sure, but it boosts the overall consistency while being a good card by itself.
The main point was that once you combo this your Vendetta is immediately active, which helps with protecting it and as long as he's alive you will always have an activator in hand which helps Fence.
Sounds funky. 2-mana 1/5s are difficult to get rid off so you can often just slam this on turn 2 and get away with it. Moreover this makes any secret Rogue will get much more playable just because it essentially doubles up.
Technically he also protects himself through discovered secrets. If he wasn't a legendary he'd be broken.
the difference is that Anivia actually respawns every turn, also has a useful ability and doesn't exist in a game where minions can be freely attacked by anything.
This is literally unplayable if you opponent has 3-damage on board. I mean just consider the vast amount of Rush minions and playable weapons in this meta.
This might unironically be one of the worst neutral legendaries ever printed
that it would have made sense to release this last expansion to enable Big Beast Druid in Standard when that has never taken off due to lack of useful big Beasts.
Embiggen isn't really a dedicated Beast archetype.
how is it a win-more card? One of the things EMbiggen Druid likes the most is playing proactive stuff. It doesn't get more proactive than a 7/7 wuth rush that also generates more stuff to play should you run out of cards.
Honestly I could see this replacing Oasis Surger.
Rush Minions are always good, especially when you pull them for free and Embiggen Druid wants to lay on the pressure in the mid to lategame and this makes sure you get more big stuff to play.
Embiggen Druid already works, this just makes it better. It's a great target to summon off of Strength in Numbers and gives you more stuff to play should you need more gas.
Too bad there's no more big beast support left, could have been fun.
I get the notion that's why it wasn't printed when there was beast support.
but Big Beast Druid never became a thing BECAUSe it lacked support. Stuff like Stampeding Roar Predatory Instincts and Oondasta could have used this, but instead we get it now when all of those are gone and Embiggen Druid has no direct Beast synergy.
Embiggen Druid already works, this just makes it better. It's a great target to summon off of Strength in Numbers and gives you more stuff to play should you need more gas.
Too bad there's no more big beast support left, could have been fun.
so yeah, this seems like a straight up waste of the Legendary Neutral slot.
Sure there might be some more support coming, but overall I just have no idea how this would ever be playable. Maybe there'll be some way to activate "start of turn" effects immediately but overall this just seems garbage.
I mean...it's definitely good statwise, but I'm not sure if Midrange Murloc/Dragon Pally will be a thing.
Kinda feels a bit uninteresting. There's not really any particular synergy, it's just a good weapon that gives you more fuel. I guess that#s better than a whacky buildaround that doesn't work.
so I come back to you to tell you that he does not, in fact, fit well with Cyclone Mage and I ended up replacing him with Chef Nomi of all things pretty soon.
Now I'm trying Quest Druid, and hopefully that works better.
because Lord Jaraxxus is a silly card who was designed at the birth of Hearthstone where consistency wasn't a thing and they thought it would be funny if he worked that way.
Remember that Handbuffs weren't a thing back then so there's no way they could have known this would be a possibility.
And while it would be funny to get something like a 7-attack weapon and 4 extra health on Jaraxxus I feel like it would also be kind of ridicululous.
In any case, Jaraxxus is very unique and it's probably not even possible to really standardize him without reworking him entirely (which might be a possibility later down the line seeing how they revamped Priest)
Honestly, thinking about it more it might actually have some legitimate play value.
Think of this, you're now playing Handlock, which is probably going to be a more control oriented deck seeing how Mountain Giant is gone. Now in Handlock you'll quite often be in situations where you end up pllaying it slow and just responding to stuff while most of your hand ends up useless because you can't really use it.
Now think if you just used Dark Skies to clear the board and don't have anything substantial to follow up. If you just play this you replace your awkward hand with a bunch of Embiggened Demons at least some of which should be playable immediately. And it also gives you fuel for future terms without harming your actual deck (like Rafaam does).
Maybe it's a bit of a stretch, but we also thought Warlock Galakrond would be bad because "4 random demons, lol bad" and it turned out it was actually pretty decent, so maybe this isn't terrible either.
sure, but it boosts the overall consistency while being a good card by itself.
The main point was that once you combo this your Vendetta is immediately active, which helps with protecting it and as long as he's alive you will always have an activator in hand which helps Fence.
