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YourPrivateNightmare

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Joined 03/25/2019 Achieve Points 2010 Posts 4741

YourPrivateNightmare's Comments

  • If you think about it it's kinda like old Ysera. If it doesn't get removed immediately it's gonna win you the game. unlike Ysera though this is only countered by silences and polymmorphs

    Could be playable if Warrior can control hard enough and also has enough other win conditions to get by if this gets removed.

    In reply to Rattlegore
  • I like it, but the nature of spellburst only triggering if the minion is still alive makes this a bit weak. If you drop it on 2 to chain into a spell on the next turn there's a good chance he'll just get removed, meanning you have to use him alongside a spell you want to return meaning you have to always plan 2-mana ahead.

    At the end of the day it really depends on whether there are enough spells you'd actually want more of in any given matchup.

    In reply to Diligent Notetaker
  • I mean, in a perfect world you curve this into the Priest 2-drop that gives +2 Health into either Inner Fire or other buffs sounds pretty good.

     

    Unfortunately Priest doesn't draw cards so if you can't win off of a single buffed up 1-drop you have no way to get back into the game.

    In reply to Frazzled Freshman
  • Pure Paladin absolutely needed this. The deck has only one serious 1-drop which is easily removed so this allows you to potentially get a turn 1 play sticky enough to get a Hand of A'dal on the next turn.

    In reply to First Day of School
  • Honestly the combo potential with Blood Knight might be legit.

    The problem with Blood Knight is that you usually want your Divine Shields to actually be used on your minions instead of just getting wasted by a Blood Elf cosplaying vanCleef.

    However, this card kinda offsets that downside. See, the thing with Spellburst is that the minion needs to stick around for it to work. Here we have a minion that already comes with DS and you can only make use of the Spellburst after popping it....meaning in most cases only one turn after. Of course, your opponent will most likely want to prevent the extra value and just remove this (which isn't terrible since a 3-mana 4/2 with divine shield is already far above curve from what we're used to). Now, if you do, for some reason are able to play this alongside Blood Knight and then also apply a cheap spell you get full value out of both cards. Probably will need to use other Divine Shield minions along side it as well, but hey there's worse things to put in your deck

    In reply to Goody Two-Shields
  • I really underestimated this when I first saw it, but the ability to set up a future turn on a better curve is actually huge (and it's never a dead draw, so that's huge also)

    In reply to Nature Studies
  • Honestly with Kael'thas existing and stuff like Overflow, Bogbeam and Ironbark being strong cards by themselves I don#t see a problem with making this work. Basically all you need is to draw into Kael by the time you reach turn 7 end then you can probably do a big combo with 0-cost spells + Overflow and this. If the Rest of your deck consists of big minions (especially the value dragons that only have 4-attack and a lot of health) you have a pretty strong lategame strategy.

    The only issue is surviving to get there.

  • Honestly, if you were around you'd know the old days were just as crazy...just less complicated.

     

    Sure, we didn't have uncounterable Mecha'thun OTKs, but I'm pretty sure using Molten Giant with Warsong Commander for 16 burst out of nowhere is still crazy by modern standards

  • Can'T really tell if this is really broken or too gimmicky.

    On one hand you look at cards like Houndmaster Shaw and Magic Carpet who have been historically very powerful despite the huge mana investment (that most often won't last longer than 1 or 2 turns). Then you take this which is the same but limited to a single turn only, but without any mana restrictions.

    It might just be a valueable tech card for many decks that don't have strong single target removal. As long as you have someething to play you can turn it into a damage spell for just one more mana. It also works well with poisonous minions or those with effects upon attacking.

    Big Druid might want this.

  • So if I recall correctly we had a very decent Big Druid deck at the beginning of the Outland expansion that ran Bogbeam and the other 7-mana 0 cost spell alongside some other cheap stuff as fuel for Exotic Mountseller. Replace Mountseller with Kael'thas, add in Overflow and fill the rest of the deck with a Big Dragon Core and boom. Big Druid that actually scales into lategame thanks to this.  With enough 0-mana spells you can play Kael into Overflow into this in a single turn and just win from there. Makes all those 4-attack dragons into actual threats (which is what was previously an issue with the archetype, the lack of actual game ending threats)

  • maybe the mono class legendaries will be the underground experiments

  • Quote From UVE
    Quote From DoubleSummon

    Unless it's for a combo it's neutral in terms of mana.

    are there overload synergies in standard?

    now you can play tunnel trogg into 4 mana 7/7 on the same turn(you play 2 of this) in wild..

    ben brode junior is done for..

