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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It's effectively a bad minibot and we lack dragons, would be a better Priest card... would be perfect for priest and woulda been the early game card priest needed... not paladin lol
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this is a bad minibot that requires a condition to be met... there aren't enough dragons for paladin and we haven't really seen any released yet, cept the 3 mana 3/4 is everything tagged.
bad card, if it had 2/3 in stats it would be much better to play on 2 even if it didn't get the buff off it'd still be a 2 mana 2/3 which is still bad but can kill off most 1 drops and survive.
i just don't see this card being a thing unless they give us several dragon reveals in the next card reveals.
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It's a solid weapon nothing much to say about it it's technically a 2 mana 4/3 weapon with those stats, this might even be good enough to be n auto include in the majority of decks, given you play it with the same mindset as playing bloodrazor can play it along side that... 4 mana 2/6 enrage taunt... that name i have forgotten, effectively making it a 4/7 taunt that can quickly kill something and gain that sweet buff making it one hell of a mean minion on turn 4, would be.. a 7/5 ish on 4 if it kills a 2 cost other wise it'll on average be a 7/4 ot 7/3 taunt which is alright
Card is great. we'll see this alot i bet
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weapon version of dragons breath. which is seriously less good as the damage of the warrior weapons aren't that high bloodrazor 2 damage AoE for 6 mana? sounds like a BLizzard that hits your own stuff too. idk if this is enough to put in cards like the arcanite reaper into your deck or the gorehowl, why play this card when brawl is 5 mana, cares not for how strong a card is and effectively clears the board leaving one minion up which you can either shield slam or execute if it's big.
this is a bad card, the card everyone has pretty much forgotten was shield shatter i think it was called? was a much bigger AoE potential for roughly the same cost i recall and just required you having armor, and as a warrior having around 10 armor on average is very easy, was also a card that required other cards to make it viable or contunous use of the hero power. never saw much play.
This card will not see play same reason shatter shield didn't see play.
Now if this was a rogue card, ya'll know this would be broken like no tomorrow, sounds silly but think about how easy it is for a rogue to buff their weapon and shuffle it back into their deck then redraw it. In rogue this card would be on average a 6 mana deal 7+ AoE damage which is great.
2
Good card for lady and hadronox down side is... paying 9 mana for a 3/7 is still bad, though Oakheart might see a huge comback because of this card and might work very well with hadronox in that kinda deck too.
Play both grizzly's then few turns later play Oakheart to cheat out Hadronox and your... Tar creepers, yeah i can see this being a thing
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i believe it's not damage as it doesn't seem so have the same text as Injured blademaster has so i believe once silenced it will become a 3/12 without taunt, but if wrong this might become a staple in Control warrior damage minion = free card draw plus oakheart is or was run in control warr wouldn't be surprised to see them in the same deck
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LOL holy crapy this card with lady in white, also this is gonna shut down aggro hard and is probably gonna be a 100% include with the priest lady in white deck, might be a staple in every control deck if aggro becomes more dominant, but also kinda gives druids a reason to play that 4 mana 1/6 both draw cards, in a sense that if you're druid playing an aggro deck you'd wanna keep your hand decently filled to prevent this card getting stupid value and weakening the effect of this card could help if you're druid, but honestly i don't think just this card would be able to make aggro druid play that 4 mana 1/6
regardless this card will have a powerful impact in how aggro will play, gotta watch out for the turn 5 3/12 and turn 6 and up massive Aoe's
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LOL it is actually a playable shifter zerus unless your enemy is purposely playing crappy cards just to play around this ONE card lol which will never happen
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this would be used in a midrange - lategame deck that can take advantage of high health minions, forcefully putting your enemy on the clock to burn the priest down or else they'd get out valued to the point where the massive minions would overwhelm them, this is gonna be the kinda card that a whole deck architype will be based around.
idk if dragons will still be a deck theme during this expansion but it's a possibility this almost makes some of the revealed cards or future revealed cards even stronger with their echo effects
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Lol no, that's to many resources used in one turn and on one card, it's a 7 mana 3/8 do nothing as the enemy completely ignores the card.. NOW if this cards damage scaled with it's attack then it'd totally be viable because to rampage it and spam your WW effects as you burst down everything.