Still not good for constructed. You dont play bad cards just for synergy, too much tempo loss
That's a silly thing to say.
At least 40 percent of Pirate Warrior comprises cards that used to be considered bad until the synergy finally reached a tipping point.
None of the cards in pirate worrior is "bad". Were good before, but worrior didnt run them because control was better, and the cards are not good control cards. The new cards pushed the agrro worrier play style, but not the cards from before are just as good in that style of deck as they were before.
southsea deckhand isn't a good card, but it pulls your patches so you play it. brann isn't a good card, but reno decks play him for synergy. furthermore, how could you know that they synergy is too weak for constructed if we've only seen 6 elementals?
I will argue southsea deckhand can be good as a finisher, even before patches. Brann is good because he has synergy with a lot of OP cards, and you can get value from him multiple turns. You can even play him an the potential value is so big your opponent has to kill it. This card you opponent can mostly ignore. And even if there comes an OP elemental (I think we can safely assume there will) I would imagine it would be better to play a minion on curve than this. The only reason I can see this being played is if there arent enough good elementals.
Have you sealed your own coffin perhaps?
The statement they were trying to refute is from your first post: "You don't play bad cards just for synergy". But would you not agree in that these cards (Southsea Deckhand, Brann Bronzebeard, Ice Lance, Quartermaster etc) would be any good without their synergy with other cards?
This card is the same case as Brann Bronzebeard (and to some extent also the fork from Karazhan, unfortunately that card fell flat cuz it had no synergy to compensate for its inherent lack of impact) in that it's an enabler to a common type of cards (assuming elementals will be common enough in a deck), thus increasing the overall consistency (while Brann increases the impact, not consistency). And it's this increased consistency that warrants this card useful enough for me to possibly see it work in an elemental deck (depending on the pay-out card, but Stone Sentinel and Ozruk both look like good pay-out cards).
I'm just another one of those. You know, those who do things. Things that need to be done by those that do these things in order to do those things that don't do these things themselves. Has the word 'things' lost meaning to you already?
I could almost see this in straight up aggro decks. The Wild Egg druid for example could really take advantage of a card like this.
As a 1-drop for an elemental deck it's really great. You can play it on turn 1 to contest aggro decks or to activate a turn 2 elemental. You can play two on turn 2 to contest a 3/2, and/or to activate a turn 3 elemental. You can play one to smooth out your curve and buff a next turn elemental. The list goes on.
If elemental decks become a thing, this will be a powerhouse in that deck. If not, then it's still one of the best 1/2-drops in the game due to the sheer flexibility.
I don't see this getting added in many decks, sure it can have synergies but unless they make a broken synergy (the one to get more health for each elemental you played last turn is not enough) this card won't cut it, i assume elemental decks will be mid range (if the meta lets them), the stats are not good enough for the early game and drawing this card late game will make you feel bad but everyone can be wrong and only when it releases will we be able to tell so cut me some slack for giving my opinion :v)
I think people are really underestimating the power this card is holding across so many decks. Although maybe not STB levels of power I still except it to be a sleeping powerhouse and will be a very commonly used card. A short list of uses for this card involve:
Discolock: Buffs like Dire Wolf Alpha and Knife Juggler really enjoy this card and the token helps complete Lakkari Sacrifice which doesn't mind discarding a basic 1/2 since you already played a minion so you don't fall to far behind on the board.
Buff Pally: Not the strongest deck but if it comes into its own then Fire Fly can come down early as a 2/3 maybe 3/4 and still add another minion to buff into your hand. (Also works well with Small-Time Recruits even though this probably won't happen, just pointing it out.)
Egg Druid: Another not so common deck but still functions like a Living Roots as even though more expensive is stronger and might survive early aoe that other 1 drops wouldn't have survived.
Elemental Decks: Still need to see what classes get elemental focus and than how good they are but based on what's been revealed it's quite good to help trigger elemental synergy ass it only costs 1 mana and can be played twice for 1 card.
Miracle Rogue: Although miracle is losing alot of key cards the new Sherazin, Corpse Flower means for 2 mana you're halfway to reviving it. On top of that also for 2 mana buffs your Edwin Van Cleef up very high all for 1 card and 2 mana. (Sherazin might be bad but Fire Fly is still useful if the legendary sees play.
Still not good for constructed. You dont play bad cards just for synergy, too much tempo loss
That's a silly thing to say.
At least 40 percent of Pirate Warrior comprises cards that used to be considered bad until the synergy finally reached a tipping point.
None of the cards in pirate worrior is "bad". Were good before, but worrior didnt run them because control was better, and the cards are not good control cards. The new cards pushed the agrro worrier play style, but not the cards from before are just as good in that style of deck as they were before.
southsea deckhand isn't a good card, but it pulls your patches so you play it. brann isn't a good card, but reno decks play him for synergy. furthermore, how could you know that they synergy is too weak for constructed if we've only seen 6 elementals?
