Journey to Ungoro Guide
Whenever your opponent casts a spell, gain +2 Attack.
He's burly because he does CrossFit.
I like how this comment is 100% right
One of the coolest illustrations to me.
i dont like the art of this one...looks non warcrafty to me . but the card sounds good.
You do realise troggs have existed in the Warcraft universe for over a decade, right? The art resembles your typical trogg.
This card seems okay but it's stat line on the vanilla test is below average. It's a three attack minion for 4 mana that won't regularly trade with most 4 cost minions that typically have 4/5 health. It's card text ability isn't reliable and it's a slow card overall. I have no idea what deck this card would be played in. I can't even see it being played to counter miracle rogue as it's ability allows miracle rogue to sap it after playing a ton of spells or eviscerate it because of it's 5 health.
He absolutely pass the vanilla test to say the least. His overall stats value of 8 keeps up with mostly of the 4 drops, except for the Yeti and Water Elemental. Question is: his card text makes him one of the strongest 4 drops already, the fact that he has 5 health makes him harder to be removed by minion trade, while punishing the opponent for any non-removal spell they cast.
The vanilla test: Overall stat points should at a minimum be 2x mana cost. Next, stat distribution should make it hard to remove.
You're right, so far it's average, but still inferior to yeti. This card could be a pretty good choice in arena.
Now put him in a constructed deck: 3/5 with no taunt, can't replace Auchenai Soulpriest, Dark Iron Dwarf, Violet Teacher, Water Elemental, Coldwind Yeti, etc. My point is that a 4-drop in constructed will usually develop a certain style of play. If you're aiming to trade up with a 5 health minion like Sludge Belcher or Loatheb, it's rarely going to happen.
His health makes him as hard to remove as yeti, but his 3 attack makes him susceptible to Shadow Word: Pain and Shadow Madness.
It could now be fun to build an anti-spell deck, with Loatheb, Fearie Dragons, Spectral Knights, Counterspell, and Spellbenders. Add in some Defender of Argus and this could be trouble for many decks.
You forgot about Laughing Sisters, if we are talking about a "fun" deck! ^^'
i think it should be a 3/6 instead of a 3/5 to get around Kill Command, or would it be too OP then? cool card tho for a common, i can see it being useful.
I really like the art on this one.
Feels sort of like an MTG card to me.
I don't. It doesn't have Hearthstone vibe. This and Foe Reaper 3000 look odd to me.
What happens if someone casts a Shadow Word: Pain on it? Does it get killed or the attack boost will prevent it's death?
The spell would take effect, and then the attack would go up. The Trogg would die simply because the attack of 3 or less is a limit for the spell to activate, not for the spell to finish.
Since you can activate the spell on the Trogg, the effect will take place unless Counterspell is present.
Seems like an excellent card, to be frank. Given a better value than the Chillwind Yeti in a couple of ways:
1) The stat-line is almost straight-up as good as the Yeti's, though not of the 4-attack satisfaction. With that said, I'd rather this Trogg be a 3/5 than a 4/4. It's not hard for its stat-line to improve, either.
2) If it is hard for its stat-line to improve, then it's likely that you're putting quite the stump into your opponent's plans. First Loatheb, now the Trogg; beautiful little pieces put in that stagnate enemy abilities to, simply, want to throw a non-minion punch at you.
Obviously not going to overrule the Chillwind Yeti outright; particularly not in Arena. But certainly worth keeping an eye on.