If you are going to play a Warrior deck that plays Yip, and you are going to run some combination of Bring it On!/Ironhide/Weapons Project to enable Yip, this card doubles down on those synergies. And that's been proven to be a good thing (ex. Big Priest). Once you hit a critical mass of synergies, decks start to work.
Yaaa, on theory having synergistic cards in your deck is a good thing. But I can think of some cases, where people don't add all synergistic cards but specific strongpackages. Like the jade one in some aggressive wild shaman decks - the best cards are Aya Blackpaw, Jade Lightning and Jade Claws. The other ones (Jade Spirit, Jade Chieftain) are excluded because they are either too weak, slow or there is a better inclusion for the same mana slot. Same thing for mechs in paladin and in warrior. So people are picky, when it comes to card inclusions. So it's like you said:
Now, whether that's something you want to be doing is completely up for debate.
Inb4 The Boomship is being used in Mecha'thun warrior. So you have the ability to play this deck too.
Voted playable, will be interesting to see which combo's might come with the new cards.
Although Yip has the same effect and a body, one clear benefit this has over Yip is that you get the unit during your turn instead of at the end of your turn, allowing you take action on/with it before ending turn.
Magine this in some kind of control Medivh warrior in wild. New mech cards + Dr Boom gain warrior a lot of armour. Could be fun but definitely not competetive.
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.
This card is bad...it won't be playable. Yip is barely playable and its a continuing effect that needs an answer. It essentially has to be combo'd with another armor giving card AND in some cases a hero power as well just to make it worth it. Because at what point is it worth it to play? Anything below a 6 mana minion is a tempo loss, a 6 mana minion I'd rather just put a good 6 mana minion in my deck, 7 mana minions aren't known to be great, so its only worth it at 8 mana and above. And even at 8 mana and above if its a battlecry minion it still won't be worth it.
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Yaaa, on theory having synergistic cards in your deck is a good thing. But I can think of some cases, where people don't add all synergistic cards but specific strong packages. Like the jade one in some aggressive wild shaman decks - the best cards are Aya Blackpaw, Jade Lightning and Jade Claws. The other ones (Jade Spirit, Jade Chieftain) are excluded because they are either too weak, slow or there is a better inclusion for the same mana slot. Same thing for mechs in paladin and in warrior. So people are picky, when it comes to card inclusions. So it's like you said:
Inb4 The Boomship is being used in Mecha'thun warrior. So you have the ability to play this deck too.
even warrior card :D
Voted playable, will be interesting to see which combo's might come with the new cards.
Although Yip has the same effect and a body, one clear benefit this has over Yip is that you get the unit during your turn instead of at the end of your turn, allowing you take action on/with it before ending turn.
Maybe even warrior?
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
Lousy card. Good 1 time in 10. A random 4 drop for 8 4 times out of 10. Just fair the other 5.
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Magine this in some kind of control Medivh warrior in wild. New mech cards + Dr Boom gain warrior a lot of armour. Could be fun but definitely not competetive.
Should be a Shaman card.
oh wait
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.
bad version of YIP
Hmm....like this is bad and also good on so many levels
This card is bad...it won't be playable. Yip is barely playable and its a continuing effect that needs an answer. It essentially has to be combo'd with another armor giving card AND in some cases a hero power as well just to make it worth it. Because at what point is it worth it to play? Anything below a 6 mana minion is a tempo loss, a 6 mana minion I'd rather just put a good 6 mana minion in my deck, 7 mana minions aren't known to be great, so its only worth it at 8 mana and above. And even at 8 mana and above if its a battlecry minion it still won't be worth it.