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YourPrivateNightmare

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Joined 03/25/2019 Achieve Points 2010 Posts 4741

YourPrivateNightmare's Comments

  • This might actually make Buff/tempo Spell Priest a thing. The main thing it was lacking was tempo based removal. We all know how good Dyn-O-Matic was back in Boomsday.

     

    Still missing an actual win condition, but I guess we have two more expansions for that.

  • Garbage like all the other caravans, although at least Paladin has ways to buff this out of Holy Smite range...

  • Simple. Efficient. Auto-include.

    Does Paladin even deserve a card this good?

  • Secret Pally is looking pretty grim, but maybe a Secret pacckage for Libram Paladin works out. I guess they need the draw

  • Fantastic for Secret Mage. You can play this on 3 and not trigger it to combo with Occult Conjurer the next turn which will make any minion deck cry a lot

  • Just a really good card. Works as burn too, so maybe Spell Damage mage isn't entirely fucked.

     

    Btw is anyone else confused by how little Spell School support we got this expansion? I guess it's an ongoing theme but I expected at least something with Arcane Spell Damage

  • Pretty amazing in Spell only mage and might even be good in other decks although Arcane intellect probably beats it in those still

  • I know why they put the limiter there but it really hampers what you can do with it. It's good with Evocation and pretty much nothing else.

    Can't even use it to for tempo with The Sugar Elementals.

    I only see this being useful if it manages to stick for a turn, which is unlikely.

  • Mage is playing Shadowpriest now.

    This is just fair enough to play early (especially since Mage is still pretty decent at clearing boards) and pays off big with Apprentice.

    Also gives you reach since eventually you can just resort to pinging face.

    Jaina might be a better Hunter nowadays

  • Forged in the Reprints omegalul

     

    I like it, it's a solid early game removal that can double as fodder for Hyena or other Rush synergies (Parade Leader playable?)

  • Okay so I'm actually serious about this one now.

    Run double Mo'arg Artificer and a 1-health minion and you can deal 23 damage to the enemy hero with nothing they can do about it. Sure, it's not an OTK but I don't think most decks can easily stay above 23 health.

    Hunter even has draw for spell decks (even if it sucks). Maybe you can build a Spellhunter with Mo'args as flexible removal/finishing potential

  • Pretty impressive card all things considered. Don't like the anti-synergy with Tavish, but I guess it's better than nothing.

  • I want to like this but it's just so bad. All the Caravans are. If it was end of turn it would be worth considering, but you absolutely cannot guarantee a 1/3 to stick for a turn, not on turn 2 and certainly not later.

  • I want to like this, but it just seems so slow.

    In control matchups you can maybe get away with combining this with Dire Frenzy for giga value, but still.

    At least Hunter has some decent removal to come back onto the board after setting up all those handbuffs

  • Here I thought Token Druid might get a slight nerf via rotating Dryads....but nope, this is even better

     

    Fuck me

  • Could absolutely see play in Guardian Druid, replacing Teacher's Pet (if that's even played)

    Might also be good in a slower Beast deck with Menagerie Warden.

    Just in general efficient defense if needed.

  • Pretty slow, but holy shit if you can stick a board for this they'll never get rid of it.

     

    Can we nerf Gibberling now?

  • Astral Communion 2: Electric Boogaloo.

    "You better have some 10-costs in hand fucko"

  • Good Twin Slice replacement. Maybe Sould DH isn't completely dead.

  • Might actually be used, but not in a dedicated Deathrattle deck, but rather with some neutral deathrattle package just for the draw