Has nobody considered that they can Silence this guy to make the mana crystal gained permanent?
As far as Zombie Chow goes, there's no beating a 1 mana 2/3. Not a fair card to compare to. Use something like Bloodsail Raider instead.
Yes others have said same thing as earlier, you're really going to run and/or use 3-4 or more cards to potentially, if you draw this sequence of cards, get an effect that two cards already gives you. Its a pure waste of cards for something that will never even be consistent.
Also why would you run Bloodsail Raider in a Druid deck (pls don't say Blingtron combo . .) and the guy I was replying to was specifically talking about running this over Zombie Chow.
This minion can also be good against Sylvannas and counter pretty much any form of Priest mind control.
By any I assume you mean just Cabal? Because that's all it "counters" and even then by turn 6 they won't care anyway.
I alsoo thought about things like Midngames and Shadow Madness. You don't want to Shadow Madness this minion, because suiciding it would destroy your mana crystal, and mindgames would A) Put a minion on your board that is 2 mana less in value then the actual spell, and B) also likely destroy your mana crystal.
Rollback Post to RevisionRollBack
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
All these people saying this card is only as good as River Crocolisk. FailFish
they say at turn 10. And its even worse then croc, since no beast tag.
Some people have been saying card is completely pointless in some of the other threads because they think it has a 100% chance of being killed on turn 2. No one appreciates a good threat anymore. BibleThump
I can already imagine the Piloted Shredder rage haha
I honestly don't know about this card yet. On paper it may be underwhelming, but I honestly really like it because it's just a well-designed minion.
This is essentially a "quasi-taunt" (as Kripparian would say) because it forces aggressive decks to trade into this minion or else it runs the risk of letting the Druid establish a strong board presence at an early point in the game. If this minion dies right away, whether it be from a spell, weapon, or trade, you are still effectively slowing down your opponent. (Would you rather have 5 face damage from his Leper Gnome and Eaglehorn bow, or just 2 from his Leper Gnome.
Playing this card has almost no drawbacks because it dies like a regular 2-drop but lives like a Wild Growth with a body.
P.S. Silencing this with a Keeper would most likely not be worth it unless your opponent has no minions on the board (which is very unlikely).
You don't want to Shadow Madness this minion, because suiciding it would destroy your mana crystal
Maybe early on but in the later turns they won't likely care, thats assuming they don't just Pain it.
2 mana, kill a minion and mana crystal. Sounds nice to me.
You're not killing a mana crystal. The druid starts at 2 mana. You pain it. They end at 2 mana. Nothing lost.
That's sort of the trick with this. It's low risk. It's a 2/3, which is a decent 2 drop by itself, especially if you aren't aggro, and if it's not targeted ASAP it puts you at 4 mana. You lose nothing if he dies and gain a wild growth for a turn if he lives. He's better than Chow and Chow DOES go into druid decks. OR at turn 1 you drop him with a coin then drop a Shade and hit face. Whatever the result afterwards it's still good tempo.
Only issue is that if you have to sac him on your turn you better use all of your mana, as he'll eat a mana on his way out. Nothing like planning a 10 mana move, sac him first, then realize you're at 9 mana :P.
Honestly, he's a great card and a good way ot help soften up those no-innevate/wild growht starts as he can either give a temp boost to give you some play or act as a taunt to draw minions/mana away from your face or their win condition. 6 cards you are hoping for is enough for a good start about 90% of the time.
P.S. Silencing this with a Keeper would most likely not be worth it unless your opponent has no minions on the board (which is very unlikely).
I ...can see it if your hand is VERY heavy and you oh so needed that wild growth. Druid vs druid, for example. But otherwise, just use it as a semi-innevate to get a 4 drop out faster then let it die.
You don't want to Shadow Madness this minion, because suiciding it would destroy your mana crystal
Maybe early on but in the later turns they won't likely care, thats assuming they don't just Pain it.
2 mana, kill a minion and mana crystal. Sounds nice to me.
You're not killing a mana crystal. The druid starts at 2 mana. You pain it. They end at 2 mana. Nothing lost.
That's sort of the trick with this. It's low risk. It's a 2/3, which is a decent 2 drop by itself, especially if you aren't aggro, and if it's not targeted ASAP it puts you at 4 mana. You lose nothing if he dies and gain a wild growth for a turn if he lives. He's better than Chow and Chow DOES go into druid decks. OR at turn 1 you drop him with a coin then drop a Shade and hit face. Whatever the result afterwards it's still good tempo.
Only issue is that if you have to sac him on your turn you better use all of your mana, as he'll eat a mana on his way out. Nothing like planning a 10 mana move, sac him first, then realize you're at 9 mana :P.
Honestly, he's a great card and a good way ot help soften up those no-innevate/wild growht starts as he can either give a temp boost to give you some play or act as a taunt to draw minions/mana away from your face or their win condition. 6 cards you are hoping for is enough for a good start about 90% of the time.
P.S. Silencing this with a Keeper would most likely not be worth it unless your opponent has no minions on the board (which is very unlikely).
I ...can see it if your hand is VERY heavy and you oh so needed that wild growth. Druid vs druid, for example. But otherwise, just use it as a semi-innevate to get a 4 drop out faster then let it die.
