Tinker's Sharpsword Oil
Card Text
Give your weapon +3 Attack. Combo: Give a random friendly minion +3 Attack.
Flavor Text
"Get ready to strike oil!" - Super-cheesy battle cry
Give your weapon +3 Attack. Combo: Give a random friendly minion +3 Attack.
"Get ready to strike oil!" - Super-cheesy battle cry
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I vote this card as the most underrated card in this set. When it was previewed people said this is overcosted (blessing of might + deadly poison , wtf + combo? ripoff) but in play this card WRECKS. I see it in every rogue deck and every time this card is played I get overrun.
Guys look at this card a different way. It gives a lingering +6 damage, so how about a 4-mana fireball that sticks around?
PS you can't compare 2 1 mana cards combined = 2 mana value. that's like saying 2 mana you should get a 4/2 with deathrattle: deal 4 damage to opponent
Holy crap, this card has had some godlike performance in Arena. I've lost to this 2 times vs. Rogue at 11 wins, one on Mage and another on Pally. Even when I feel like I'm way ahead and I've locked the game out, this card swings the tempo so hard I find myself struggling to find my footing the next turn. I don't know, 4 mana is slow to combo, but this card feels extremely powerful.
its a more powerful Multi-Shot (3+weapon - 3+minion, at least a 4 - 4 shot...minus health and minion... plus durability(another hit) and a minion... if your minion survives...)
Horrible value, unfortunately. Tempo might still be good enough to play, maybe.
1 Mana for Deadly Poision, +2 weapon attack. 1.5 mana approximately for +3 attack.
Combo: 1 mana for Blessing of Might.
Total package 1 + 1.5 worth of separate stats bundled together on a 4 mana card.
Absolutely untrue! This is great value!
How is having two abilities on one card not amazing?
You're comparing having 4 cards vs having 2 for the same effect! (Blessing of Might + Deadly Poison vs Tinker's Sharpsword Oil)
If you're going to use that logic then do it properly and factor in the 2 extra slots you just opened up! I'd pay the extra mana cost just to have those 2 slots, but even this isn't a fair justification of this card...
It's way more scary than you make it out to be - More ways to buff your Wicked Knife means more board clear potential, more burst potential and more ways to get into lethal range. Which other card buffs Hero Powers AND minions? Not to mention Perdition's Blade, Assassin's Blade, Cogmaster's Wrench and Goblin Auto Barber. Throw in Deadly Poison, Cold Blood etc and you're able to put incredible damage into play with very little cost. Of course, it can be countered, but not BEFORE it has impacted the game (Acidic Swamp Ooze, Sabotage, Harrison Jones. It's a beatuiful target for Preparation and can be combo'd off Backstab as well.
Look at, for instance, Antique Healbot. Now THAT is a value card! You get a 3 mana Healing Touch AND a 2 mana 3/3. Also, the cost efficiency of two-card bundle is generally valued at one mana at least, so this is only 3.5 mana value. It's really good if you prep it, but in that case, you aren't playing many minions, in which case you're miracle, and Miracle was nerfed with the Gadgetzan price increase and the intro of Burly Rockjaw Trogg and the legendary that spawns them.
I think your logic is in the wrong place, especially with healbot (if you're not being sarcastic, because healbot is a very bad card). You need to examine the value of other parts of the game, including situational impact.
Observable through arena we can easily see that using 5 of your mana to heal for 8 and get a 3/3 on the board does virtually nothing most of the time. In most situations, all this does is make you lose one turn later then you would have before (because by the time you need the heal a 3/3 is almost always irrelevant). Sure, you get an extra turn to draw an out, but how often will you have an out? How often will you draw that out on a 1 turn timer? The simple answer is that Healbot is not consistent. Most of the time it will just be a 5 mana healing touch, and healing touch isn't even a great card.
Heals are too situational. The only time they're good is when the creature they're attached to passes the vanilla test or the spell has multiple effects.
Tinker's Sharpsword Oil, on the other hand, provides a huge chance to swing the tempo of the game as it synergizes with so many things that have been added to the Rogue arsenal with GvG. The fact that this buffs a creature for 3 and gives your weapon +3 attack with just 1 card is incredible. The amount of things you can combo with this card for full board clears and 8+ damage to your opponents face are ridiculous. The downside is that the 4 mana cost makes the card really slow to combo. This has nothing to do with how well other cards replace it.
EDIT: Wow lol, I think I pretty much just paraphrased what TheRagingHun just said. Great minds think alike! ^.^
It looks like I wasn't being specific, my bad. I was talking about the Healbot in the competitive scene, where control decks like Freeze Mage, Control Warrior, or Handlock need to survive OTKs. I predict that it will see competitive play. TSO, on the other hand, probably won't see play beyond arena. In Arena, where you are generally playing against a slower board, it becomes a great removal spell. I would value the card at above Assassinate. However, when we are talking about constructed where you need every card to be "unfair" and not just ok, this card is too situational and costs too much for what it does. Since Miracle is dead, the only option left for Rogue are really the new Mech decks. If Rogue does play a Mech deck (which I predict will be pretty good), then it probably won't include TSO. 6 damage on one card that requires a charge minion isn't great b/c Leeroy was nerfed and Southsea doesn't do enough damage. There is no place that I can see with the cards in the current state of the game that will make this card competitive.
It's funny to see how people underrated this card back in 2014 :p yet this card turned into key card of most powerfull deck.
Well, at least I didn't say Dr. Boom was a bad card. xD
Friendly reminder of how horrifyingly correct I was.
Quite nice with Southsea Deckhand.
Druid with Savagery could be fun with Blingtron 3000. Rogue was never going to use Blingtron well given they already have their own weapon's and it might help your opponent more than you; even with weapon buffs. The small chance of Doomhammer isn't worth it.
Well I was never a big fan of Assassin's Blade to begin with, so I guess that affects my opinion. In any case Rogue is a weapon class no matter how you look at it; it's the only one that's implicitly so. Against non-weapon classes Blingtron 3000 is giving them access to a card type you can already use, which I don't consider worth the combo potential. It works a little better against another weapon user, as it can replace a weapon they've paid for or create redundancy in their hand, but generally a risky card that can get you killed. In any case I was just using Doom Hammer as an example, given their weapon is just as likely to be a strong one and the benefit of Rogue is that it makes big weapon pulls into lethal potential. If you like that RNG win potential Blingtron is still decent as a tech option, especially if you also use Harrison Ford.
For the record I don't own it so I'm only theorising; I don't consider popular opinion reliable, as there will always be hidden gems that become much stronger in the right deck.
Great tempo here