I myself used him in token Druid (that was before UI). But Genzo, the shark has 4 health which lets it survive more low cost removal ( Wrath , Flanking Strike , Lightning Bolt) and survives trading with most 2 and 3 drops that are used. Additionally, he draws when you go face (unlike Ticket Scalper ). I think Worgen greaser is a pretty fitting comparison.
But we will see whether this will see regular play.
FWIW, I think this guy is about a 2 or 3 on a 1-5 scale. Don't want to give the wrong impression that I think it's busted or anything.
I just think it's somewhere above pack filler.
EDIT: Just thinking about it more - a card like this probably fits well into something like Even Shaman (card draw constantly being one of the biggest criticisms of the deck) or Even Rogue, which will usually be ahead on board (where this card is good) because of the dagger and sharkfin fan.
This is like a bad Cursed Castaway IMO. I think this will die too frequently too easily to be relevant on ladder, but could be a reluctant pick in Arena.
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Life before death. Strength before weakness. Journey before destination.
This is like a bad Cursed Castaway IMO. I think this will die too frequently too easily to be relevant on ladder, but could be a reluctant pick in Arena.
I mean, if Cursed Castaway was a 4-mana, rush, neutral card that drew 1 card...it would 100% see play in just about every type of deck...
On paper seems like a "meh could be good." card but when you think about it. Why the hell would you trade your 4 mana 5/3 into something that's at at most 4 health? That seems like a huge waste of time. I can't imagine what the hell kind of deck would run this because if you're a pirate deck, you don't want to trade your 4 mana 5/3 into something small, you want it to go face.
4 5/3 seems like meh stats, but its pirate tag makes it an instant add in to all the new pirate rogue decks (and it's even too!). Great draw, and MTFury's idea of adding Houndmaster Shaw is smart. Also, about the health - there actually aren't that many spells that deal 3 damage, and those that do so are usually shit. Pretty important.
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The best way to actually do something well is have no idea what you're doing. Then what you're doing will become what you have no idea you're doing, at which point since you're doing what you're doing without knowing what you're doing you're doing what you're doing without knowing you're doing it.
Eh. Bad to average. Unless the pirate tag is VERY important then I really don't think this sees any play. It's not even good in arena which is minion heavy enough that you should assume your opponent can take care of it the turn you play it. Honestly doesn't seem viable to me without a way to give it rush (Rocket Boots do not count...)
Eh. Bad to average. Unless the pirate tag is VERY important then I really don't think this sees any play. It's not even good in arena which is minion heavy enough that you should assume your opponent can take care of it the turn you play it. Honestly doesn't seem viable to me without a way to give it rush (Rocket Boots do not count...)
Rocket boots hahaha you killed me. I think the card is nice in arena though.
So does overkill only work if this minion attacks or does it also work if a weaker minion attacks this and is destroyed but ticket scalper remains in play . I.e offensive and defensive plays.
If it works defensively it would be a great target to put taunt on.
sadly this cant be a tool of destruction in even warlock because overkill only works if she attacks(in the meaning of its useless to give it taunt for that purpose)
Okay so this expansion I'm going to be paying really good attention to what cards come out because I was clueless the last 2 seasons.
This card is decent at first look but it doesn't really fit any standard decks and I don't know how it would do well in a pirate deck when it doesn't do anything when it hits the board.
Pirate decks = tempo decks and this card, upon playing it, is negative tempo. A 3 health minion for 4 mana will likely never see play in a tempo deck unless it gets some kind of synergetic support from the likes a spell or another minion. By itself (and with current pirate synergies), this card sees no play in Standard but definitely poses somewhat of a threat in Arena where health total doesn't matter as much due to the lack of removal spells in Arena decks.
Okay so this expansion I'm going to be paying really good attention to what cards come out because I was clueless the last 2 seasons.
This card is decent at first look but it doesn't really fit any standard decks and I don't know how it would do well in a pirate deck when it doesn't do anything when it hits the board.
Pirate decks = tempo decks and this card, upon playing it, is negative tempo. A 3 health minion for 4 mana will likely never see play in a tempo deck unless it gets some kind of synergetic support from the likes a spell or another minion. By itself (and with current pirate synergies), this card sees no play in Standard but definitely poses somewhat of a threat in Arena where health total doesn't matter as much due to the lack of removal spells in Arena decks.
There are more efficient ways to play two cards in order to draw two cards in Warrior.
It's a combo that breaks even and digs you 3 cards deeper into your deck for 6 mana.
6 mana, play 2 cards (Scalper, Boots), draw 1 card (boots), deal 5 damage w/ rushing Scalper(and presumably remove a card from your opponent), draw 2 cards.
But I'm not sure if that's good, in particular because Rocket Boots is just bad on its own, and Scalper is suspect on its own. And that's a lot of mana for something, as you said, Warrior doesn't actually have much difficulty doing.
There are more efficient ways to play two cards in order to draw two cards in Warrior.
It's a combo that breaks even and digs you 3 cards deeper into your deck for 6 mana.