This card also punishes Mirror Image, Frost Trap, and MC Tech (albeit with a very low chance) and vanish. It's a bad target for Shadow Madness and cabal shadow priest. There may be others I am not thinking about but yeah. Good stuff :D
Edit: Lets not forget it's also a pseudo nerf to Shredder.
Exactly and its also worse at consistently ramping your curve than Wild Growth.
The card is at best, a slightly better Pint-Sized summoner.
I disagree.
Has nobody considered that they can Silence this guy to make the mana crystal gained permanent?
As far as Zombie Chow goes, there's no beating a 1 mana 2/3. Not a fair card to compare to. Use something like Bloodsail Raider instead.
Say "Wow" for RNG!
They are comparing it to zombie chow because that is likely what would have to be dropped for this card.
Yes others have said same thing as earlier, you're really going to run and/or use 3-4 or more cards to potentially, if you draw this sequence of cards, get an effect that two cards already gives you. Its a pure waste of cards for something that will never even be consistent.
Also why would you run Bloodsail Raider in a Druid deck (pls don't say Blingtron combo . .) and the guy I was replying to was specifically talking about running this over Zombie Chow.
druid buff. shredder nerf. easily my favorite card of the expansion. nothing else could be better.
If you can't beat them, join them
This minion can also be good against Sylvannas and counter pretty much any form of Priest mind control.
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
Its worse than Zombie Chow. This card is garbage.
TGT Deck Updates Are (Finally) Out!
http://www.hearthpwn.com/decks/194068-forecasts-priest-tgt-update
http://www.hearthpwn.com/decks/212671-forecasts-basic-priest
http://www.hearthpwn.com/decks/193196-hunter-rush-tgt
http://www.hearthpwn.com/decks/201238-definitely-not-tirion-dnt
Tried to use it in a theorycraft TGT Ramp Druid deck with hero power as removal.
By any I assume you mean just Cabal? Because that's all it "counters" and even then by turn 6 they won't care anyway.
I alsoo thought about things like Midngames and Shadow Madness. You don't want to Shadow Madness this minion, because suiciding it would destroy your mana crystal, and mindgames would A) Put a minion on your board that is 2 mana less in value then the actual spell, and B) also likely destroy your mana crystal.
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
All these people saying this card is only as good as River Crocolisk. FailFish
Failfish isn't big enough. We need: FailWhale.
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
they say at turn 10. And its even worse then croc, since no beast tag.
Some people have been saying card is completely pointless in some of the other threads because they think it has a 100% chance of being killed on turn 2. No one appreciates a good threat anymore. BibleThump
I can already imagine the Piloted Shredder rage haha
I honestly don't know about this card yet. On paper it may be underwhelming, but I honestly really like it because it's just a well-designed minion.
This is essentially a "quasi-taunt" (as Kripparian would say) because it forces aggressive decks to trade into this minion or else it runs the risk of letting the Druid establish a strong board presence at an early point in the game. If this minion dies right away, whether it be from a spell, weapon, or trade, you are still effectively slowing down your opponent. (Would you rather have 5 face damage from his Leper Gnome and Eaglehorn bow, or just 2 from his Leper Gnome.
Playing this card has almost no drawbacks because it dies like a regular 2-drop but lives like a Wild Growth with a body.
P.S. Silencing this with a Keeper would most likely not be worth it unless your opponent has no minions on the board (which is very unlikely).
Maybe early on but in the later turns they won't likely care, thats assuming they don't just Pain it.
2 mana, kill a minion and mana crystal. Sounds nice to me.
You're not killing a mana crystal. The druid starts at 2 mana. You pain it. They end at 2 mana. Nothing lost.
That's sort of the trick with this. It's low risk. It's a 2/3, which is a decent 2 drop by itself, especially if you aren't aggro, and if it's not targeted ASAP it puts you at 4 mana. You lose nothing if he dies and gain a wild growth for a turn if he lives. He's better than Chow and Chow DOES go into druid decks. OR at turn 1 you drop him with a coin then drop a Shade and hit face. Whatever the result afterwards it's still good tempo.
Only issue is that if you have to sac him on your turn you better use all of your mana, as he'll eat a mana on his way out. Nothing like planning a 10 mana move, sac him first, then realize you're at 9 mana :P.
Honestly, he's a great card and a good way ot help soften up those no-innevate/wild growht starts as he can either give a temp boost to give you some play or act as a taunt to draw minions/mana away from your face or their win condition. 6 cards you are hoping for is enough for a good start about 90% of the time.
I ...can see it if your hand is VERY heavy and you oh so needed that wild growth. Druid vs druid, for example. But otherwise, just use it as a semi-innevate to get a 4 drop out faster then let it die.
One does not simply walk into Mordor,
unless they want to be the best they can be.
This card also punishes Mirror Image, Frost Trap, and MC Tech (albeit with a very low chance) and vanish. It's a bad target for Shadow Madness and cabal shadow priest. There may be others I am not thinking about but yeah. Good stuff :D
Edit: Lets not forget it's also a pseudo nerf to Shredder.
DF broken. Super OP
You lose the Ramp and unless your running a low curve deck it does matter.
And if you are running a lower curve deck, why would you want a bad Mechwarper?