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YourPrivateNightmare

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Joined 03/25/2019 Achieve Points 2010 Posts 4741

YourPrivateNightmare's Comments

  • It's like a tiny Northshire Cleric. Adorable.

    With the Dungeoneer, Priest now has legitimate card draw. C'thun Priest might no longer be just strictly horrible, even if the question of "what do I even beat with it" still remains.

    Is there any other strategy that Priest needs card draw for?

  • Well, with wave of Apathy, which you can pretty reliably generate throuugh discover and Wandmaker, this is a 6-mana boardwipe that might even be asymmetrical.

    I'm not sure if Priest can afford to run 2-part removal combos, but one of thier only weaknesses thus far was not having unconditional boardwipes...well, I guess we're back to "the board stays empty until I say otherwise"

     

  • Are we at all concerned what this might do in combination with Violet Illusionist?

     

    Can't see this being useful in Standard though. Just not enough healing to justify that amount of self-punishment, even with Soul Fragments, even if the combo with Backfire could lead to crazy swing turns.

    Also, realize that this permanently changes the cost to health, meaning if you draw a big card with this you will always end up having to pay a lot of health for it and that could basically render it useless.

    Turn 5 Jaraxxus sounds lit though.

  • This card isn't bad.

    Freeze Mage as an archetype is, however, so I doubt this will do anything other than give you a brain hemmorhage when Spell Mage decides to randomly discover the fucker alongside Varden.

     

    I wish there was a way to play Secret Freeze Mage, but if you've looked at the cardpool it just doesn't look good.

  • I'm assuming the weapon does something useful other than being a statstick?

    Either way, this just seems like great value for Control Warrior and encourages a N'zoth package. Question is, is Venomous Scorpid still good enough to be run alongside it?

  • Well there goes the chance for Secret Paladin to maybe not be the best thing yet again.

    This basically fucks every minion based deck trying to value trade. At least before we only had to worry about Noble Sac or Avenge which aren't played right now, but might come back just because of this.

     

    Can you at least fucking delete oh my Yogg from the game so I don't have to play RNG Minesweeper every time I play against these piss-colored lightbulb fetishists?

  • I mean...2-mana 3/4 is good, but there is only one turn 1 weapon currently available (and the occasional coin into Baton) so I doubt this will see any play outside of Arena.

    If it had Rush it would be worth consideration, but Warrior isn't in need of stat balls...at least not for 2-mana.

  • Just in case anyone's confused. This will (almost guaranteed) overload for 1 everytime it procs (similar to how Yogg will overload you). This means that this is essentially a worse LIghtning Storm by the time it clears more than 2 minions.

    Aside from that it is also RANDOM meaning you can't even guarantee one additional proc.

    Basically the only way you'd actively play this in any capacity is if Token Druid becomes so strong that you need to have an answer to a full board on turn 1 or else you lose.

    Just play Lightning Storm.

  • Don't overrate this one. 2/3 weapons are notoriously terrible if they don't have an additional effect attached. You can only proc this one after 2 turns of playing it, at which point most decks should be able to minimize the value you can get from it.

    I doubt this will see play unless Paladin really needs to run weapons all of a sudden (and they already have better choices)

  • Dragon Soul Tier 1 in Wild, easy Legend guaranteed :^).

    I really like the idea of a neutral weapon tutor, but this just doesn't seem to be designed for the current standard pool. There is no weapon class that would run this except maybe Shaman...and they'd do it for the additional draw.

  • Fun with Augmented Porcupine. Effectively pointless with anything else which doesn't bode well (especially since you can't proc porcupine without killing it as of now)

    Bonus points for being a 0-mana spell for Lock and Load, but that's about it. Maybe we'll get more multi damage beasts in the future, but for now this is just filler.

    I guess in Wild you can finally get a 3-mana continuous boardwipe with Dreadscale.

  • Not bad but ultimately redundant. TO effectively use it you need to combo it with Prep, which hasn't been in style for a while now. Also, Rogue really doesn't need any more draw at this point, certainly not Arcane Intellect+

  • You know the classic Shatter

    You know the daring sequel Snap Freeze

    Now get ready for Shatter 3: This time it's AoE.

     

    Still not going to see play since you insisted on removing Frost Nova and Blizzard. Frost Mage has no win condition and the earliest you can combo this with something is at 6-mana.

    Hard pass, but at least it makes Runed Orb worse

  • Actually not bad.


    Now buff Sigil of Flame so it doesn't nuke your own board and we might have something to work with in slow Demon Hunter.

  • Strong yet completely useless because Big Demon Hunter still doesn't have a functioning shell that allows it to actually play the game until they can cheat out big Demons.

    That being said, if you can actually get this out in time it can absolutely shut down a variety of decks (Rogue would probably just fold if this hits the field on 6.

  • Pretty strong, essentially a better version of Spirit Bomb, but as of now there is no real payoff for self-harm and Warlock isn't exactly struggling when it comes to removal.

  • I wouldn't put it into my deck, but it does  give Pack Kodo better options.

    Also works well with Ace Hunter Kreen, who is severely underrated.

    The problem remains that Midrange Hunter is still just an inferior version of Face Hunter and this set hasn't really helped with that. I guess I'll wait for the next expansion.

  • Elemental Wyrm, pog.

    On a serious note, having a useful 1-mana Elemental next to the Kindling guy is really good for Elemental Shaman, even if you're rarely going to buff this beyond a 2/3 in most circumstances.

  • Competes with Swordeater and Gan'arg in Rush Warrior and is likely not going to outclass them. Just generally I have trouble seeing this being played as long as those two are still in Standard, but I guess it gets a chance next year.

     

  • Probably awesome in Arena and could be useful in Construced too. The problem I see is that Rogue usually goes wide after the first 3 turns to get in chip damage, meaning if you don't drop this on curve it gets significantly worse.

    That being said, it's at the very least a high Health stealth minion which encourages attack buffs, but that is probably too slow.