• 3

    posted a message on New Mage Card Revealed: Frozen Clone

    Duplicate was compared to Arcane Intellect back when it came out, both  focus on card economy, which for mage means to forgo tempo and invest mana into your win condition.  Given how Arcanologist creates a mini engine in your deck,  Arcane Intellect is right now best used after you exhaust most of your hand and look to  fish for burn to finish the game, Freeze Mage being the exception . Duplicate saw its fair amount of play alongside grindier mages, with minions such as Sludge Belcher and Ethereal Conjurer in decks with a spin on exhausting their opponents resources (Fatigue Mage/Concede Mage).   Again, given how the game has evolved, more card generation being introduced in the game and mage being shaped by spell generation, this card follows said flavor of that spin on Duplicate. If this card is to make it to the lists, this card has to advance Mage's gameplan considerably, that is, you have to consistently get an advantage off playing this. Either through your opponent making a suboptimal play and you capitalizing on other secret synergy cards like those in Secret Mage, or being on a slow meta in which you can extend the game to the point that you can wait for a high value target. In other words, either you decide this is the next best card for your greedy deck for a greedy meta, or somehow this card works like a better Mirror Entity in Secret Mage. I believe the way we'll see this card is with the tag "Created By: ..."

    Posted in: News
  • 6

    posted a message on Rogue Death Knight Revealed - Valeera the Hollow

    The hero power reminds me of Chromaggus. A value oriented card that allows the player to bypass deckbuilding limitations. Granted, from the times of BRM these card generation cards have become more common. Which in turn gives this card an extra potential  upside (highrolling people with their class generated cards), along the obvious one: you can choose which card to duplicate. Flavor-wise this goes alongside Shadowcaster and Shadowstep . The potential of the card reinforces the idea of rogue being a Control Killer. Sadly, it just costs too much to make much of an impact against faster decks. On another note while the Battlecry should buy the rogue a turn, it is a fairly underwhelming effect. Your opponent can develop on board using his 9-10 mana, Rogues unlike Mages have no good AoE, and  unlike Ice Block you won't have enough mana to squeeze in burn or card draw to use the extra turn effectively. Summarizing, this card feels like it costs 2-3 mana more than it should. From what I remember, Blizzard says they work 2 expansions in advance, which if they predicted quest rogue meta explains to an extent why this card is so expensive. At 6-7 Mana It would be an Iceblock + 1 mana 5/5 Charge. Maybe there is something almost as busted in the expansion we could see the card seeing a lot of play in competitive. 

    Posted in: News
  • 2

    posted a message on Rogue Death Knight Revealed - Valeera the Hollow

    I see no reason why you couldn't double coin. Its an innervate that required a set up from a 9 mana card. Granted, at 10 mana you shouldn't start your turn with coin into coin, but if you run this on a miracle shell thats an extra mana. I don't think this card belongs on that deck though.

    Posted in: News
  • -9

    posted a message on New Un'Goro Decks From the Pros: We Don't Always Need Quests

    Compared to other 3 drops in the game it is not as strong anymore. There are a lot of times when it can be very impactful to get an useful one, and lowrolling on it feels as awful as looking for spell power totem while rolling totems as a shaman. The times where you don't care about the roll are the ones in which you are already winning. At the very least, it seems to me as a win more card. 

    Posted in: News
  • 4

    posted a message on New Card Revealed: Evolving Spores

    Actually reminds me of Soul of the Forest it has same cost and it is exactly the kind of spell you want to play your Violet Teacher with. As for older archetypes this is the card a player like J4CKIECHAN would have thought of running in the pre yogg nerf Yogg Token Druid. It may sound too slow and memey nowadays but Soul of the Forest / Savage Roar + Onyxia can be a 2 card combo that can close up a game. Granted big ol' Yogg-Saron, Hope's End is no longer the power house it used to be and Azure Drake and Emperor Thaurissan are leaving Standard; not only that, we are flooded with Pirate Warriors, yet if we can maybe dream of a use for this card maybe, just maybe we can meme with it and have some highlights in our games.

