well I'm glad they at least waited until Reno rotated out to print this atrocity. Still broken, though. Could also enable that tempo-secret mage they've been trying to push for the last couple expansions. Could've at least made this an epic, but who cares about balancing arena, right?
it says "attack until end of the turn". Djinni also says "after you cast as a spell" so the order of operations is consistent with eg Pyromancer. There's no bug.
You guys are living in dream land. How often do you think you'll even get to play the 5 mana 10/10? probably only 1/5 maybe 1/4 times after the 5/5 deathrattle goes off, optimistically. That means roughly 80% of the time you play White Eyes you're just playing a subpar 5/5 for 5.
Borderline playable, at best, possibly a decent addition to control shaman but it won't push it into the competitive sphere.
Why are people calling this a "sub par 5/5 for 5"? It's a 5/5 taunt. Fen Creeper is the baseline, and it has a better stat line than it. Taunt matters. See Thing from Below for proof. And just because this card isn't as ridiculous as Thing From Below doesn't make it "sub par" even if you don't get the second card.
Fen Creeper isn't baseline, it didn't even see play in vanilla when stuff like Sen'jin and Yeti were being played. Even Druid of the Claw doesn't see play anymore, and if it does it's 90% in charge form because a 4/6 taunt for 5 mana is bad, and a 5/5 taunt is arguably worse.
This card would be insane in warrior, but I don't know how good it will work on Shaman, unless you make a deck around him
I think even in control warrior it would be bad. Reminds me a lot of Iron Juggernaut, another card that was overvalued. (although I will say this card is definitely superior to Juggernaut)
You guys are living in dream land. How often do you think you'll even get to play the 5 mana 10/10? probably only 1/5 maybe 1/4 times after the 5/5 deathrattle goes off, optimistically. That means roughly 80% of the time you play White Eyes you're just playing a subpar 5/5 for 5.
Borderline playable, at best, possibly a decent addition to control shaman but it won't push it into the competitive sphere.
this card is worth roughly 1.5 mana more than its cost...4.5 mana body + 3 mana heal for 6 mana investment (4 mana + 1 mana overload + a card). ridiculous. that's not even counting the overload synergy, which is probably worth another .2 mana or something.
and Shaman's a class that can always use life-gain, because of Spirit Claws (and now possibly other weapons become more viable, too)
broken. even baseline, a 2/2 beast that summon 2 1/1 beasts when it dies would be playable. what's really powerful is that it incentivises your opponent to remove it and trigger the deathrattle before it gets buffed, similar to Haunted Creeper in that way. I can see why they nerfed Call of the Wild now, mid-range hunter is looking quite strong.
Obviously intended to synergize with hand-buffs, but even on its own it's pretty solid. If you buff it even once it's extremely strong. For sure will see play.
Very powerful, makes all the hand-buff cards much more viable.
From a gameplay pov though I hate it. I think a lot of games will be decided by who gets out a big Doppelganger first, it's even worse than Dr. Boom because you can run two of them.
The value is there, but it kind of counter-synergizes with itself, because if you're running two of these it decreases the odds you even have a minion in your hand. Maybe as a one-of.
Definitely playable, warrior tends to run cards that get extra value from stats, like charge minions and Acolyte of Pain, could be enough to make this constructed viable.
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well I'm glad they at least waited until Reno rotated out to print this atrocity. Still broken, though. Could also enable that tempo-secret mage they've been trying to push for the last couple expansions. Could've at least made this an epic, but who cares about balancing arena, right?
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Opponent plays a 1/3 on turn 1, if you don't remove it immediately you auto-lose. Where have I seen this fun mechanic before?
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it says "attack until end of the turn". Djinni also says "after you cast as a spell" so the order of operations is consistent with eg Pyromancer. There's no bug.
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by "sees play", I mean competitively, not in rank 10 beast druid decks.
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You guys are living in dream land. How often do you think you'll even get to play the 5 mana 10/10? probably only 1/5 maybe 1/4 times after the 5/5 deathrattle goes off, optimistically. That means roughly 80% of the time you play White Eyes you're just playing a subpar 5/5 for 5.
Borderline playable, at best, possibly a decent addition to control shaman but it won't push it into the competitive sphere.
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this card is worth roughly 1.5 mana more than its cost...4.5 mana body + 3 mana heal for 6 mana investment (4 mana + 1 mana overload + a card). ridiculous. that's not even counting the overload synergy, which is probably worth another .2 mana or something.
and Shaman's a class that can always use life-gain, because of Spirit Claws (and now possibly other weapons become more viable, too)
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even if the golem is a vanilla 1/1 this is borderline playable. if it's any better than a 1/1 it's very strong.
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If you get the battlecry even 1/3rd of the time, it's a good card. That said, I don't think you will get the battlecry 1/3rd of the time.
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broken. even baseline, a 2/2 beast that summon 2 1/1 beasts when it dies would be playable. what's really powerful is that it incentivises your opponent to remove it and trigger the deathrattle before it gets buffed, similar to Haunted Creeper in that way. I can see why they nerfed Call of the Wild now, mid-range hunter is looking quite strong.
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Obviously intended to synergize with hand-buffs, but even on its own it's pretty solid. If you buff it even once it's extremely strong. For sure will see play.
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Very powerful, makes all the hand-buff cards much more viable.
From a gameplay pov though I hate it. I think a lot of games will be decided by who gets out a big Doppelganger first, it's even worse than Dr. Boom because you can run two of them.
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The value is there, but it kind of counter-synergizes with itself, because if you're running two of these it decreases the odds you even have a minion in your hand. Maybe as a one-of.
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Definitely playable, warrior tends to run cards that get extra value from stats, like charge minions and Acolyte of Pain, could be enough to make this constructed viable.