Quote from Maximal_HS >>There is no strong 1/2 mana deathrattle minions you want to trigger with this one. The only decent early minion is Spider Bomb, which will make it like a Deadly Shot with a card draw, which is very good. Of course it can trigger heavier deathrattle from heavier minions, but that comes much later in the game and you don't want for this card to be a dead card for numerous turns, if it's in your hand on turn 3, you want to play it and get value out of it, and that's the problem, there is no good 1/2 mana deathrattles you want to trigger it with.
So this card is quite slow and inconsistent atm, maybe that will change with introduction of new cards.
Eh? So it's a midrange/lategame card. This is like saying anything that costs more than 3 mana is a dead card for numerous turns. Just don't treat it as a Turn 3 play, like Omega Assembly etc. is a lategame card despite the mana cost.
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While I agree that Prep is a bit broken, since all rogue spells are over-costed in consequence, nerfing it would really nerf a tons of cards at the same time so it ain't that simple,
1
Bomb Warrior is just a preassembled deck that started strong out of the gate, it's not that good IMO.
Rogue seems very strong in all iterations that I've tried. Nothing seems too broken though, just a bunch of good cards
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Seems good in wild, meh in standard.
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Hopefully Kibler doesnt keep talking for 5 minutes while new cards are drawn like last time.
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Another bomb card, very lazy design blizzard I hate you
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Turn 1 Crystallizer
Turn 2 new card with two 1/2 lifesteal
Turn 3 Play this and get 2 extra cards.
Seems pretty good, great statline as well.
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Great card and great design, fits Rogue perfectly with high tempo and burgle stuff.
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meh, just to play this is you need to tap out and probably be hit by 20+ on your opponent turn. There’s a reason Tree of Life didn’t see play, I don’t think adding this body is enough. Bad card 1/5.
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Forget freeze synergies, even by itself I think this is pretty decent and flexible for some type of OTK or Freeze Mage, early game it’s removal and late game you can freeze big minions for 2 turns. No matter when you draw it, it should buy you an extra turn or 2 to get to your win condition.
2
I don't get the overreaction, like many have said, this is a very bad turn 8 and you might draw pieces of your combo earlier. I see this more as a a value card for decks with cards with strong effects than a combo enabler. Could work good in Shudderwock decks but so do a lot of cards so might not even be optimal for this.