    Oh it's also even.. RIP WILD.

    Turn 1 5/3 and 7/7? Seems fair.

    but it's balancced because they have to pass turn 2 :^)

  • Well, obviously there's combo potential here. Druid getting old Innervate back (even with the Overload downside) is nothing to laugh at. Theere are a lot of game ending combos in this game that can potentially be pulled off by just having some free extra mana.

    If Shaman has some sort of Overload payoff this can be huge. Hell, even if they don't it's still worth to run this just to cheat out some swing cards (like the buffed The Lurker Below, imagine dropping that thing on 4 against some Demon hunter and wiping their board completely)

    In Druid it obviously helps big Druid in the early game (a lot of the time you lose by having to pass one turn because you didn't draw big guys on curve and this is a better option than Innervate). Hell maybe Quest Druid can make a return with this (how does the Quest work with overloaded mana crystals? Do they count as unspent?)

     

    Honestly this has a great amount of applications. Mana cheating has only gotten stronger as the game evolved.

  • Small Spell Mage might make a return? Obviously very strong in Rogue, especially if they get more Burgle support.

    The combo aspect makes it a bit difficult for Highlander Mage to use (unless you just need to fill your curve). Either way, 1-mana combos are usually rather easy to pull off if you have low-cost cards.

    I was just about to point out how sad it is that Rogue currently has no real payoff Legendary for Burgling and they're not gonna get one seeing how all class legendaries are dual class (and I doubt they would make a Burgle legendary as a dual class), but then I remembered Bazaar Burglary  exists. I guess that's not exactly a great card all things considered, but hey, eventually we might reach the critical mass of burgle cards so the quest handicap will finally be outweighed.

  • Hi Priest

    Bye Priest

     

    I guess we got our Multi Polymorph after all. I assume if only one enemy is on the board it will get devolved 3 times?

    Either way it's decent "silence" for both classes. Mage as an additional control/anti-value tool, in Shaman possibly for tempo (it can enable better trades in the early game for just 1-mana which is huge)

  • Quote From GoliathTheDwarf

    This is pretty crazy and looks like fun. I do enjoy cards that buff my deck, but can you imagine playing this after Dinotamer Brann?

    Highlander HUnter will no longer need DQ Alex to close out games

  • So you can get an unconditional Keleseth on turn 3 if you build a beast heavy deck. Or you canget a 3-mana Faceless in a big beast deck.

    If Beast Hunter was ever to be a thing, now is the time (assuming we get more smaller beasts and some amount of extra draw). Big Beast Druid is probably not happening, that deck (if it even exists) would rely on Strength in Numbers to carry it and this just clashes.


    I really like the idea of dual class legendaries, I'm just worried that it's going to be really hard to balance them if they're OP in one class but not the other (this one won't be a problem thanks to the Choose one seperation)

     

    Oh and btw, she's not a beast, which means she won't get targetted by Scarlet Webweaver, which means IT'S KING KRUSH KOMBO TIME, WOOOOOO

  • Seems pretty nuts if you think about it. It's a decent turn 4 for any slow deck, can be comboed with any 1-mana spell for a quick boardswing and can just...exist...as a threat for later, preventing your opponent from committing to the board.

     

    Still need to know whether Spellburst needs the minion to be alive to activate or if it's a "play" effect.

  • not bad at all, but a bit too expensive. Cobalt Spellkin saw some play, but that's because it's much easier to predict what you might get (and can use).

    Great Arena card though.

  • I mean, we did this before, but this time it has vanilla stats and it doesn't need to stick around. Could see this being played in very tempo-heavy decks that just want to create any sort of advantage (and delaying any removal or card draw or whatever can be huge).

    Imagine playing against Druid and coining this to prevent them from Dragon's Breath on turn 2. Suddenly their curve got messed up and they operate from behind (if ever so slightly) while you ploppe down a decent minion.