    Posted in: News
  • 4

    posted a message on Shadow Rager

    Jungle Panther Scary With a higher % of dying to Mad Bomber

    Posted in: Shadow Rager
  • 3

    posted a message on Gadgetzan Ferryman

    First of all,  a 2/3 stat line does not contest the lovely 1 drop 1/3's that blizzard loves to push archetypes to viability, and I'm fairly sure that so long they are on the rotation those cards will see play. It is like claiming that Sunfury protector for tempo will do something  against a Shaman with a good start. It dies to  Spirit Claws  (requires highroll or Bloodmage Thalnos),  feeds starts like Totem Golem / Tunnel Trogg into The Coin + Feral Spirit; against Mages the only spell it survives is Arcane Blast  at 0 spell damage which is a card they usually save to deal with the 4 health minions rogue usuallly runs; also this card is irrelevant against almost any Zoo start.

    I don't understand the argument of the player being able to choose to bring back a card or not, that implies that said player is fine with running a vanilla 2/3 in his deck, and that at best said player is happy to run a 2/3 Youthful Brewmaster that you have to activate.  As for the Jade Golem argument, I was under the impression that the  Jade Golem build would work with a deathrattle engine ( All the Jade Golem Cards + Journey Below ,Unearthed Raptor,Shadowstep, Xaril, Poisoned Mind and N'Zoth , and some other staples).

    This card  does not seem to me that it was meant to be viable in a good constructed deck, and it shows, it is a fun card. It seems that the designer's philosophy was the same as with Purify. And the problem is that they decided to make a big release of it. That is it.

    Posted in: Gadgetzan Ferryman
  • 4

    posted a message on Inkmaster Solia

    Kazakuz 's Potion and this card working as a Spell Ramp for something dumb like Kabal Courier Mind Control aside. This card will mostly feel like either a high roll Firelands Portal (Burn Spell/AoE  + Minion Development or with Firelands Portal itself), or like Ancient of Lore ( Cabalist's Tome, Arcane Intellect). Ranging from situationally good to broken should be enough to ensure it being played on 100% of the Highlander Mage lists. Plus I bet that Golden Version has some SICK animations going on.

    Posted in: Inkmaster Solia
  • 5

    posted a message on Don Han'Cho

    The whole Grimestreet buff in hand theme is meant to be seen as a viable way to build Mid-Rangey decks. A plan and play on curve deck like that could use a bomb to finish up the game, a card likeC'Thun . Don Han'Cho is not that bomb, but it can help you create one while giving you a body that is good at trading down (at least 5/6). It has the same problems of Grimestreet Cards of being bad on a topdeck situation, but at least it can work w 2 cards in hand to make back to back strong plays on a game of attrition ( Dopplegangster ). I don't see him being played on control as it is a win more card in those decks, Control is more about stabilization. Now as for combo, I could only see it in Warrior, as the other 2 classes don't have enough card draw to make it work. 

    Posted in: Don Han'Cho
  • 2

    posted a message on Shaku, the Collector

    (‘ ▽`  )  'Member when Rogue identity had to do with weapons?  
    'membering aside, this card follows the Burgle Rogue thematic that has been pushed to reshape the class identity. My main complain is that said identity hasn't taken a good deck of its own, and this card doesn't seem to make it. Not to mention that what was left of the class identity (Miracle Rogue engine) is alive thanks to a soon to be gone card:  Tomb Pillager . Now, with the new faction system there could be some surprises that could help push an Ethereal Peddler deck, some sorth of Lotus-Thief-Tempo Rogue. So far the Lotus Agents drew the short straw, as the 3 classes already run Azure Drake . Not to mention a Thief-Tempo Rogue would like to play Ethereal Peddler on 5, but we could still get some good surprises from the remaining cards. If anything, if this expansion fails and there are complains on Rogue starting the next rotation, they will not be shy to push Burgle Rogue as they did with Discard Lock (please blizzard don't do this).

    Posted in: Shaku, the Collector
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