It's a Beast, but I'm not sure why it'd get any play in Hunter decks with Crackling Razormaw already revealed. Could be passable in a Druid deck, I guess. Living Roots --> Ravasaur Runt --> Mark of Nature (or Mark of Y'Shaarj, though it's off curve) is a pretty strong start, but it's veeeery specific.
not so bad in onedrop hunter thought were you can put this out with a 1 drop turn 3 always but even there 2 onedrops are most likely better so...i dont realy see this.
Maybe in handbuffadin on the second thought this can get stealth, not target and doesnt cost much mana and can be played early. I also think that the handbuff mechanic is profiting from the flexebility off adapt the best.
A couple really good outcomes, a lot of mediocre to bad outcomes. A trigger that is tough to reliably pull off on curve (if this is played by the person going second it is not that bad to stop if you have a one drop) and a pretty bad card without that trigger. And not that great later.
I really don't see this passing the bar in standard constructed.
Not playing Mage, Rogue, or Druid? Well, if you can't find some other way to get rid of Patches or his friend, you're looking at the 2 mana equivalent of Small-Time Buccaneer. A 2 mana 5/2, a Shielded Minibot, or a better Haunted Creeper sounds like a great thing to add to pirate Warrior, doesn't it?
I just can't stop looking at it. A low-cost neutral adapt that benefits aggro. A card that everyone was expecting, and nobody wanted.
This card is without a doubt pack filler. Not many adapts are going to take it to being an above curve minion, and the only lines of play I can see for it are immediately following Alleycat or Lost in the Jungle. It carries the same stat line as Dark Peddler, which does see plenty of play in it's archetypes, but arguably, depending on your adapt, with more immediate value as an on-curve turn 2 drop. But unlike Dark Peddler, it can't be used in later turns to pull a potential tech card, so I don't see much use for it outside of being an average 2 drop that'll often end up being vanilla.
Very Good results (Better than any existing creature): 2 mana 2/5 2 mana 5/2
Good results (Slightly better or equal to existing good creatures): 2 mana 2/2 - Deathrattle: summon 2 1/1s (Larger Haunted Creeper) 2 mana 2/2 - Divine Shield (Shielded Minibot) 2 mana 3/3
Mediocre results (Doesn't have any strictly better existing creatures, but not that great usually): 2 mana 2/2 - Poisonous 2 mana 2/2 - Windfury
Bad results (Strictly worse than existing creatures): 2 mana 2/2 - Stealth for 1 turn (Worse Gilblin Stalker) 2 mana 2/2 - Can't be targetted(Worse Faerie Dragon) 2 mana 2/2 - Taunt (Worse Pompous Thespian)
Honestly, if it was a 2 mana 2/2 adapt, it'd be good, but with its condition? I don't know. The only deck I can see playing this is zoo, and I'm not sure it would, given its inconsistency even when you do meet the condition.
I seriously only see this working in zoo decks. In a zoo deck you can at least play this comfortably later down your curve on like turn 4 or something and it be decent. However, this is too inconsistent for non zoo decks.
Not playing Mage, Rogue, or Druid? Well, if you can't find some other way to get rid of Patches or his friend, you're looking at the 2 mana equivalent of Small-Time Buccaneer. A 2 mana 5/2, a Shielded Minibot, or a better Haunted Creeper sounds like a great thing to add to pirate Warrior, doesn't it?
I just can't stop looking at it. A low-cost neutral adapt that benefits aggro. A card that everyone was expecting, and nobody wanted.
Considering you're already wanting to interact and kill off a Pirate Warrior's board, this card really isn't scary for that reason. Like I do think it's actually a really good Aggro card that will benefit aggressive strategies, but I don't think this is a card you slot into Pirate Warrior and I don't think people start splashing Pirates just for Patches. Mix in the fact we're getting a bunch of early game taunts and cards made specifically to hate on Pirate Warrior, and I'm pretty sure what you think is going to happen is probably not going to happen at all.
