With this is and that tauren bouncer, seems like they deliberately decided to make some 4 mana 4/4's with nearly useless effects as the worst cards of this set.
Cons: Situational, in most cases this would be a vanilla 4 mana 4/4 in your hand During the early game, most of the time, your opponent's hand most likely would't be empty. Zoolock has tap, Discolock (Discard Warlock) has Malchezaar's Imp and Aggro Paladin has Divine Favor, to name a few During the late game, if your opponent's hand is empty, a 4/4 with Charge usually would not make a difference as the game would've almost already been decided by then, except in a top-deck war/Deathwing, which again, means it is highly situational
Pros: Really nice art IMO, would like to see the golden version If Astral Communion Druid becomes meta or Deathwing is ever included in a significant amount of decks, this could see some play That's it?
Comparisons: Another 4 mana 4/4 is Dark Iron Dwarf, which many consider to be a playable, if not good card. People would play this on turn 4 to clear a minion or deal extra face damage. However, I can't say I haven't seen people drop this with no minions to buff. Then again, you have to consider that your opponent having no cards in hand is far less likely than you having no minions on board during the early game.
If you were to play this minion and only have it's battlecry activate less than 10% of the time, it means that you would play a vanilla 4 mana 4/4 most of the time whereas D.I.D's battlecry has a, I would say 60% chance of activating, and it can make an impact in the early game, allowing one of your small minions to kill one of his medium minions, or just getting in that extra damage as well as establishing a 4/4 body on the board
Alexstrasza's Champion has the same battlecry mechanic in the aspect of gaining charge and it has seen a reasonable amount of play, mostly in Dragon Warrior decks. However, you have to note that this card's battlecry can be triggered most of the time as it would be played in a deck that has many dragon's in it. Even so, playing it as a vanilla 2 mana 2/3 in arena/constructed isn't bad, whereas this as a 4 mana 4/4 would be quite bad in constructed, as I would play something else on turn 4, probably Refreshment Vendor for that (almost) guaranteed heal or Aberrant Berserker.
Most people would pick Chillwind Yeti over this in Arena due to this card's inconsistent battlecry, and Yeti's 1 extra health can mean a lot. Heck, even Evil Heckler, as well as Lost Tallstrider are better than this almost 100% of the time, due to pure stats and this card's inconsistent battlecry.
Note: This is also a common, meaning that it has a quite high chance of appearing alongside Yeti in arena picks. I'm also comparing this card mostly with other Neutral cards, although class cards like Kor'kron Elite are comparable
P.S: Lost my previous account, restarting card and deck reviews, as well as theorycrafting and deckbiulding :')
With this is and that tauren bouncer, seems like they deliberately decided to make some 4 mana 4/4's with nearly useless effects as the worst cards of this set.
Cons: Situational, in most cases this would be a vanilla 4 mana 4/4 in your hand
During the early game, most of the time, your opponent's hand most likely would't be empty. Zoolock has tap, Discolock (Discard Warlock) has Malchezaar's Imp and Aggro Paladin has Divine Favor, to name a few
During the late game, if your opponent's hand is empty, a 4/4 with Charge usually would not make a difference as the game would've almost already been decided by then, except in a top-deck war/Deathwing, which again, means it is highly situational
Pros: Really nice art IMO, would like to see the golden version
If Astral Communion Druid becomes meta or Deathwing is ever included in a significant amount of decks, this could see some play
That's it?
Comparisons: Another 4 mana 4/4 is Dark Iron Dwarf, which many consider to be a playable, if not good card. People would play this on turn 4 to clear a minion or deal extra face damage. However, I can't say I haven't seen people drop this with no minions to buff. Then again, you have to consider that your opponent having no cards in hand is far less likely than you having no minions on board during the early game.
If you were to play this minion and only have it's battlecry activate less than 10% of the time, it means that you would play a vanilla 4 mana 4/4 most of the time whereas D.I.D's battlecry has a, I would say 60% chance of activating, and it can make an impact in the early game, allowing one of your small minions to kill one of his medium minions, or just getting in that extra damage as well as establishing a 4/4 body on the board
Alexstrasza's Champion has the same battlecry mechanic in the aspect of gaining charge and it has seen a reasonable amount of play, mostly in Dragon Warrior decks. However, you have to note that this card's battlecry can be triggered most of the time as it would be played in a deck that has many dragon's in it. Even so, playing it as a vanilla 2 mana 2/3 in arena/constructed isn't bad, whereas this as a 4 mana 4/4 would be quite bad in constructed, as I would play something else on turn 4, probably Refreshment Vendor for that (almost) guaranteed heal or Aberrant Berserker.
Most people would pick Chillwind Yeti over this in Arena due to this card's inconsistent battlecry, and Yeti's 1 extra health can mean a lot. Heck, even Evil Heckler, as well as Lost Tallstrider are better than this almost 100% of the time, due to pure stats and this card's inconsistent battlecry.
Note: This is also a common, meaning that it has a quite high chance of appearing alongside Yeti in arena picks.
I'm also comparing this card mostly with other Neutral cards, although class cards like Kor'kron Elite are comparable
P.S: Lost my previous account, restarting card and deck reviews, as well as theorycrafting and deckbiulding :')
-- Rainbows Dancing On Pink Fluffy Unicorns --