The question I have to ask is, would I cut fire fly and Kelseth for this in handbuff. The answer I'm getting is a strong no.
This is my current thinking. But, if more cards come out that finally show Silver Hand Recruit synergy works, I may change my mind.
They tried this with Ungoro and it just didn't take off because AOE is too dangerous when you are trying to buff all the little guys without something like Quartermaster (which is obviously long gone from standard.)
Tempo wise and stand alone, Drygulch Jailor is really bad. To make a 1/1 for 2 mana playable, you need a good effect. For instance, Grimestreet Outfitter is at least playable in certain decks since you get the tempo back on later turns if you buff at least two minions (and the more the better). However, here (I assume) you get three 1/1 for 1 mana which is a worse statline than a playble 1 drop usually has.
Admitted, these are cards outside from your deck, but if you play all these minions, you are paying 5 mana for 4/4 worth of stats. Still bad tempo. Fire Fly gives you 2/4 worth of stats for 2 mana. And while handbuffing these three minions makes it eventually a good value play, I think the need of first playing the Jailor and having him to die and then playing a handbuff that you saved in your hand I consider just too conditional for that to happen on average.
On average, I think you are paying 5 mana for 4/4 of stats. And that does not seem like an okayish play in constructed to me. And since the average play is the one you should use to evaluate cards[€], I personally think it will not be played.
However, it might work in a Silver hand token deck. Just Lightfused Stegodon will imho not suffice to make this card playable, but if there are coming more silver hand buff cards, I might change my opinion to playable.
drop this on 2, then you have at the very least 3 mana 3/3 on turn 3. If anything this will be a mana-filler card. Turn 3, 2-mana minion, 1 mana guy, etc. Combined with a Grimestreet Outfitter and it gets even more value.
Unless a "dude" deck releases that works well and is competitive. Can't see much play in standard.
Have x2 in very beggining is hard but you need only one if you have the coin to play the giant in turn 3.
You never coin out Mountain Giants. If you do that, it costs the same as you're losing a card.
It is not coined, you start with 4 cards + coin, total 5 cards, don't do nothing in turn 1 and draw a card, total 6, turn 2 you draw a card and play the minion, total 6, opponent kill the minion you get 3 cards, total 9, your turn you draw total 10, the Giant cost 3.
drop this on 2, then you have at the very least 3 mana 3/3 on turn 3. If anything this will be a mana-filler card. Turn 3, 2-mana minion, 1 mana guy, etc. Combined with a Grimestreet Outfitter and it gets even more value.
Unless a "dude" deck releases that works well and is competitive. Can't see much play in standard.
drop this on 2, then you have at the very least 3 mana 3/3 on turn 3. If anything this will be a mana-filler card. Turn 3, 2-mana minion, 1 mana guy, etc. Combined with a Grimestreet Outfitter and it gets even more value.
Unless a "dude" deck releases that works well and is competitive. Can't see much play in standard.
It's not worth it to discuss "sometimes-might-maybe-happen" scenarios in which this card is "ok" and not just terrible, this happens very often in both here and reddit.
It's not worth it to discuss "sometimes-might-maybe-happen" scenarios in which this card is "ok" and not just terrible, this happens very often in both here and reddit.
Exactly, if a card is only even slightly playable when you combo it with another card its trash. Early game minions need to be great on their own to see play.
Super! Here some combos:
1) turn 1set redemption. turn 2 summon this guy. turn 3 summon the swarm.
2) Turn 1 set getaway kodo. Turn 2, summon murloc for secret. pick redemption. turn 3, set redemption and this guy.
3) Turn 1 lost in the jungle. TUrn 2, this guy, turn 3 five silver hand recruit on board. Turn 4 stegodon.
I think that paladin has fater and better ways to generate dudes, and this card compete with the prince, so we know the answer.
My magic will tear you apart!
Hobgoblin, Quartermaster, Steward of Darkshire, hand buffs, etc makes this viable in wild.
Anger is the punishment we give ourselves for someone else's mistake.
worse version of the wild card from GvG that summoned 3 and gave you a light's justice
the forgotten epics
Junkbot Frost Giant Luckydo Buccaneer Sea Reaver Darkspeaker Mini-Mage Blubber Baron Captain's Parrot Magnataur Alpha
The question I have to ask is, would I cut fire fly and Kelseth for this in handbuff. The answer I'm getting is a strong no.
Potion of madness
Turn1 coin into this.
Turn2 another one.
Turn3 Mountain Giant.
Tempo wise and stand alone, Drygulch Jailor is really bad. To make a 1/1 for 2 mana playable, you need a good effect. For instance, Grimestreet Outfitter is at least playable in certain decks since you get the tempo back on later turns if you buff at least two minions (and the more the better). However, here (I assume) you get three 1/1 for 1 mana which is a worse statline than a playble 1 drop usually has.
Admitted, these are cards outside from your deck, but if you play all these minions, you are paying 5 mana for 4/4 worth of stats. Still bad tempo. Fire Fly gives you 2/4 worth of stats for 2 mana. And while handbuffing these three minions makes it eventually a good value play, I think the need of first playing the Jailor and having him to die and then playing a handbuff that you saved in your hand I consider just too conditional for that to happen on average.
On average, I think you are paying 5 mana for 4/4 of stats. And that does not seem like an okayish play in constructed to me. And since the average play is the one you should use to evaluate cards[€], I personally think it will not be played.
However, it might work in a Silver hand token deck. Just Lightfused Stegodon will imho not suffice to make this card playable, but if there are coming more silver hand buff cards, I might change my opinion to playable.
As we've seen in the past anything that reads add things to your hand has potential .
It will be good or bad based on synergy with other cards .
not a horrible 2 drop, at least in arena.
drop this on 2, then you have at the very least 3 mana 3/3 on turn 3. If anything this will be a mana-filler card. Turn 3, 2-mana minion, 1 mana guy, etc. Combined with a Grimestreet Outfitter and it gets even more value.
Unless a "dude" deck releases that works well and is competitive. Can't see much play in standard.
Not playable.
It's not worth it to discuss "sometimes-might-maybe-happen" scenarios in which this card is "ok" and not just terrible, this happens very often in both here and reddit.
Retired Hearthstone Columnist
Anything that "draws" three cards is really powerful even if they are just 1 mana 1/1/s.
Steward of Darkshire, Mountain Giant, Twilight Drake, Hobgoblin, Quartermaster, Lightfused Stegodon and of course Sunkeeper Tarim all combo with this guy.
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could find a place in handbuff decks and/or used as tokkens for aggro and sunkeeper tarim - i like it!