6 mana, play 2 cards (Scalper, Boots), draw 1 card (boots), deal 5 damage w/ rushing Scalper(and presumably remove a card from your opponent), draw 2 cards.
But I'm not sure if that's good, in particular because Rocket Boots is just bad on its own, and Scalper is suspect on its own. And that's a lot of mana for something, as you said, Warrior doesn't actually have much difficulty doing.
Yeah these weird combos tend to never work out. When a card is only in a deck for one other card it never ends well. There would have to be other cards that Ticket Scalper and Rocket Boots both synergize with in the deck in question for that combo to ever see play.
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Yes, it still overkills.
https://www.reddit.com/r/hearthstone/comments/9ubh6p/overkill_question/e93qejp/
https://hearthstone.gamepedia.com/Overkill
FWIW, I think this guy is about a 2 or 3 on a 1-5 scale.
Don't want to give the wrong impression that I think it's busted or anything.
I just think it's somewhere above pack filler.
EDIT: Just thinking about it more - a card like this probably fits well into something like Even Shaman (card draw constantly being one of the biggest criticisms of the deck) or Even Rogue, which will usually be ahead on board (where this card is good) because of the dagger and sharkfin fan.
This is like a bad Cursed Castaway IMO. I think this will die too frequently too easily to be relevant on ladder, but could be a reluctant pick in Arena.
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It's not a good card. It is a soft taunt with low health. Her 5-attack doesn't even guarantee card draw. Just play Cult Master.
I mean, if Cursed Castaway was a 4-mana, rush, neutral card that drew 1 card...it would 100% see play in just about every type of deck...
People are forgetting Rocket Boots
On paper seems like a "meh could be good." card but when you think about it. Why the hell would you trade your 4 mana 5/3 into something that's at at most 4 health? That seems like a huge waste of time. I can't imagine what the hell kind of deck would run this because if you're a pirate deck, you don't want to trade your 4 mana 5/3 into something small, you want it to go face.
Not forgetting about it. That card is even worse.
4 5/3 seems like meh stats, but its pirate tag makes it an instant add in to all the new pirate rogue decks (and it's even too!). Great draw, and MTFury's idea of adding Houndmaster Shaw is smart. Also, about the health - there actually aren't that many spells that deal 3 damage, and those that do so are usually shit. Pretty important.
The best way to actually do something well is have no idea what you're doing. Then what you're doing will become what you have no idea you're doing, at which point since you're doing what you're doing without knowing what you're doing you're doing what you're doing without knowing you're doing it.
Eh. Bad to average. Unless the pirate tag is VERY important then I really don't think this sees any play. It's not even good in arena which is minion heavy enough that you should assume your opponent can take care of it the turn you play it. Honestly doesn't seem viable to me without a way to give it rush (Rocket Boots do not count...)
Rocket boots hahaha you killed me. I think the card is nice in arena though.
So does overkill only work if this minion attacks or does it also work if a weaker minion attacks this and is destroyed but ticket scalper remains in play . I.e offensive and defensive plays.
If it works defensively it would be a great target to put taunt on.
sadly this cant be a tool of destruction in even warlock because overkill only works if she attacks(in the meaning of its useless to give it taunt for that purpose)
It's an interesting card for even decks that lack draw, but whether it will survive long enough to buff or even attack once... Well it's unlikely.
...Oh i don't know...maybe because it has taunt...
Okay so this expansion I'm going to be paying really good attention to what cards come out because I was clueless the last 2 seasons.
This card is decent at first look but it doesn't really fit any standard decks and I don't know how it would do well in a pirate deck when it doesn't do anything when it hits the board.
Pirate decks = tempo decks and this card, upon playing it, is negative tempo. A 3 health minion for 4 mana will likely never see play in a tempo deck unless it gets some kind of synergetic support from the likes a spell or another minion. By itself (and with current pirate synergies), this card sees no play in Standard but definitely poses somewhat of a threat in Arena where health total doesn't matter as much due to the lack of removal spells in Arena decks.
Does have potential synergy with Rocket Boots
Standard: 2/5
Arena: 3.5/5
There are more efficient ways to play two cards in order to draw two cards in Warrior.
Kaladin's RoS Set Review
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overkill only works in your turn
minion doesnt need to survive to trigger overkill
It's a combo that breaks even and digs you 3 cards deeper into your deck for 6 mana.
6 mana, play 2 cards (Scalper, Boots), draw 1 card (boots), deal 5 damage w/ rushing Scalper(and presumably remove a card from your opponent), draw 2 cards.
But I'm not sure if that's good, in particular because Rocket Boots is just bad on its own, and Scalper is suspect on its own. And that's a lot of mana for something, as you said, Warrior doesn't actually have much difficulty doing.
Yeah these weird combos tend to never work out. When a card is only in a deck for one other card it never ends well. There would have to be other cards that Ticket Scalper and Rocket Boots both synergize with in the deck in question for that combo to ever see play.