Acidic Swamp Ooze is used in a lot of decks as a tech substitute for Harrison Jones. Incredibly useful in control decks if you face a lot of Hunters, Shamans, and Paladins.
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Life before death. Strength before weakness. Journey before destination.
Great arena card. It is better than light's justice (and light's justice is good in arena) for 4 reasons:
1) You almost never use all 4 charges of light's justice
2) The 1/1 body can help you clear a 3/2 on turn 2. With light's justice you need to take 9 damage from it and play nothing on turn 2 (else your opponent will just trade), or play a stealth 2 drop. Now if your opponent plays a 3/2 on 2 you can simple clear it and play your 2 drop. Or even later on. Your opponent plays a sunwalker . You can clear the shield with your weapon bring sunwalker down to 4 health and kill it with either your yeti (if you have one on board) or a kor'kron elite
3) The 1/1 body can be used for buffs. You are on the coin. You play this card. Your opponent doesn't play anything on turn 2 because he either doesn't have something or he thinks is better to save his 3/2. Your opponent isn't a druid/mage/rogue (ping class), You coin shattered sun cleric and now you have an 1/3 weapon, a 3/2 and a 2/2 on board.
4) Not every class is the same. Muster for battle, for example, is an insane card. The best arena card tbh. But why is that? Because it's a paladin card. It gives paladins a ping + dudes to buff. IF muster was a rogue card it would still be good but not insane because rogues wouldn't be able to buff those dudes and it will lock rogues hero power. It will still be a good card just not insane. So if light's justice was a warrior card it would have been better because warriors needs that ping more. So that new card, which is better than light's justice, is very good for warriors.
For constructed now. It is very hard to tell what cards will be good in constructed when you don't know all cards of the set yet. IT was hard in the past and it's even harder now because some cards will be nerfed and 2 expansions will be removed from standard. No one knows what decks will be good in about a month. I am pretty sure this card won't see play in wild, but i can't say anything about standard yet. One thins is for sure. This is a powerful arena card and as an arena player i am happy.
Anyone else notice that both N'Zoth cards are 1/1s for 1 mana? That's far from coincidental to me: maybe the legendary himself adds these dudes to your hand.
Imagine warrior with a turn 3 Assassin't blade. Problem is, this won't do too much for aggro warrior because they are designed to get a lot of damage from their other weapons.
Personally, I think this is an auto include in warrior. Warrior already doesn't have strong early game, but if you have this and go second, you can put a minion on board, and potentially clear an enemy 1-drop. This + south sea deck hand is a 2 card, 3 dmg swing as well.
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"Choose for yourselves, this day, whom you will serve. But as for me an my house, we will serve the Lord." Joshua 24:15b
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We would have to see a third N'zoth card to be sure but its definitely looking like a theme of 1/1's that deal 1 damage in some manner.
Predominantly an Arena player.. But Ranked is fun too... Sometimes.. When Secret Paladins don't ruin your day!
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I'm feeling the value in the air. Preeeeeettyy good in arena
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I want to see Rusty Hook before I can conclude fully on this card. Is it a straight 1/3 weapon or does it have a negative aspect
I knew it. N'zoth is a big vagina. This was his first victim
Great arena card. It is better than light's justice (and light's justice is good in arena) for 4 reasons:
1) You almost never use all 4 charges of light's justice
2) The 1/1 body can help you clear a 3/2 on turn 2. With light's justice you need to take 9 damage from it and play nothing on turn 2 (else your opponent will just trade), or play a stealth 2 drop. Now if your opponent plays a 3/2 on 2 you can simple clear it and play your 2 drop. Or even later on. Your opponent plays a sunwalker . You can clear the shield with your weapon bring sunwalker down to 4 health and kill it with either your yeti (if you have one on board) or a kor'kron elite
3) The 1/1 body can be used for buffs. You are on the coin. You play this card. Your opponent doesn't play anything on turn 2 because he either doesn't have something or he thinks is better to save his 3/2. Your opponent isn't a druid/mage/rogue (ping class), You coin shattered sun cleric and now you have an 1/3 weapon, a 3/2 and a 2/2 on board.
4) Not every class is the same. Muster for battle, for example, is an insane card. The best arena card tbh. But why is that? Because it's a paladin card. It gives paladins a ping + dudes to buff. IF muster was a rogue card it would still be good but not insane because rogues wouldn't be able to buff those dudes and it will lock rogues hero power. It will still be a good card just not insane. So if light's justice was a warrior card it would have been better because warriors needs that ping more. So that new card, which is better than light's justice, is very good for warriors.
For constructed now. It is very hard to tell what cards will be good in constructed when you don't know all cards of the set yet. IT was hard in the past and it's even harder now because some cards will be nerfed and 2 expansions will be removed from standard. No one knows what decks will be good in about a month. I am pretty sure this card won't see play in wild, but i can't say anything about standard yet. One thins is for sure. This is a powerful arena card and as an arena player i am happy.
Really really good card. 1/1 minion + 1/3 weapon is great against any aggro deck, and good against control.
strong arena card
Anyone else notice that both N'Zoth cards are 1/1s for 1 mana? That's far from coincidental to me: maybe the legendary himself adds these dudes to your hand.
want this card for rogue
Good with Greenskin!
what if warrior actually becomes the number one arena class... mind blown
Arena > all
Great arena option that is borderline playable in standard and possibly in Wild w/ a hobgoblin deck. And it's a pirate.
Imagine warrior with a turn 3 Assassin't blade. Problem is, this won't do too much for aggro warrior because they are designed to get a lot of damage from their other weapons.
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I really think Warrior fits the whole Weapon theme better than Rogue does, so yeah. I'm all for this card.
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Personally, I think this is an auto include in warrior. Warrior already doesn't have strong early game, but if you have this and go second, you can put a minion on board, and potentially clear an enemy 1-drop. This + south sea deck hand is a 2 card, 3 dmg swing as well.
"Choose for yourselves, this day, whom you will serve. But as for me an my house, we will serve the Lord." Joshua 24:15b