I know who you are
This sounds like a pretty reliable way to get non-Rogue cards to activate Vendetta and Fence
Sounds funky. 2-mana 1/5s are difficult to get rid off so you can often just slam this on turn 2 and get away with it. Moreover this makes any secret Rogue will get much more playable just because it essentially doubles up.
Technically he also protects himself through discovered secrets. If he wasn't a legendary he'd be broken.
the difference is that Anivia actually respawns every turn, also has a useful ability and doesn't exist in a game where minions can be freely attacked by anything.
This is literally unplayable if you opponent has 3-damage on board. I mean just consider the vast amount of Rush minions and playable weapons in this meta.
This might unironically be one of the worst neutral legendaries ever printed
honestly, which aggro deck wants to spend 5-mana on a 7/3 with no immediate impact that relies on not having it's spawn die to be of any value.
3-damage isn't exactly rare to come by
that it would have made sense to release this last expansion to enable Big Beast Druid in Standard when that has never taken off due to lack of useful big Beasts.
Embiggen isn't really a dedicated Beast archetype.
how is it a win-more card? One of the things EMbiggen Druid likes the most is playing proactive stuff. It doesn't get more proactive than a 7/7 wuth rush that also generates more stuff to play should you run out of cards.
Honestly I could see this replacing Oasis Surger.
Rush Minions are always good, especially when you pull them for free and Embiggen Druid wants to lay on the pressure in the mid to lategame and this makes sure you get more big stuff to play.
but Big Beast Druid never became a thing BECAUSe it lacked support. Stuff like Stampeding Roar Predatory Instincts and Oondasta could have used this, but instead we get it now when all of those are gone and Embiggen Druid has no direct Beast synergy.
Embiggen Druid already works, this just makes it better. It's a great target to summon off of Strength in Numbers and gives you more stuff to play should you need more gas.
Too bad there's no more big beast support left, could have been fun.
so yeah, this seems like a straight up waste of the Legendary Neutral slot.
Sure there might be some more support coming, but overall I just have no idea how this would ever be playable. Maybe there'll be some way to activate "start of turn" effects immediately but overall this just seems garbage.
released right after the whole Big Beast support package from Druid rotates
what even
Huh...that doesn't seem very impressive at all.
5-mana for a vanilla 7/3 that turns into a 0/3 which is then promptly removed.
I mean, it's not terrible, but for that effect and being a legendary it should at least be cheaper.
ah yes, the most well known weapon of Paladins: the mighty Fishing Rod of Justice
I mean...it's definitely good statwise, but I'm not sure if Midrange Murloc/Dragon Pally will be a thing.
Kinda feels a bit uninteresting. There's not really any particular synergy, it's just a good weapon that gives you more fuel. I guess that#s better than a whacky buildaround that doesn't work.
that's some weird artwork for a Priest card
still a good card, Tempo Priest is taking shape. You can also protect this with the new PW:Shield (if you actually run it)
so I come back to you to tell you that he does not, in fact, fit well with Cyclone Mage and I ended up replacing him with Chef Nomi of all things pretty soon.
Now I'm trying Quest Druid, and hopefully that works better.
because Lord Jaraxxus is a silly card who was designed at the birth of Hearthstone where consistency wasn't a thing and they thought it would be funny if he worked that way.
Remember that Handbuffs weren't a thing back then so there's no way they could have known this would be a possibility.
And while it would be funny to get something like a 7-attack weapon and 4 extra health on Jaraxxus I feel like it would also be kind of ridicululous.
In any case, Jaraxxus is very unique and it's probably not even possible to really standardize him without reworking him entirely (which might be a possibility later down the line seeing how they revamped Priest)
Honestly, thinking about it more it might actually have some legitimate play value.
Think of this, you're now playing Handlock, which is probably going to be a more control oriented deck seeing how Mountain Giant is gone. Now in Handlock you'll quite often be in situations where you end up pllaying it slow and just responding to stuff while most of your hand ends up useless because you can't really use it.
Now think if you just used Dark Skies to clear the board and don't have anything substantial to follow up. If you just play this you replace your awkward hand with a bunch of Embiggened Demons at least some of which should be playable immediately. And it also gives you fuel for future terms without harming your actual deck (like Rafaam does).
Maybe it's a bit of a stretch, but we also thought Warlock Galakrond would be bad because "4 random demons, lol bad" and it turned out it was actually pretty decent, so maybe this isn't terrible either.
nope, handbuffs don't carry over because the minion and the actual playable hero are different (although it would be more fun if it did)