• 6

    posted a message on Giggling Inventor

    This is the best taunt in the game - even better than Sludge Belcher. Taunt is a combo mechanic and it is better the lower cost it is [ideally 3 or less]. Its stats are distributed and split in a way that it is not worth countering - silencing or worth using removal on. It trades reasonably. This card belongs in a slow [technically combo] deck and prevents your opponent from executing a [non-spell based] combo finisher.

    Posted in: Giggling Inventor
  • 2

    posted a message on Frost Lich Jaina

    DK Jaina is interesting. Perhaps the most well-designed DK, it still potentially does not match up to Priest hero power [heal] in a control deck. Much like DK Rexxar, DK Jaina provides a lot of value but does not get you anywhere towards winning the game. Minions [and cards] in your deck that complement an inherent strategy will always be better than random minions and cards that do not belong in your deck and do not advance your gameplan.

    DK Jaina and DK Rexxar could be better in a control deck with no win condition however, giving you an endless supply of high value minions you otherwise would not put into your deck.

    Posted in: Frost Lich Jaina
  • 2

    posted a message on Deranged Doctor

    This easily could've been battlecry. When Alexstrasza, a combo card with enough flexibility to also fit in control, is the best neutral heal for a control deck...

    Posted in: Deranged Doctor
  • 6

    posted a message on Malfurion the Pestilent

    Then again, the effect would not be symmetrical.

    Posted in: Malfurion the Pestilent
  • 2

    posted a message on Crystalweaver

    This is worse than Gentle Megasaur because 2 stats multiplied is a lot worse than most adapt options [3 stats adapt or windfury preferred] multiplied. It just doesn't feel game-winning.

    Posted in: Crystalweaver
  • 3

    posted a message on Crypt Lord

    This should start with one less health (see: Councilman). This is so hard to kill even unbuffed, and if it survives for a turn it can quickly become un-killable.

    Posted in: Crypt Lord
  • 3

    posted a message on Drakonid Operative

    This should have one less health.

    Posted in: Drakonid Operative
  • 2

    posted a message on Aluneth

    "Power Overwhelming"

    Posted in: Aluneth
  • 6

    posted a message on Hydrologist

    Interesting and fun card. None of the paladin secrets are worth a card on their own, but adding a body makes it worth. Flexible, interesting, fun.

    Value? Kodo. Tempo? Get Down. Deathrattle or divine shield minion, or a confusing Get Down? Redemption. Opponent at one HP and no healing? Eye for an Eye. Deter a key turn from your opponent? Repentance...maybe.

     

     

    Posted in: Hydrologist
  • -4

    posted a message on Spikeridged Steed

    I thought this card was OP, but its not quite as good as you think due to its poor stat distribution (rating of Stegodon). What makes it OP however is that it is a taunt that spawns a taunt. It buys you so much time, like the also-offending Stonehill Defender. You thought they learned a lesson with Sludge Belcher.

    Posted in: Spikeridged Steed
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