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    posted a message on New Rogue Card - Shadow of Death

    This is a very long-game sort of card, which isn't usually rogue's style (outside of combo sort of decks like miracle - which basically wins in a single turn after drawing a lot - or something like Nomi/tempo, which is just going to draw the whole deck, but in that case they want strong tempo before using Myra's to finish off their opponent).

    There's a fair bit of potential with it in terms of power level, but right now I can't see what deck it would fit into. I will say that it could work with either Jepetto or the new "set deathrattles to 1/1 for 1" cards if the cost and stat-setting isn't copied, which I'm going to guess it won't be based on other cards that summon copies like Carnivorous Cube.

    I love cards like this, but I'm very skeptical of it being competitive worthy. It's very different from Faldorei Strider as that gave you a 4/4 body, making it an 'ok' tempo play immediately, and a big tempo boost if you hit any of the spiders.

    Posted in: Card Discussion
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    posted a message on New Warlock Legendary Card - Dark Pharaoh Tekahn

    Erm... like... weren't lackeys already more than good enough without being given the Crystal Core treatment?

    God damn; we'll be getting 5/4 rushers for 1 thanks to Magic Carpet.

     

    Posted in: Card Discussion
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    posted a message on New Neutral Minion - Sunstruck Henchman

    Pretty good in arena; potentially solid enough for constructed if any tempo deck really wants the stats (and yes, while the lost attacks is lost tempo, that body isn't going away and half the time will get to attack).

    I mean, if there were a vanilla 6/5 for 4 people would definitely consider running it in a true tempo deck as it's basically one free mana (5 cost stats for 4). This drawback, while occasionally being awful, is just a temporary stop - and your opponent is going to have to play some really premium removal to 1-for-1 this cost effectively. I'm usually skeptical of mostly-vanilla cards so I don't think it'd see competitive play, but stranger things have happened.

    Posted in: Card Discussion
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    posted a message on New Warrior Card Revealed - Plague of Wrath

    Solid sweeper. On the surface requires Whirlwind as an enabler, but you're going to get those Dr Boom turns where you get the 1 damage AoE, and wham, Bob's your uncle, board sweeper enabled.

    Posted in: News
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    posted a message on New Neutral Legendary Card - Colossus of the Moon

    I don't think reborn + some extra stats makes Force Tank Max competitive. Solid in arena though.

    Posted in: Card Discussion
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    posted a message on New Priest Card - Grandmummy

    That ends up being a 4/6 in stats, for 2 mana. Don't be surprised if someone finds a competitive spot for this sort of card when its total stat to mana ratio is 10 stats for 2 mana.

    Posted in: Card Discussion
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    posted a message on New Neutral Card - Wasteland Assassin

    Solid arena card.

    Posted in: Card Discussion
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    posted a message on New Neutral Card - Anubisath Warbringer

    Someone mentioned Anka synergy, which is true - it's a strong deathrattle for sure. That said, without something tricky like that (and it's tough to rely on 1-copy legends for any sort of strat), it's a 9 cost that doesn't do anything immediately - which is basically not good enough for constructed. In arena where things are slightly more lenient, the fact is that by the time you get to drop this very often you won't have many/any minions in your hand (need at least 1 for it to be above-curve stats, and at least 2 for it to be good+) - never mind if it's a topdeck (there are far worse topdecks than a 9/6, but the deathrattle is going wanting in that case).

    Just doesn't seem very good no matter how you spin it, even with such a strong deathrattle.

    Posted in: Card Discussion
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    posted a message on New Shaman Card - Splitting Axe

    Needs to hit at least 2 mana worth of totems to be decent - so that's 2 basic totems (likely 3), and if you have 2-3 basic totems out and are playing this on curve, you've had an awful first couple of turns.

    That said, good value with nonbasic totems - but the trouble then is that you either are gambling that they'll be left alive for at least a turn, or you're playing this on turn 6+ where a 3/2 weapon is just super low impact (plus, something like lackey totem + this on turn 6 is super low impact on the board, so you'd likely be facing heaps of pressure as a result).

    Would be interesting in a totem based deck in wild. This as a follow-up to Totem Golem, provided it lives 2 turns, is pretty good.

    Posted in: Card Discussion
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    posted a message on New Neutral Card - Mogu Cultist
    Quote from Jonesy978 >>

    Wait. This is a 10 mana card. So is Sea Giant.

    So, you play Conjurer's Calling on a Sea Giant and you can get two of these?

     Pretty sure random minions never include those specifically only available through other cards (ie. you can't get an ambush nerubian as a random 3 drop, and you can't get Galvadon as a random 5 drop).

