Shaman needed this, not Mage.
- LordBater
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Vernula posted a message on Genn GreymanePosted in: Genn GreymaneGoing off a hunch, I said on Baku that Priest, Paladin, Shaman and Warrior would like him better, so I'm ready to argue that Hunter, Mage, Warlock, and Druid will like Genn better.
Warlock: With the amount of healing Warlock has, it doesn't care about upgrading it's Hero power to take less damage. What it wants to do is cost less so you can cast the card you drew more reliably. I could see a demonlock come out of this since while you can't use Dark Pact, you can still use Sacrificial Pact + Lesser Amethyst Spellstone.
Hunter: Secrets, Savannah Highmane, and Kathrena Winterwisp. That's enough to start a deck right there, and dealing 2 damage a turn is going to present a very, very real clock on top of what else Hunter has access to in this expansion.
Mage: Kind of hard to do this one since it would mean no secrets, but most of the Elemental Matters cards are even.
Druid: Only loses Malfurion the Pestilent and Nourish. A great value card is easy to come by (The Lich King for one), and you could substitute Branching Paths for Nourish.
Rogue kind of gets left out, since they don't want to upgrade their hero power or make it cheaper as long as Kingsbane is around. Though considering that a lot of the power cards for Rogue are even, you'd probably lean more towards Genn.
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Vernula posted a message on Baku the MooneaterPosted in: Baku the MooneaterThe four classes this has a chance in are Warrior, Shaman, Priest and Paladin.
Warrior: gaining 4 health a turn is huge, and you're not losing a whole lot of survival tools (That you wouldn't have lost anyway due to rotation). It needs a win condition, but this by itself is going to keep you alive for a LOOOOOONG time.
Shaman: You know that annoying moment when Shaman gets lucky and high-rolls exactly the totem they need at that moment? Or rolls Taunt totem 4 turns in a row? That's what this does. It takes the randomness out of the "Too powerful not to be random" hero power that Shaman has. It also conveniently doesn't remove any of their board clears OR healing, so we've got a great Control Shaman tool right here.
Priest: Being able to heal a minion for 4 health a turn is going to lead to great value trades, and this doesn't prevent you from running Obsidian Statue. If nothing else, having to fight through +4 health every turn is going to be great for the Priest, and that's not even going into if a card similar to Auchenai Soulpriest gets printed.
Paladin: It's 2 bodies every turn. That starts to add up fast, especially with the Silver Hand synergy that it gets. Heck, this card might actually be a house in Wild Dude Paladin, since you're not giving up the core shell of Dudes, + Steward of Darkshire + Quartermaster to it.
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ShadowRevenant21 posted a message on Greedy SpritePosted in: Greedy Sprite
Mana Treant is Free!!!
Go Mana Treant!
be the one with the construct deck
Unknown Years for Smoking Kobolds weed Later...
"This" -
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ShadowsOfSense posted a message on Murmuring ElementalPosted in: Murmuring ElementalMuch more well-liked than his brother, Murdering Elemental.
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RaptorWithWings posted a message on EvasionPosted in: Evasion"Someday I'll be just like you." "Someday I'll be just like you." "Someday I'll be just like you." "Someday I'll be just like you."
"You require my assistance?" "Ahah!"
Cya Losers! I'm Out!
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ShadowsOfSense posted a message on Grumble, WorldshakerPosted in: Grumble, WorldshakerYou'd Grumble too if everyone left when you came to say hello.
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Letterbomb posted a message on Rin, the First DisciplePosted in: Rin, the First DiscipleI dont get why so many people don't like this card
yes, its not going to win you every game. its not broken. and it not going to define the meta
but I cant think of any warlock control deck that wouldnt want this card in it
first for a small upside, its a deathrattle with taut, which is good for Nzoth if you want to use it
But most Importantly, this card by Itself generates an insane amount of value. it fills any dead space in what would normally be an empty turn, and allows you to include maybe a minion or two less in your deckbuild. Even if the demons are overpriced at first, giving you the ability to create all of them from just one card is very good.
As for Azari, i could care less that he destroys your opponent's deck. he could just be a vanilla 10/10 and it would be good. its just extra pressure for late game. if it gets you ahead in the fatigue game too, whoohoo. its not what makes this card good though. Its all about sustained value.
TL,DR; This card creates tons of late game value, even if overpriced, making it very good for control.
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King_of_Ferrets posted a message on Toxic ArrowPosted in: Toxic ArrowIt can remove small minions on its own, but it's also an extremely mana-efficient way to remove a big minion using one of your small-to-medium minions - let's say I use this plus a three drop I had on board to trade with their 8-drop, then I just got a massive tempo boost and can spend the rest of my mana dropping a Savannah Highmane onto a board that suddenly doesn't have an enemy threat. Sure, Deadly Shot could've killed their 8-drop without costing me the three-drop for one more mana, but toxic arrow isn't countered by "oh, I had a spare 1 mana minion in my hand" or "I happen to be playing paladin at the moment."
Speaking of paladin, note that the values on this exactly line up as a way to efficiently kill Sunkeeper Tarim.
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You do realize the majority of minions a control styled Priests runs a all 4 attack or less, right? The only minions this doesn't work well with is Drakonid Operative and Elise the Trailblazer.
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Says spells bro, not minions. Hunter's 1-cost minions are all unaffected.
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Aaww, why couldn't this be a Priest card :'(
Don't get me wrong, it's great for Hunter, but man this would have helped Quest Priest...
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Well, everyone kept asking for a way to tech against Quest Warrior :D. I mean sure, this only helps once the Quest is completed, and they can still use removal an/or creatures against it, but I've had games where Quest Warrior already used both their Executes and Brawls by the turn they played Sulfurous. If you're able to bait out their removal, I think this card can at least buy you a turn.
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In principle this is a nicely flexible effect which is what I love to see in my Shaman cards. At 2 mana it can either combo well with a Firefly from turn 1, bolster a taunt minion (including your taunt totem), or be used to stall a minion for 1 turn. Even excluding the potential synergy with the new Shaman legendary, this is quite literally a cool card, near-perfect for control styled decks :D
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Wow! They actually did it, they gave rogue a class healing card.
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While the 3/1 stat line does seem a bit weak for 3 mana, I can actually see some use for this card in a Quest-Kazakus Priest deck looking for deathrattle minions that don't all cost 4. And that's not even counting the possibility you could get Thalnos, Bloodhoof, White Eyes, or even a Tirion off this guy!
I know I'm certainly gonna try out a Quest-Kazakus deck, possibly even with the Death Knight Hero for Priest depending on the card's effects.
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My god... I think this card might ACTUALLY be viable in an "All-1-Drop-Beast" Hunter deck with Dinomancy!