I will argue southsea deckhand can be good as a finisher, even before patches. Brann is good because he has synergy with a lot of OP cards, and you can get value from him multiple turns. You can even play him an the potential value is so big your opponent has to kill it. This card you opponent can mostly ignore. And even if there comes an OP elemental (I think we can safely assume there will) I would imagine it would be better to play a minion on curve than this. The only reason I can see this being played is if there arent enough good elementals.
Have you sealed your own coffin perhaps?
The statement they were trying to refute is from your first post: "You don't play bad cards just for synergy". But would you not agree in that these cards (Southsea Deckhand, Brann Bronzebeard, Ice Lance, Quartermaster etc) would be any good without their synergy with other cards?
This card is the same case as Brann Bronzebeard (and to some extent also the fork from Karazhan, unfortunately that card fell flat cuz it had no synergy to compensate for its inherent lack of impact) in that it's an enabler to a common type of cards (assuming elementals will be common enough in a deck), thus increasing the overall consistency (while Brann increases the impact, not consistency). And it's this increased consistency that warrants this card useful enough for me to possibly see it work in an elemental deck (depending on the pay-out card, but Stone Sentinel and Ozruk both look like good pay-out cards).
I must admit I might have spoken too harshly of the synergy, but it is still at the utmost importance to play on curve. Especially in the midrange decks I think elementals will be best in. I would argue playing that one drop on turn 6, 7 or 8 will take give you too much of a tempo loss for a not too OP turn afterwards. Only pretty OP card is the legendary, and you can play much better elemental to set that up. I will also argue Ozruk wont be too good, cuz hardclear
firefly will be good in rogue because on turn one it can survive ping hero powers and trade up with your turn 2 dagger up
Vvreeeew.
I'm just another one of those. You know, those who do things. Things that need to be done by those that do these things in order to do those things that don't do these things themselves. Has the word 'things' lost meaning to you already?
[Game] Name another card that has the same...
This....could be a pretty good card for Paladin hand buff decks.
I could almost see this in straight up aggro decks. The Wild Egg druid for example could really take advantage of a card like this.
As a 1-drop for an elemental deck it's really great. You can play it on turn 1 to contest aggro decks or to activate a turn 2 elemental. You can play two on turn 2 to contest a 3/2, and/or to activate a turn 3 elemental. You can play one to smooth out your curve and buff a next turn elemental. The list goes on.
If elemental decks become a thing, this will be a powerhouse in that deck. If not, then it's still one of the best 1/2-drops in the game due to the sheer flexibility.
I don't see this getting added in many decks, sure it can have synergies but unless they make a broken synergy (the one to get more health for each elemental you played last turn is not enough) this card won't cut it, i assume elemental decks will be mid range (if the meta lets them), the stats are not good enough for the early game and drawing this card late game will make you feel bad but everyone can be wrong and only when it releases will we be able to tell so cut me some slack for giving my opinion :v)
Garrosh did nothing wrong.
I'm sure we'll see something like +1/+1 for elementals on board.
Or, the next elemental you play costs 3 less mana.
All this card's pretty cute.
I'd probably play with it in some zoo decks.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
I think people are really underestimating the power this card is holding across so many decks. Although maybe not STB levels of power I still except it to be a sleeping powerhouse and will be a very commonly used card. A short list of uses for this card involve:
Discolock: Buffs like Dire Wolf Alpha and Knife Juggler really enjoy this card and the token helps complete Lakkari Sacrifice which doesn't mind discarding a basic 1/2 since you already played a minion so you don't fall to far behind on the board.
Buff Pally: Not the strongest deck but if it comes into its own then Fire Fly can come down early as a 2/3 maybe 3/4 and still add another minion to buff into your hand. (Also works well with Small-Time Recruits even though this probably won't happen, just pointing it out.)
Egg Druid: Another not so common deck but still functions like a Living Roots as even though more expensive is stronger and might survive early aoe that other 1 drops wouldn't have survived.
Elemental Decks: Still need to see what classes get elemental focus and than how good they are but based on what's been revealed it's quite good to help trigger elemental synergy ass it only costs 1 mana and can be played twice for 1 card.
Miracle Rogue: Although miracle is losing alot of key cards the new Sherazin, Corpse Flower means for 2 mana you're halfway to reviving it. On top of that also for 2 mana buffs your Edwin Van Cleef up very high all for 1 card and 2 mana. (Sherazin might be bad but Fire Fly is still useful if the legendary sees play.
I am going to definitely use it in my Discolock deck.
Tossing is a token is good.
Silver Hand Recruit
pretty good for hunter now!
Must have for q decks!
I think this is secretly one of the best cards in the set. It fits in a ton of different types of decks.
Every token spawn is good for egg druid, I guess it could fit in the standard list.
I used to be a control player like you, then I took a quick shot to the knee.