Rockbiter essentially adds 6 attack (assuming its a spell) and wind fury adds another 3. Mana addict is now a 10/3 with windfury. Add a frost shock or a 0 mana heal (forgot name but it full heals and gives taunt). You can do 26 damage.
Pretty strong combo. I wouldn't say it's got a good chance of happening on turn 3, even if you had all of the necessary cards, due to the low HP of the Mana Addict. I would say it's a great combo for somewhere down the line when you get a Sunwalker or something out there to cover for her while you set up for the big hit. Just a solid powerhouse combo.
Interesting. Rockbiter IS a spell. It's listed under the abilities, so it must be. 26 damage in an early turn, methinks Mana-addict might get adjusted at some point, cause this combo doesn't even need much set up. You could build a pretty versatile deck with these cards included, and still have this combo available.
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Yes lets all play bad cards to make good cards slightly better in pure luck based scenarios than a card that is good overall would make it. /facepalm
Well until we can play its all theorycrafting and "bad cards" can be amazing in the right situation. That's what separates the good player from the bad. This is not a very hard combo to pull off. It's something I noticed by accident and wanted to show others.A good ccg player uses combos which often use "bad cards" to win. Not every deck is gonna be full of rares/epics/legendaries.
Edit: having some issues with the forums on my iPad.
How many times you will have the minion in hand in turn 1 or 2? Lose a lot of that potential in later turns.
Not often as you like.
How many times the minion survive after you play in turn 1 or 2?
Less often because the minion trade horrible with many 1 or 2 manas drop from the opponent.
It is just bad, have a reason to not see this card in any list.
Mana Wyrm serves for a good example for comparison, for 1 mana is a must have in any agressive/tempo mage deck ever, for 2 manas is a garbage no one play for the same reason no one play this minion, don't survive or trade well in turn 2.