Why do I get the feeling this guy will be the Small-Time Buccaneer of the set...
- Lostcheetah
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DAnonymous318 posted a message on Arcane GiantPosted in: Arcane GiantTempo Mage dream opener, going second: (spells are underlined)
Turn 1: Mana Wyrm (Arcane Giant costs 12)
Turn 2: Sorcerer's Apprentice, Mirror Image x2, Arcane Blast x2 (Arcane Giant costs 8)
Turn 3 (assuming Apprentice survives): Arcane Intellect, Coin, Arcane Intellect, Arcane Missiles (Arcane Giant Costs 4)
Turn 4: 4 Mana 8/8
This has been said before, no doubt, but it's important to distinguish this card and Mountain Giant, a card which, back in the heyday of Handlock, liked to pop out as a 4 mana 8/8. All that was required for Mountain Giant to pull this off was that you Tapped every turn and had Mountain Giant in hand by Turn 4. For Arcane Giant to do the same, however, in a spell-heavy deck, you would need to have played at least 8 spells by Turn 4. Even Tempo Mage cannot do that reliably.
What Arcane Giant can do which Mountain cannot is hold onto its discounted Cost for longer games. Mountain Giant provided a reliable early-game tempo swing, but its advantage dwindled as the game dragged on and the Warlock's hand emptied. Arcane Giant, on the other hand, can simply sit in your hand or deck until it reaches 1 or 0 Mana (viz. Nerubian Prophet), then be played on the same turn as a board control spell such as Flamestrike. At any point in the game, a 0 Mana 8/8 is nothing to scoff at.
I think is card is powerful, but not broken. A broken or "overpowered" card is a card which unfairly dominates the metagame because of its versatility and/or its ability to be run in almost any competitive deck (Dr. Boom, for instance). Arcane Giant appears to have a very specific niche in spell-heavy decks. Keep in mind that in order for Arcane Giant to cost 0, you will need to have drawn and played at least 12 spells, which is almost half your deck. Arcane Giant simply will not perform consistently unless run in a deck which runs a substantial number of spells, along with the card draw necessary to cycle through them.
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BloodyAx posted a message on Wicked WitchdoctorPosted in: Wicked Witchdoctor* Gets 6 doomsayers *
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1
this... is actually pretty good... its prett ymuch The kodo but.. 1 more mana with +2 hp and -1 attack but with it's effect as an AoE which is absolutely amazing and will definitely see play, might even be a high tier arena card
2
divine spirit it? umm... powerworld:shield it? idk there are a few spells that would make it take a hit from spells that do 6ish damage and still live. you probably wanna taunt out first before you're able to play this possible combo but coffin crasher can get coffin crasher with that combo lol
2
Huh... midrange/tempo warrior is gonna be a thing i guess idk is this and the wood cutters axe is strong enough add in the redband wasp
3
this isn't really a bad card it's a beefy version of baron with 1 less attack and 1 more HP, it kinda punishes trading because those minions will take an extra 2 - 4 damage damage, this works very well in warrior with bloodrazor since warrior seems to lack large AoE's in the later turns especially with sleep with the fishes rotating out, but this also works with sleep with the fishes.
there could be a world where this works with that.. really bad Tower legendary being able to damage it using this card without having to run to many WW effects.
yeah... just seems like an alright card nothing to OP not weak either it's just average but we all know average cards don't always see much play so it might not unless there is a deck that can make use of this? but more of a very solid arena card.
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What an amazing aggro/midrange card ruined by it's mana cost, holy crap 8 mana? this should be 5 - 6 at least 8 is totally over kill especially with how much AoE is high costing. if you jumble the stats around you could make this so much better, 8 mana 5/2 give your minions +2+2 is even better than this would end up as a glorified reaper with the quarter master effect and it'd totally see SOME use but my lord 8 mana? Gorehowl doesn't even see play and it's a crazy good weapon but it costs to much for what it does and i believe this will be thrown in the same bin as gorehowl, meta slows down enough to use gorehowl then it's enough to use this card.
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alot of things ppl are saying about this card is kinda... memey don't you think? this card still makes a 10 mana 10/10, so it's definitely gonna have to be played on a card though i can see this card being very powerful with the arcane tyrant and happy ghoul, down side is druid doesn't really have healing so would have to rely on a healing minion tbh so i think that the tyrant will be the go to freebie 10/10
4
Yep. this would make happy ghoul strong same with arcane tyrant.. down side is.. you need to play an 8 mana 8/8 first xD and you need a card on the board and need to wait a turn or coin if you don't have a way to trigger the cards 0 mana effect.
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Racist!!! it's because he's an ELF ISN"T IT!! LOL
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uhhh jesus this card might be to much for hunter though. with starving buzzard, you draw the buzzard you play it, you draw a card and if it's a beast you get a copy then you draw another card because it summoned the card onto the board and... My lord... to much.. TO MUCHHH
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ehh not worth pulling out because you miss out on the flexibility of the 6/2 body to clear a large minion