Will it benefit Aggro? Certainly, aggressive-midrange decks are going to love this since they can pair it with a 1-drop in decks like Hunter and Paladin. Will it benefit Pirates? Probably not, assuming Pirates even survive the stream of tech being released to deal with them. People are waxing poetic about the large number of slower cards being printed as well, so seeing a single card that's good for Aggro should hardly be the end of the world. Expecting a set with no support for Aggro is just dumb.
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I know, just....flashbacks is all. I'd almost forgotten about the new anti-aggro stuff, but this was just throwing up some red flags for me.
Keep in mind, though, it only took the addition of 2 cards to make Pirate Warrior the mess it is now, and still going strong after one of them was nerfed.
turn 1 n'zoth's first mate you get the two minions and you make this a 5/2 next turn. Isn't this literally just a 2 attack more STB. It warrants the same removal and if it sticks around a turn its borderline deadly.
I know, just....flashbacks is all. I'd almost forgotten about the new anti-aggro stuff, but this was just throwing up some red flags for me.
Keep in mind, though, it only took the addition of 2 cards to make Pirate Warrior the mess it is now, and still going strong after one of them was nerfed.
I dunno, Pirate Warrior was good in Old Gods too so I guess to me it's not surprising it's still going strong. And to me dying on turn 5 is not good, but I'd much rather have Aggro exist than not and so I'm fine with Pirate Warrior being a top deck for a cycle; for me what's promising is that we do appear to be getting some solid anti-aggro and the aggro designs look a lot slower (including this one). STB was busted for a lot of reasons this one isn't I think as well, since this one is inherently a little more clunky.
I can't blame people for being a bit alarmed by this card though. Like I think it's going to be decent (not gamebreaking), but I also know that depending on what else gets printed it could get out of hand pretty fast. For the most part I think we'll have a better picture after a weekend of plugging in cards into theorycrafted decks for sure, but I feel like this isn't enough on its own to break any existing archetypes.
Like when I'm playing against Aggro I already want to kill everything on their board, and if this is a card that gets played a lot then it just becomes even more important to do so. It's kind of like Quartermaster or Savage Roar like that, where it can murder you but you have to make a meta call as to how important clearing is. Maybe it being a 2-drop changes that dynamic, but overall I feel confident I can build decks to beat that strategy.
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+3 Attack:Ice Rager for one less mana. Good for specific trades and generally for an aggressive start.
Untargetable: Pretty much a Faerie Dragon with one less attack, not terribly effective.
Divine Shield: Not half bad, Shielded Minibot has seen plenty of play and is widely considered one of the game's better 2-drops. Allows you to get two effective trades early on.
Stealth: I don't see much of a use for this, really. It's like a Silent Knight without Divine Shield for 1 less mana. The temporary limitation on it's Stealth also seems to really limit the value of this pick.
+1/+1: Puts him just slightly over curve, although the 3 Mana 3/3 options normally have decent effects as well, so it's not terribly good.
Poisonous: If your opponent doesn't have a spell on the next turn to aid in removing him, Poisonous is not a bad option to put them in a somewhat tough spot, preventing them from playing any valuable minions that turn.
It's a Beast, but I'm not sure why it'd get any play in Hunter decks with Crackling Razormaw already revealed. Could be passable in a Druid deck, I guess. Living Roots --> Ravasaur Runt --> Mark of Nature (or Mark of Y'Shaarj, though it's off curve) is a pretty strong start, but it's veeeery specific.
Alleycat into this....the cuteness...
not so bad in onedrop hunter thought were you can put this out with a 1 drop turn 3 always but even there 2 onedrops are most likely better so...i dont realy see this.
Maybe in handbuffadin on the second thought this can get stealth, not target and doesnt cost much mana and can be played early. I also think that the handbuff mechanic is profiting from the flexebility off adapt the best.
