• 0

    posted a message on Sticky Situation

    Reminds me of the cat in the hat secret hunter once had. It's very well stated if its activated the turn its played and 3 damage never hurts later on to trade or go face.

    Posted in: Sticky Situation
  • 2

    posted a message on Amalgam of the Deep

    This is going to be a must have for both pirate warrior and pirate rogue, since it is not only a pirate itself but creates another one for you!

    Posted in: Amalgam of the Deep
  • 0

    posted a message on Gone Fishin'

    While its not a secret passage or swindle, I still think this will fit the role of it considering your able to dredge an option from your deck instead of hoping for it, or getting unlucky and obtaining high cost cards you cant play. 

    Posted in: Gone Fishin'
  • 0

    posted a message on School Teacher

    Very tempo oriented and can probably go into classes like mage and Paladin with good cheap spells.

    Posted in: School Teacher
  • 0

    posted a message on Iceblood Tower

    ignite ignite ignite ignite ignite ignite ignite ignite ignite

    My magic will tear you apart!

    Posted in: Iceblood Tower
  • 3

    posted a message on Captain Galvangar

    Ah yes, once again the return of the keyword they tried so hard to remove: charge

    Bet with Mr.Smite Warrior is going to have a lot of burst potential.

    Posted in: Captain Galvangar
  • 0

    posted a message on The Rat King

    First of all, he's a rat, which means life is hard.

    Second, he has a highly developed  ability of rush and resurrection.

    If he was what he eats, he would be dead friendly minions, but to me,

    "RUSH INTO THAT MINION, SHUT UP AND DIE..........."

    Posted in: The Rat King
  • 8

    posted a message on Wicked Stab (Rank 1)

    New eviscerate anyone?

    Posted in: Wicked Stab (Rank 1)
  • -2

    posted a message on Neeru Fireblade

    question though:

    do you still take fatigue damage?

    if not: then this card might be ok and the archetype could have a little bit of lift as a potential sleeper deck, if you don't discard the card that is.

    if you do: then this card is garbage as your opponent can just remove each wave of imps until you die from a fatigue card.

    warlock has better decks if they want to be a control deck, envy warlock is a good example.

    Posted in: Neeru Fireblade
  • 0

    posted a message on Serena Bloodfeather

    Reminds me of the nameless guy: Its good, but does not define a archetype or is powerful. Like that darkmoon card, this card could be slipped into any deck (considering res. priest will be gone). Overall seems good at nullifying big minions but that's about it.

    Was really hopping for something with a cooler effect...

    Posted in: Serena Bloodfeather
  • 0

    posted a message on Swinetusk Shank

    I believe they are called toxins not poisons, take a look again at the cards effect.

    Edit: what I'm saying is that cards that have the name "poison" in them count to the weapons ability. Because each of Xaril's toxins say "toxins" in their name and not poison means they won't count.

    Posted in: Swinetusk Shank
  • 1

    posted a message on Swinetusk Shank

    So as of right now there are 3 poisons:

    Deadly poison

    paralytic poison

    nitroboost poison

    Seems like a good weapon, may see at least one of it in a tempo weapon rogue.

    Posted in: Swinetusk Shank
  • 2

    posted a message on Paralytic Poison

    Welp, this gives me one more reason to craft kingsbane. Hope I get to use this card in the deck for a week until they nerf it.

    Posted in: Paralytic Poison
  • 0

    posted a message on Firemancer Flurgl

    Wow, Just Wow. There is a good glimmer of hope for murloc Shaman, despite underbelly angular and toxifin rotating out. This could very well be a good budget deck against aggro decks. Only concern is the slowing of the meta and the removal of underbelly angular, which will make this deck a hit or miss in some cases.

    Posted in: Firemancer Flurgl
  • 7

    posted a message on Optimistic Ogre

    ogre half empty: 50% chance to hit the wrong enemy.

    ogre half full: 50% chance to hit the right enemy.

    bolder-fist ogre: 100% chance to hit the right enemy.

    Posted in: Optimistic Ogre
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