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vprr

Face Collector
Joined 03/31/2019 Achieve Points 560 Posts 209

vprr's Comments

  • Seems very powerful, and control Priest is already a thing without it. This card just pushes that deck to the next level, giving it late game infinite value and a big tempo swing when played, removing the opponents board.

  • The board flood Zoo deck looks so far to be pretty powerful.

    Quite a few demon synergies with cards like Jumbo Imp and other token cards the deck could see some play. I feel what the deck really needs is the demon equivalent of Soul of the Murloc in order to really shine.

    The huge amount of variance to Galakrond's battlecry might be enough to ensure the deck does not see play. Although the hero power and Invoke cards do seem to be quite powerful token generators, so that might be enough on its own.

  • For standard there likely isn't going to be enough pirate synergy to make this weapon work. Maybe in a pirate tempo hybrid that runs Galakrond, the Unbreakable, but the current pool of pirate minions may not be enough to justify it.

    Should be great for Arena and Wild, decent stats for such a powerful effect and it isn't too unlikely to draft a couple pirates.

  • For standard there likely isn't going to be enough pirate synergy to make this weapon work. Maybe in a pirate tempo hybrid that runs Galakrond, the Unbreakable, but the current pool of pirate minions may not be enough to justify it.

    Should be great for Arena and Wild, decent stats for such a powerful effect and it isn't too unlikely to draft a couple pirates.

    Perhaps this is a hint of a future pirate themed expansion?

    In reply to Ancharrr
  • I think this is just going to be a meme card, should be pretty great in Arena though.

    So difficult to accurately rate the card, because combined with Plot Twist you essentially have a DIY Arch-Villain Rafaam. This card likely won't be competitive, but it could enable some very fun decks, but as far as competitive play goes its going to be hard to see why you would play this.

    In reply to Transmogrifier
  • Seems like this should be quite powerful for Hunter.

    Card draw for Hunter is extremely valuable, this only draws Rush minions but that can also be seen as a positive as it will help control the board early on. Has great synergy with Clear the Way , should make this quest very easy to complete.

    In reply to Diving Gryphon
  • Expensive but a very nice tempo swing.

    Could be quite a lot of variance from this card, but the average roll is likely going to be very powerful. Once the new set launches highlander decks also have the highest number of cards available, so the restriction is less of an issue.

    I think all highlander decks will play it just for that big late game push, she should help quite a lot.

  • So its similar to the Priest card Dragon Soul, could be more useful in mage however due to cards like Ray of Frost and Elemental Evocation.

    This could potentially be a very powerful card, Mage has so much access to cheap and efficient spells.

    In reply to Chenvaala
  • Seems pretty damn powerful in the mid to late game, likely won't be possible to have invoked twice before turn 3.

    Just imagine drawing this card from Galakrond, the Unbreakable, you get three 7/6 rush minions for 3 mana...seems pretty good! Can see this for sure being played in the tempo Galakrond Warrior deck. You might even want to run Akali, the Rhino as well to get another chance at buffing this guy, super powerful if you do.

    Even without getting the double invoke off, it is at worst essentially a Rabid Worgen with dragon tribal. Really seems like quite a powerful card for a tempo Warrior deck.

    In reply to Scion of Ruin
  • 2 mana Zola the Gorgon for dragons, seems pretty good.

    Especially potent with the new priest card Fate Weaver, also the new explorer discover cards like Azure Explorer. This has got a huge amount of potential in the upcoming meta. Can see this as a staple in any dragon based highlander decks, and also in any mid to late game dragon decks. Very powerful card.

    In reply to Dragon Breeder
  • Nice it has low health so its easier to kill off, but I think at 5 mana this thing is simply too slow.

    Mechano-Egg only saw play due to magnetic synergy and also Kangor's Endless Army. This will not find a place in Quest Paladin, just too expensive with little synergy. The card also has lots of bad hits, the variation on dragons is pretty high and many of them are powerful battlecries and are not suited well for a card like this. Don't think this will see play.

    In reply to Chromatic Egg
  • Obviously for use in hand lock alongside Valdris Felgorge, but I just don't think this card is really good enough, unless there is more support.

    Mountain Giant seems to be preferable, but with more support this could be a strong power play.

    In reply to Abyssal Summoner
  • So Sprint with a body and also increases hand size for huge synergy with stuff like Mountain Giant, seems pretty insane.

    Ancient of Lore pre-nerf was huge, this is similar in a sense but with so much more potential. Also works quite nicely with Quest warlock shenanigans. I think this will be used in most decks just for the card draw, the secondary effect is just icing on the top.

    In reply to Valdris Felgorge
  • Wow so its 1 mana more expensive Vilespine Slayer without needing the combo AND it is a counter to any strategies revolving around playing multiples of a single minion like Pogo-Hopper or Togwaggle's Scheme.

    This card seems like insanely high tempo and power level, could be a staple in just about every Rogue deck going forward. Should also have a huge impact within every game format, excellent card.

    In reply to Flik Skyshiv
  • Nice big minion based removal for Warrior. If this thing survives with even 1 health point, it could force many decks to over commit in order to remove it.

    Obviously will see home in a Dragon based deck, could also possibly be played in a Control deck also but there are currently lots of more efficient methods of AoE for Warrior.

    In reply to Deathwing, Mad Aspect
  • This one is quite hard to rate, but going from past experience with these types of Rogue cards I doubt it will see huge amounts of play.

    Rogue as a class has always favoured tempo style decks, the slower decks tend to work relatively well in Wild where there is so much access to healing. But for standard, I feel that this will see experimentation, but likely not be a top tier deck as it will likely be too slow for Rogue to survive long enough. The stat-line is obviously great for the mana cost, but it has no immediate impact when played.

    In reply to Waxadred
  • Very good card in all formats.

    So much versatility with the spells that can be discovered, something for every situation. Due to there being only 9 possible options, there is also a pretty high level of reliability to this card. Will be a staple in any mid-late game Mage deck in standard.

  • Pretty nice card, Emperor Cobra but with a discover effect and Dragon tribal.

    Does not necessarily have to be played within a Dragon Hunter deck, most likely see its home in highlander decks if Hunter does not receive enough Dragon support. Great card for arena where poisonous effects seem to be most effective.

    In reply to Primordial Explorer
  • This is a super aggressive card for Hunter.

    The only downside is can a deck this aggressive justify paying 1 mana to do nothing for a minimum of 3 turns? Probably not, but if Hunter ever gets a way to use their hero power multiple times a turn or to reduce its cost, then this card could be pretty potent in a hyper aggro deck.

    In reply to Toxic Reinforcements
  • Getting this out early could be pretty powerful, coining it out against someone with no 1 drop or hero power which deals damage is obviously quite strong.

    My problem is seeing how you can reliably complete this during the mid to late game. Unless you have a bunch of taunts already out then your opponent can always ensure 1 damage goes face to prevent it activating. Mage and Hunter completely lock this out if they so wish, but it does have nice synergy with Time Out!.

    Perhaps I am not seeing it, but right now it seems worse and harder to reliably pull off than the mage side-quest Learn Draconic.

    In reply to Sanctuary