sure, but this has severe anti-synergy with [card]Death Speaker Blackthorn[/card] who wants you to keep Deathrattle minions in your deck. This also comes a bit too late after [card]Razorboar[/card] and [card]Razorfen Beastmaster[/card] as you want …
This is the same story with [card]Razorfen Beastmaster[/card]: there just isn't a good selection of deathrattles that allows for both [card]Razorboar[/card]'s and Beastmaster's deathrattles to be consistent enough. Also, it would feel pretty terrible to pull these two deathrattles off …
Most of the power from deathrattle decks comes from being able to trigger deathrattles to achieve a powerful effect that's worth more than the cost of triggering the deathrattle. Now knowing all of the DH cards for this expansion, not …
Unless you're looking for specific deathrattle minions with this, this has a pretty low power output for DH. Even in the Deathrattle DH context, this draw deathrattles that you may want to pull off of [card]Death Speaker Blackthorn[/card]. I just …
Druids don't care about this because they are either running [card]Fungal Fortunes[/card] or [card]Guardian Animals[/card]. This has more of a chance in Shaman, but I'm skeptical of a Control Shaman being as efficient as Control Warrior or Warlock.
This helps a potential Pirate Warrior curve with [card]Bloodsail Deckhand[/card] into [card]Fiery War Axe[/card]. I don't know if Pirate Warrior will have enough consistent tools to see play, but [card]Ratchet Privateer[/card] certainly helps.
I'm getting some scary Ramp Paladin vibes off of this. The fact that the opponent will have less to do than you and [card]Celestial Alignment[/card] allows you to get [card]Druid of the Plains[/card] off of [card]Guardian Animals[/card], this allows for …
Token DH needs more consistent payoffs to make the archetype work, not more token summoners. [card]Vile Call[/card] is possibly the worst token summoner as, without rush, you can't easily take advantage of payoffs like [card]Feast of Souls[/card]. If you want …
This is worse than the OG [card]Grim Patron[/card] as you can't get two [card]Gruntled Patron[/card]s from one of them, so it lacks the scalability. Also, the tools that made [card]Grim Patron[/card] good back in the day, namely [card]Warsong Commander[/card], do …
This is scary considering that this can enter play on turn three while you have two secrets thanks to [card]Sword of the Fallen[/card]. Quite a few paladin secrets, such as [card]Noble Sacrifice[/card] and [card]Oh My Yogg![/card] can protect [card]Crossroads Gossiper[/card] …
The stat line isn't aggressive enough and the effect isn't consistent enough to see play in Murloc Shaman, not to mention how this is competing against other, more aggressive two-drops like [card]Lushwater Murcenary[/card] and [card]South Coast Chieftain[/card] at the two-mana …