Sparkinarius
Lv.7Crossroads Historian
Comments
This can help Secret Paladin thin out their deck quite efficiently as this works to draw and play three cards for 2 mana. Granted, this occurs over three turns, but it at least makes sure you have the chance to equip for a couple of secrets for [card]Cannonmaster Smythe[/card]. Still, I think there needs to be some additional efficient card …
I think this has a serious chance to be a win condition for a Control Warlock. The class has an easier time than most other control decks reaching fatigue thanks to [card]Life Tap[/card]. Once they hit fatigue and play [card]Neeru Fireblade[/card], they can play [card]Envoy Rustwix[/card] or whatever ways they can duplicate that deathrattle to avoid fatigue damage. A free …
This is one of the craziest effects I've seen in Hearthstone! Regardless of its competitive viability, I think it's a fun card and really want to try it out!
When you consider that all the weapon-buffing cards Weapon Rogue runs currently are poisons, there is a case to be made for [card]Swinetusk Shank[/card] and if it can provide more consistent damage output than [card]Self-Sharpening Sword[/card]. Considering [card]Deadly Poison[/card], [card]Nitroboost Poison[/card], and [card]Paralytic Poison[/card] as well as each weapon being at full durability, it takes three poisons for Shank to …
This will be the only secret tech option in standard that punishes multiple secrets, which has been often desired from such a tech. However, [card]Horde Operative[/card] doesn't remove the enemy secrets, but rather gets you more tempo to potentially swing the game. We've seen secrets be viable in Rogue, Mage, and Hunter recently, but I still think Operative will suffer …
On its own, [card]Tame Beast (Rank 1)[/card] looks somewhat mediocre, but I don't think it will take a lot extra to support this. [card]Tavish Stormpike[/card] seems crazy with this on turn five to summon a three cost beast from your deck, not to mention additional beast buffing synergies with cards like [card]Dire Frenzy[/card]. I think this will be an efficient …
This is pretty scary on turn five with [card]Tame Beast (Rank 1)[/card] cheating out a [card]Zixor, Apex Predator[/card] into a two-cost beast. The main challenge with [card]Tavish Stormpike[/card] is going to be constructing the deck and figuring out what beasts or beast-summoning cards are worth including. That being said, Tavish has the potential to create a massive swing turn and …
This is basically a [card]Warbot[/card] with additional upside, which can be useful for Tempo Warriors that utilize self damage/frenzy. [card]Warsong Envoy[/card] also curves really well into [card]Cruel Taskmaster[/card]. My only question is if this archetype can work and keep up with other aggressive archetype since Warrior lost [card]Battle Rage[/card], and will have to compete against [card]Secret Passage[/card], [card]Skull of Gul'dan[/card], …
Dang, with [card]Foxy Fraud[/card] or [card]The Coin[/card], you can cheat out two three-drops on turn four alongside a 3/3. The high roll potential is kind of insane, which means it probably sees play because that's been the history of Rogue. This is like the Rogue equivalent to [card]Skull of Gul'dan[/card], which is arguably the most powerful card in standard during …
I have two issues with this. First, silence is best as a reactive tool. The proactive nature of [card]Sigil of Silence[/card] makes it so that your opponent doesn't have to play into the silence, the minions on board you want to silence continue to have their effects, and switch their game plan into something more effective for the situation. Second, …
Combined with [card]Bru'kan[/card], this can provide efficient removal for a slower Shaman. [card]Chain Lightning (Rank 1)[/card] is also pretty decent as a standalone card acting as a [card]Cleave[/card] with late game upside, as well as how Shaman has other sources of spell damage. Hopefully Control Shaman has enough of a win condition after rotation to make the archetype viable!
[card]Bru'kan[/card] has some nifty spells to take advantage of, from [card]Lightning Storm[/card], to [card]Tidal Surge[/card], to the new [card]Chain Lightning (Rank 1)[/card]. It helps that the cards that support [card]Bru'kan[/card] are already playable standalone, and this nature spell damage just helps scale up their effectiveness. The only question I have here is how effective Shaman will be, with its slower …
I question how consistently you can get the effect on curve, which is when the extra stats are more impactful. [card]Void Drinker[/card] has one less attack, but can be more easily played on curve as it doesn't demand a same turn set up, and Drinker only sees sparing play in Warlock. Also, Control Priest hasn't historically cared about the stats …
Obviously, cheating mana is something not to be taken lightly in Hearthstone; however, my issues with [card]Death Speaker Blackthorn[/card] are more of a contextual one for DH. First, DHs draw through their deck very efficiently, and that has anti-synergy with Blackthorn, especially [card]Vengeful Spirit[/card]. Second, [card]Skull of Gul'dan[/card] has warped how DH plays since the release of the class that …
This will definitely help Secret and SHR Paladin follow up their boards with crazy efficient damage in the mid-to-late game. The pressure of one mana deal six or nine damage while also having mana left to continue developing board or follow up will force opponents to remove your board whenever you have one. With this and some secrets being cheap …
Priest is always looking for board clears and they have access to plenty of efficient healing effects. I don't know why any Control Priests wouldn't want to run [card]Xyrella[/card]. Heck, just a [card]Renew[/card] plus HP and you have a [card]Flamestrike[/card] plus a 4/4 and five healing for seven mana. [card]Xyrella[/card] is super efficient and will be a staple in Priest …
This is kind of crazy with [card]Warmaul Challenger[/card], but this looks underwhelming in every other use case. Both the body and the effect look underwhelming for the cost. [card]Rokara[/card] herself is rarely going to trade into anything and survive, and the effect doesn't make up for the body. The single +1/+1 buffs don't stack up fast enough and don't help …
The watch posts seem more efficient as tech cards rather than standalone minions, so it seems weird to build your deck around these tech cards for this one payoff (that we know of so far). On top of this, [card]Kargal Battlescar[/card] is just a stat dump with no immediacy. I'd much rather play [card]Soulciologist Malicia[/card] than Kargal as Malicia's souls …
My issue with [card]Plaguemaw the Rotting[/card] is that it doesn't have an ideal use case for most matchups. Against aggressive decks, Plaguemaw doesn't provide extra defense, but only board presence and taunt effect value that really aggressive decks like Weapon Rogue don't care about when pointing face. In slower matchups, your taunt minions are less likely to die against decks …
While [card]Soul Rend[/card] is a great anti-aggro tool, I'm not sure Warlocks will be happy about losing cards that are either: win conditions against slower decks or more removal tools they need for aggressive matchups. I get that [card]Blood Shard Bristleback[/card] was printed to take advantage of having a a low amount of cards in your deck, but you can …