sule
LV.17 ProDinosaur
Comments
1,002 totalThis is 4/4 stats for 2 and is an interesting contrast to Mining Casualties. MC is better at dealing with 3 or 4 Health minions the turn after it's played while this is better dealing with 2 or 1 Health …
This feels like a payoff for Eliza and only an OK spell otherwise. In my gut, I feel like both Crop Rotation and Army of the Dead are just better most of the time.
This is really strong. Imagine the potential just with Reska. The new Dreadhound Handler is also exceptional with this, and I like the idea of using it with Eliza. There's a ton of good cheap minions with Deathrattle and giving …
Sort of similar to Threads of Despair - a board clear that feeds off of minions dying. A little like Jungle Gym for DK, but the damage feels a little capped in a turn if your opponent doesn't have minions …
This could be a useful payoff in the early game for Freeze DK (you can play it on turn 2 with a Glacial Shard) and aggression is what Frost DK has usually done best. Depending on how regularly DK decks …
On demand freeze plus card draw is nice; of Freeze spells are there few but Freeze Weapons like Might and Crusher might be the better way to go with this. [card]Northern Navigation[/card] is also pretty nice for a Frost DK. …
This is fairly weak - a 2/2 body with a Deathrattle freeze (there aren't enough other freeze effects in the game to feel confident about getting the 5 damage regularly). You do have a few ways to trigger it yourself …
I love this with [card]Death Growl[/card], and there are other, more expensive, tools for getting extra triggers from the Deathrattle. And the Deathrattle, even without extra triggers, is pretty good. Aggro DK hasn't been around for a while, but maybe …
I'm not really sold on this expansion's passel of Shaman cards, except for Cabaret Headliner and maybe Carress I don't think Rainbow Spells DK has that many tools to hold up. It's powerful card draw attached to a decent minion, …
Another good 1-Drop for Painlock, so the deck can be even more efficient in getting its late-game bombs into play. This would likely be better than Flame Imp in some matchups. Painlock can really go all-in, maybe I should reevaluate …
Good for Deathrattle Warlock decks and honestly, paying 2 for three cards is really good even with the additional cost of killing your most expendable minion. This could be a good card to play in any number of decks, but …
It's a bit too hit or miss, even in a deck like Painlock that's designed to take a lot of damage. It is a 4/4 if you play a Flame Imp, and if you have Haywire Zilliax or a Cursed …
This is pretty decent for Warlock and OK for Rogue. I think we might see this in slower Warlock decks because the pop-off potential with a Pop'Gar on board is tantalizing (Barrels deal one more damage for the same amount …
This feels like it exists solely to play with Darkmarrow; it's otherwise a 1/6 soft taunt for a deck (Zoolock) that's probably the fourth or fifth most powerful Warlock archetype right now.
Setting up a later turn combo with Darkmarrow is powerful, but I'm always wary of cards that only trigger if they kill a minion. Just a touch too restrictive to make me think this burns up the meta as printed. …
A decent buff spell, but probably only going to see play in decks that want to damage their Hero (luckily, just such a deck exists right now and probably wants a buff spell). If it were Fel, this would be …
This feels like it's a card specifically designed for Rogue tourists, but even in that scenario it feels really weird and random. Yeah cost reduction is nice, but I'd rather pay full price for cards I chose to put in …
Yeah, Tourist cards are confusing. I don't think I'll understand fully how they work for another month at least.
A weird mish-mash of Gandling and Rivendare. Works a treat with Ourobos-infected minions and the new Imp and there's an …
8 damage is not that much for a dedicated Painlock by turn 6 - that's like 1 Flame Imp and a Malefic Rook, or a Geode, Spirit Bomb and a Hero Power. This is going to be active on curve …
Probably not good enough, you have to combine playing a 7 cost weapon with a fairly substantial amount of card draw to get your Mana's worth but who cares because I want to talk about that name. I'd like to …