Tetsuo's Avatar

Tetsuo

Magma Rager
Joined 05/29/2019 Achieve Points 840 Posts 638

Tetsuo's Comments

  • Wow, interesting card. Silence on a stick with upside as it could transform into a better minion. The art is sick too. 

  • Maybe this will finally allow Stowaway to enter the standard meta. Unfortunately, I think this is worse than Fal'dorei Strider because it's a deathrattle, which makes it susceptible to silence or transform effects. Not too high on this one. 

  • Another aggro tool for DH. Comparable to Manafeeder Panthara, which is still better because of its 3 health even though you pay 3 mana for both to get the draw effect. I think this would be staple for a hyper-fast DH deck (Odd Demon Hunter could use this in Wild).

    I really wish they'd give DH some tools for a slower, big demon archetype, but I guess Team 5 is set on turning the class into another Hunter where face is always the place. My fingers are still crossed though. 

  • Was just about to say the same thing. It's very convenient! 

  • Dangerous card. Soul Frag DHs can already deal 10+ damage with Soulshard Lapidary + Twin Slice + weapon, so going face with an Aldrachi Warblades with Il'gynoth has serious OTK potential. As if DH needed to be given double damage with the crazy amount of damage they're already dealing...

    The card design is neat, though. It's a little boom or bust since DHs need healing sometimes, so a control opponent could just leave this up to prevent that. 

     

  • Nethrandamus support for DH!

    Kidding aside, this seems pretty good as long as you can get the full effect. Paying 7 mana for a potential 14/14 worth of stats with rush is good in theory, though the ones that remain could easily be clearable. 

    If you can't kill off all the minions though, it's just bad; paying 7 mana for 7 1/1s with rush is a worse Swarm of Locusts. The latter saw play because of its synergy with Unseal the Vault, so maybe this DH card can see play if new token synergies are introduced to the class. 

  • It's hard to evaluate this card without knowing what the rest of the Hunter set looks like. On its own, it's a really slow card for Hunter even though it's got a pretty powerful deathrattle. Maybe a controlly mech/deathrattle archetype for the class will emerge? This has great synergy with Oblivitron and Nine Lives, which I would love to see play again. 

  • Solid card, I don't really see any downside with it. Dealing 3 damage for 2 mana with extra effects is good (see Soul Shear). I think this can slot into any Druid deck/archetype, but we'll see. 

  • Really scary card. Druid has a lot of abusable, high-powered cards that this will augment even more. Just doubling Overgrowth is going to be huge, especially with all the other ramp tools the class has now that could make that possible even before turn 6. Assuming we get new beasts, Guardian Animals might be a good pairing with this too, though that might be too slow. 

    Bottom line is, this card could potentially enable some sick, meta-defining combos. Let's see how the rest of the set shakes out. 

  • This looks pretty good, reminds me of a mini (and I mean really mini) Spirit Lash. What's good about this is that it dilutes the 1-mana pool of DH to lessen the chances of getting Twin Slices and Consume Magics even more, and yet it's a useful card in its own right. Could be slotted in either an aggro/midrange or control build, should we ever see the latter in DH. 

  • I'm not too high on the power level of this card. While the payoff is powerful, it feels incredibly slow because you have to pay 20 mana to get the full C'Thun, so that's a total of 30 mana for 30 damage randomly split among all enemies. 

    Control decks will undoubtedly love this, but it could also dilute your deck because the pieces of C'Thun, while potentially useful tools in control decks, are mostly bad to mediocre for 5 mana. 

    Don't get me wrong though, I think this card will be exciting to play. I do enjoy control decks that thrive on long, grindy games, and this is the perfect card for those. Maybe this can slot into the current Control Shaman shell as some late-game bomb since that deck's survivability is high, and of course, a Control/Big Warrior package. 

  • It's so easy to abuse this, 10 spells is nothing in this "created by" meta. Mages and Priests can cast 10 spells by turn 7 sometimes lol. I have a feeling that 10-spell requirement will be nerfed sometime in the future, if the meta becomes way too reliant on RNG because this card is getting abused.

    That said, this is something you'll probably only play when you're behind, kind of a Hail Mary play like the old Yogg. You're not gonna drop this when you're way ahead and risk losing to Rod of Roasting. 

    I can't wait to see some double Yogg decks in Wild, those games are gonna be crazy haha

  • I think this is the most solid Old God from the new set. Highlander decks with lots of minion types will love this as another late-game power play, and of course zoo/menagerie decks will use this as a late-game win condition/board refill too. 

    I agree with some here though, this will be more powerful in Wild. 

  • This looks bad, the latest you can play this with its upgraded stats is turn 7. Though it could be useful in control decks that don't really care if they curve into their plays. 

  • I think my opponent didn't like my gifts...

  • My opponent low-rolls into the two worst possible 5-drops with Jandice Barov. You love to see it. Go back to spawning a bajillion cards as your lame win condition, Mage 

  • One of the weirdest combinations of stats and cost I've seen. I don't get why this card costs 10 mana at all, its effect doesn't seem to warrant doing nothing else on your turn. It might not even clear your opponent's board. 

    Right now, it just seems like something to mess with evolve effects. 

  • We'll need to see all the Corrupt cards first before we can dub this card as meta-defining, but its battlecry is already a pretty huge effect. Also, 0-mana cards in HS always have potential to be broken, or make way for some broken decks/archetypes. 

  • Sometimes lucky.

  • Bye, Guardian Animals. The nerfs seemed to have killed you. I hardly knew you, but we'll always have this turn 2 concede by a hated Mage to remember by.