Well i like this card because it is good against aggro ... against control - not reallybecause of warpath, hit and defile, ping and doomsayer, wild pyromancer says hello - we'll see
This card is way too good. Flood decks are going to use this because it requires at least four different minion attacks to break through the trons and get at Jugglers or other key targets. Spells can clear it efficiently but for classes that use board control, this will be a devastating play. When paladins pulled off Call to Arms with two Righteous Protectors, it was always super frustrating to get past with minion based decks
Compare to Call to Arms. This would be a decent trio to pull, regardless of the deck. You don't thin your deck, but it's also consistent, so it's hard to say if it will see play. Since it's class neutral, I think it'll find a home somewhere
I am surprised that this card isn't rated higher. This card and its tokens will be harder to remove. At least, it will be good defensive but with some buffs, this card can be a pretty strong.
I am surprised that this card isn't rated higher. This card and its tokens will be harder to remove. At least, it will be good defensive but with some buffs, this card can be a pretty strong.
I voted this card "very good" for now. I rarely put something as "meta breaking" only ones I have so far in this expansion are the new ramp up card for druid, that floop guy for druid, the rogue legendary spell and the new rogue minion that adds 3 copies of something to your deck.
This is a good card as well given all you can do with it. you can mech up the droids for example on the same turn, may just turning one of them into a big taunt, while giving the other windfury and more damage.
It seems like you might be able to tailor the annoy-o-trons to suit the situation you're in.... we just have to wait and see what magnetic options we have for paladin. as it's a mech focussed class though, I think this card will be very good for paladin at least.
Thinking about Force of Nature and how that will probably be a core card with the new treant synergy, this Giggling Inventor actually seems solid. It's got both mechs, divine shield, and 3 minions one card going for it. If there's a mech deck that likes to attach some stats to a divine shield then this is a consideration. If there's a deck that benefits from going wide on the board, then this is not only pretty sticky but also a lot of dudes (Midrange / Aggro Shaman, Odd Paladin, Aggro Druid, etc?).
Should be solid - I think it'll see more play from minion based decks than control though.
If you look at how much Saronite Chain Gang is played and compare it to this card and it's added abilities with Magnetic, I'd say it's going to be pretty defining.
Seems great for a board Flood deck. Good with see Giants. Amazing with double blood lust. Pretty funny with shadow step in rogue for the quest... May just make it viable. Spam annoyotrons quest and then control board (with this minion being the duplicate minion)
Well i like this card because it is good against aggro ... against control - not reallybecause of warpath, hit and defile, ping and doomsayer, wild pyromancer says hello - we'll see
Annoy-O-Two
yeah it seems that way. dr boom probably took her in after she was exiled.
This card is way too good. Flood decks are going to use this because it requires at least four different minion attacks to break through the trons and get at Jugglers or other key targets. Spells can clear it efficiently but for classes that use board control, this will be a devastating play. When paladins pulled off Call to Arms with two Righteous Protectors, it was always super frustrating to get past with minion based decks
Compare to Call to Arms. This would be a decent trio to pull, regardless of the deck. You don't thin your deck, but it's also consistent, so it's hard to say if it will see play. Since it's class neutral, I think it'll find a home somewhere
Needs 5 hits to completely clear the board, so it's a pretty strong stall card.
This should also be very good in Wild Secret Paladin. Almost ensuring that you have a board when your Mysterious Challenger comes down.
Sunkeeper Tarim is also a nice follow-up to this card in both Wild and Standard.
I am surprised that this card isn't rated higher. This card and its tokens will be harder to remove. At least, it will be good defensive but with some buffs, this card can be a pretty strong.
A very strong card. An easy board refill for token or swarm decks. Mech synergy. And an anti aggro card. yeah, I like it.
Annoy-o-trio for boomsday bingo
Gotta be space in token Druid for this, right?
Galavant Animation
I voted this card "very good" for now. I rarely put something as "meta breaking" only ones I have so far in this expansion are the new ramp up card for druid, that floop guy for druid, the rogue legendary spell and the new rogue minion that adds 3 copies of something to your deck.
This is a good card as well given all you can do with it. you can mech up the droids for example on the same turn, may just turning one of them into a big taunt, while giving the other windfury and more damage.
It seems like you might be able to tailor the annoy-o-trons to suit the situation you're in.... we just have to wait and see what magnetic options we have for paladin. as it's a mech focussed class though, I think this card will be very good for paladin at least.
Tried listening to it as a self challenge, my ears started bleeding at 1 minute.
Thinking about Force of Nature and how that will probably be a core card with the new treant synergy, this Giggling Inventor actually seems solid. It's got both mechs, divine shield, and 3 minions one card going for it. If there's a mech deck that likes to attach some stats to a divine shield then this is a consideration. If there's a deck that benefits from going wide on the board, then this is not only pretty sticky but also a lot of dudes (Midrange / Aggro Shaman, Odd Paladin, Aggro Druid, etc?).
Should be solid - I think it'll see more play from minion based decks than control though.
Hello darkness my old friend...
If you look at how much Saronite Chain Gang is played and compare it to this card and it's added abilities with Magnetic, I'd say it's going to be pretty defining.
Seems great for a board Flood deck. Good with see Giants. Amazing with double blood lust. Pretty funny with shadow step in rogue for the quest... May just make it viable. Spam annoyotrons quest and then control board (with this minion being the duplicate minion)
A great inclusion for most shudderwock decks, except maybe the OTK versions.
When you absolutely, positively need something to slap a magnetic mech on.
+2 mech tags
It can even withstand a Defile