    Posted in: Card Discussion
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    posted a message on New Rogue Card - Whirlkick Master

    If you can play this late game with a combo card, it could be decent (akin to playing Underbelly Angler + any old murloc on turn 10), providing you with a lot of cards worth of value for the cost of just 2.

    However, the issue - like with Underbelly - is that rogue/murloc shaman doesn't typically want the game to go that long, and would rather finish things off sooner. If you were running this in some sort of combo rogue deck, why not just run miracle? Or the new deathrattles become 1/1 card with Mechathun and Unstable Element.

    Could be really great late tech in arena though.

    Posted in: Card Discussion
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    posted a message on New Warrior Card - Bloodsworn Mercenary

    This is freaking amazingly powerful. I don't know where it would fit in wild or standard competitive play, but that battlecry is just stupid strong, for one simple reason - Inner Rage is a thing, and costs 0. Yes, that does make it a 2-card combo (or 3-card if you have a specific minion in mind), and stand alone good cards are better than combo ones, but not only does the 2/3 card combo ensure huge value/tempo (because it's turning Inner Rage into a Faceless Manipulator), but this card isn't even useless without it given that minions often take damage, and rush is a thing.

    Here are some potential options between the 6 and 10 range - 8s can only be played in standard with the coin, but anything else can be played in wild with Thaurissan (possibly backed up by Drakkari Enchanter for the 10s).

    Actually, I was going to list out heaps - there are plenty which are more than good enough if you get a copy off the battlecry, but most weren't so unfair that they're worthwhile. That said, in wild there's a OTK there with Grom - Grom + Inner Rage + Bloodsworn x2 = 36 damage, though needs either Emp + Coin or Emp + Drakkari Enchanter to reduce mana costs enough. 42 damage with a second Inner Rage available. However, going back to a rarely used card from the original Ungoro - Grom + Inner Rage + Bloodsworn + Sudden Genesis costs 10 mana exactly (after a hit from Emp + Enchanter), and is 48 damage from the 4 cards (56 with a second Inner Rage available, 70 with the coin and the second Bloodsworn, though stretching that far legitimately takes nine cards from your hand). But I think there could be some kind of control warrior deck in wild that includes 2x Bloodsworn, 2x Inner Rage, Emperor and Grom as well as other good cards - Grom and Emperor are fine cards in their own right, but depending on the matchup having access to the 24+ burst could be very useful, especially when Bloodsworn + Inner Rage on other high quality minions are still going to be great plays.

    It's possible we'd still see the package in standard (minus Emp, of course), and only ever see the Grom combo come out in 50% of games (that have the coin), but again, Bloodsworn + Inner Rage is more than good enough even without the Grom combo.

    Edit: hell, mech warrior is a strong deck in standard and wild (afaik), and given magnetic is a thing Bloodsworn could fit in easily there - copying a minion thats big thanks to magnetic and has just traded into something else is pretty high value, especially if you have Dr Boom giving the copy rush. Also, we don't know what the warrior quest is yet, so there's every chance if that's strong enough to create a new archetype that Bloodsworn could find a spot there.

    I'm *very* excited about this card.

    Posted in: Card Discussion
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    posted a message on New Neutral Minion - Fishflinger
    Quote from b1ak1ce >>

    the 2 mana 2/1 summon a 1/1 is better honestly.

    Better without considering the battlecry, sure - you'd rather two smaller bodies than one bigger body in a murloc deck. But when you consider the extra card, you can easily give this the edge.

    Posted in: Card Discussion
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    posted a message on New Neutral Minion - Fishflinger

    This seems great, but is currently sitting on 3/5 - am I missing something? It's 3/2 for 2, both gain a random card - except if you're playing a murloc deck your random card is likely to be much more useful than their's. And when one of the issues with any murloc deck is running out of steam, being able to get an extra card without even giving up any tempo is great.

    It's no Underbelly Angler, but that card is stupid powerful, and this is neutral.

    Posted in: Card Discussion
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    posted a message on New Rogue Legendary - Anka, the Buried

    Very powerful effect, in a vacuum. I don't know if or where it could see play - doesn't seem like it'd have much chance in standard (I don't believe deathrattle rogue is nearly a high enough tier, if it even makes tier 4+ at all), and in wild there are much more unfair things you can do. However, the effect is very strong, so you can't discount it. If nothing more, there could perhaps be a new form of wild egg rogue that tops out at around 6 mana (I think you'd *have* to run Sylv if you ran this), and the turn after this playing a few eggs that spawn scarabs/nerubians/devilsaurs and don't need any further enabling isn't a bad thing.

    But again, there are much more unfair things in wild, so I don't know how competitive such a deck would be. The inner value-monger in me loves it, but the competitive player in me isn't really optimistic about it.

    Posted in: Card Discussion
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