Bad agaunst Priest (Potion of Madness, Let me change your mind...) but powerful against many other deck because it is perfect against AOEs, Primordial Drake, Doomsayer HunterDK and so on
Exactly this. Bad against priests, otherwise it will force other decks to use a silence on it (freeing up any other minions you have in your deck from being targeted). At the very least it will likely buy you some time against AoE/get you a few hits in while they figure out a way to handle it/the 8/8 that will drop.
Because 6 mana 4/5 and 2/2 + removal is a high tempo play???
'Removal' of a 2/2 for 6 mana which will generate a 5/5 for your opponent upon removing a 2/2 that trades into your 6 mana minion is an awful play. Was this a joke? MAYYYBE on an empty board other than the 2/2?
Because 6 mana 4/5 and 2/2 + removal is a high tempo play???
'Removal' of a 2/2 for 6 mana which will generate a 5/5 for your opponent upon removing a 2/2 that trades into your 6 mana minion is an awful play. Was this a joke? MAYYYBE on an empty board other than the 2/2?
I think you misread the card. Skelemancer just for reference so you don't have to go back to page 1.
Opponent plays a 5-mana 2/2 with Deathrattle: Summon an 8/8 if it dies on my turn.
I play Cabal Shadow Priest for 6-mana on the next turn, a 4/5 minion that effectively: puts a 2/2 into play and removes their 2/2.
My new 2/2 puts an 8/8 into play if it dies on their turn.
Raw effective stats for 6-mana are 6/7 + shadow word: pain; I've gotten 8 mana of value for 6 mana, not including the deathrattle.
Because 6 mana 4/5 and 2/2 + removal is a high tempo play???
'Removal' of a 2/2 for 6 mana which will generate a 5/5 for your opponent upon removing a 2/2 that trades into your 6 mana minion is an awful play. Was this a joke? MAYYYBE on an empty board other than the 2/2?
This is the skelemancer thread, the card you are thinking of is rattling rascal. Skelemancer is a super primo target to steal.
10/10 worth of stats for 5 mana but is dead weight. Can look at it as some AOE insurance or a silence/removal magnet. If you buff it, youll definately see it take a poly/hex/devolve so it could be nice. All in all, this on an empty board doesn't make the opponent scream YAY tempo or anything. There are much worse plays.
The most underrated card of the whole set. I rated Very good, since the effect is very good (except for the fact that it can be silenced (hard counter)).
We're talking about a sticky 5 mana 10/10 minion:
STICKY minion > This into Spikeridged Steed wins you games. In the meantime, it is a source 2-damage face pokes.
Ultimate AOE counter > Good luck handling an 8/8 after an AOE / a Doomsayer.
With Treachery + Doomsayer you can play it on turn 4 with The Coin and clear the board + summon an 8/8 on 5. Or in a single turn with a 10-mana combo.
This card can work as a good taunt minion. Combos that require two or more other cards are just way too expensive to make this card competitive, unless it's part of wiping the board or something.
This card is actually quite good. If you are at an advantage this card ensures that you still have something threatening on the board after a board clear. Probably works best in aggro decks maybe mid range.
I think you misread the card. Skelemancer just for reference so you don't have to go back to page 1.
Again, I'm pretty sure you misread the card.
Kaladin's RoS Set Review
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10/10 worth of stats for 5 mana but is dead weight. Can look at it as some AOE insurance or a silence/removal magnet. If you buff it, youll definately see it take a poly/hex/devolve so it could be nice. All in all, this on an empty board doesn't make the opponent scream YAY tempo or anything. There are much worse plays.
Underrated card that does not deserve majority 'bad' votes
"I was right all along"
This card can work as a good taunt minion. Combos that require two or more other cards are just way too expensive to make this card competitive, unless it's part of wiping the board or something.
Put it in a control paladin with spikeridge steed. It worked pretty well.
This card is actually quite good. If you are at an advantage this card ensures that you still have something threatening on the board after a board clear. Probably works best in aggro decks maybe mid range.
This card is so stressful for your opponent. playing this on 5 almost guarantees you can Spikeridge it next turn.