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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i see nothing wrong with this card, idk why you people are bashig on him so hard. I mean yeah.. he`s not like the original that costed so little with the down side give your enemy 2 +1/+1 bananas. his down side was if the enemy has a 3/2 Mulka auto died and it's very very very easy to have a card on the board on turn 3 with 3 attack... that is what made mulka just bad all around. But now battle cry give you bananas... that's very powerful for tempo and control decks this can flat out be a replacement to some cards, Hell in wild this card kills Dr boom on his ownthere will be no turn 7 Dr boom in you turn 6 mulka, the previous brawls proved that bananas can actually prove quite useful, He's even a beast card so this can help spawn that beast hunter/druid deck.
I like the card that's my opinion it's a great control/tempo card and can open you up to many combos to spin the game in your favor.