So ok maybe in handbuffadin.
A fair cardbut doesnt look to op
A couple really good outcomes, a lot of mediocre to bad outcomes. A trigger that is tough to reliably pull off on curve (if this is played by the person going second it is not that bad to stop if you have a one drop) and a pretty bad card without that trigger. And not that great later.
I really don't see this passing the bar in standard constructed.
better than that druid "legendary"
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I don't think it is very good, but c'mon. You have to admit that this is one cute little dinosaur.
Just..............just.............ugh..........just ugh...
Not playing Mage, Rogue, or Druid? Well, if you can't find some other way to get rid of Patches or his friend, you're looking at the 2 mana equivalent of Small-Time Buccaneer. A 2 mana 5/2, a Shielded Minibot, or a better Haunted Creeper sounds like a great thing to add to pirate Warrior, doesn't it?
I just can't stop looking at it. A low-cost neutral adapt that benefits aggro. A card that everyone was expecting, and nobody wanted.
this card is cute in pedophilic way!
I'm a realist!
This card is without a doubt pack filler. Not many adapts are going to take it to being an above curve minion, and the only lines of play I can see for it are immediately following Alleycat or Lost in the Jungle. It carries the same stat line as Dark Peddler, which does see plenty of play in it's archetypes, but arguably, depending on your adapt, with more immediate value as an on-curve turn 2 drop. But unlike Dark Peddler, it can't be used in later turns to pull a potential tech card, so I don't see much use for it outside of being an average 2 drop that'll often end up being vanilla.
Really depends on how sticky turn 1 plays are with cards like lost in the jungle or Alleycat.
Very Good results (Better than any existing creature):
2 mana 2/5
2 mana 5/2
Good results (Slightly better or equal to existing good creatures):
2 mana 2/2 - Deathrattle: summon 2 1/1s (Larger Haunted Creeper)
2 mana 2/2 - Divine Shield (Shielded Minibot)
2 mana 3/3
Mediocre results (Doesn't have any strictly better existing creatures, but not that great usually):
2 mana 2/2 - Poisonous
2 mana 2/2 - Windfury
Bad results (Strictly worse than existing creatures):
2 mana 2/2 - Stealth for 1 turn (Worse Gilblin Stalker)
2 mana 2/2 - Can't be targetted(Worse Faerie Dragon)
2 mana 2/2 - Taunt (Worse Pompous Thespian)
Honestly, if it was a 2 mana 2/2 adapt, it'd be good, but with its condition? I don't know. The only deck I can see playing this is zoo, and I'm not sure it would, given its inconsistency even when you do meet the condition.
I seriously only see this working in zoo decks. In a zoo deck you can at least play this comfortably later down your curve on like turn 4 or something and it be decent. However, this is too inconsistent for non zoo decks.
Good for zoo. If zoo becomes a thing then it's near auto include.
I this card falls into the "great card in bad deck" category, which means it will rarely be seen.
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I know, just....flashbacks is all. I'd almost forgotten about the new anti-aggro stuff, but this was just throwing up some red flags for me.
Keep in mind, though, it only took the addition of 2 cards to make Pirate Warrior the mess it is now, and still going strong after one of them was nerfed.
50% chance to turn into an 'okay' 2-drop.
30% chance to turn into a very good 2-drop.
20% chance to turn into a 3-drop.
It's a pretty decent 2-drop all things considered.
I mean, if you think about it.
if you're playing pirate warrior.
turn 1 n'zoth's first mate you get the two minions and you make this a 5/2 next turn. Isn't this literally just a 2 attack more STB. It warrants the same removal and if it sticks around a turn its borderline deadly.
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I think this is going to be one of the sleeper cards of the expansion.
It serves a dual purpose as a two drop and doesn't lose value later.
Made a basic visual to help give people a grasp on what this card will *effectively* be with each adapt.
Fire Fly Coin the flame elemental into this
Kappa?