• 6

    posted a message on Making Mummies

    The Paladin quest rubs me the wrong way in every aspect. Its bad flavor and its never going to improve throughout the sets if so if it will either become meta for 1 expansion or never become meta. (Reborn keyword could come back maybe during the 4th expansion of the story, but it's never been done before so who can be sure). The HP is strong but given we've seen half the paladin cards so far and none of them are Reborn, it's gonna take a lot of convincing to make the quest viable.

    I really don't know why this quest isn't Priest when both Reborn/Resurrect and copying minions have been prevalent in Priest and not at all in Paladin.

    Posted in: Making Mummies
  • 2

    posted a message on Ectomancy

    Sure, 20 damage... on turn 8. Your opponent is either out of steam, has much more than 20 health or has planted a ton of taunts. In addition, you need the magical control of not having Skull equipped/doomguard in hand up until turn 8, and when your turn 7 is just tap + skull you leave a big window for your opponent to Ooze without punish. Also, 6 card combo for 20 damage, I think I'll run an actual OTK deck.

    Posted in: Ectomancy
  • 2

    posted a message on Crystallizer

    This was a joke, I said this cause Shudderwock can literally kill themselves with this in theory. 

    But if you wan't to play it a different way, this can always make more health missing without puncturing the total HP, so you can gain more value out of Lifedrinker or Healing Rain. It's not good in the Shudder pool, just good as a one time use, which makes it not viable in Shudder. 

    Posted in: Crystallizer
  • -2

    posted a message on Floop's Glorious Gloop

    This is actually pretty bad. Only token can actually use this efficiently. At that, can token actually get anything out of this?

    Picture this; You're at 7 mana with 5 Scarab Beetles, all at 3 hp, and vs two damaged Flame Imps and two 3/3 Happy Ghouls. You can play this spell, and have up to 11 mana in one turn. So what can you actually do with that 11 mana? You can Wispering Woods into Branching Paths and maybe some Soul of the Forest if you had an extra scarab. Now that, that's an insane turn. You just need 3 specific cards in your hand (not including this card), Spreading Plague the previous turn, and your enemy had to play into Spreading Plague on curve.

    The stars have to align perfectly and your opponent had to play terribly. There is no way you're getting this lucky every time, and honestly this card becomes dead at 10 mana. You can't use this to make lethal, only two turn lethal. You can't make any OTK out of this unless you're still insane and happen to have every OTK piece, play Plague last turn with a full board and then Malygos into Prince Taldaram into Moonfire while being able to kill every Scarab on your turn and not having your opponent kill ANY first but damaging them enough that they'll die to any trades on board. Again, this is ridiculous. You can replace "Plague" with Wispering Woods and "Scarabs" with "Wisps", it won't change the odds of this actually happening.

    Of all the impossible combos these Legendaries have introduced, this might be the worst of the bunch. I'm relieved to see that Druid cards are all very flashy and insane looking but in practice might be horrible, at least most of the cards.

    Posted in: Floop's Glorious Gloop
  • -2

    posted a message on Tending Tauren

    Cenarius is still in standard, you really don't need to run this. 

    Posted in: Tending Tauren
  • 5

    posted a message on Topsy Turvy

    Lyra has the biggest grin on her face. You'll love getting this card out of Lyra because its just more spells, and you might even run it yourself because, FREE. I highly doubt you'll encounter a board where casting this is bad on any target. Good luck to you jokers, Lyra grants miracles.

    Posted in: Topsy Turvy
  • 3

    posted a message on Test Subject

    It's terrible. Not the fear of it being silenced, it's just the fact that it's 2 health! It has a bottom text, so why wouldn't I kill it before it does something?

    Why wouldn't I kill Mana Tide Totem before it draws my opponent an answer to my board?

    Why wouldn't I kill an egg the turn before cube can be played?

    All of these trades are free as my minions won't take any damage, even as an aggro deck I would prefer to throw 2 dmg to a trade than to the face this once, it doesn't cost me anything.

    Even if someone does cast the whole combo on this, they know the risks of silence and would be a fool to do so. It's a double edged sword, do you want it to be silenced when it has all your cards, or killed while it can't contest the board? In the reveal they even said "You can totally cast your whole divine spirit combo on this and it'll TOTALLY die, returning it all back to your hand." Spoiler: A 12/12 minion does not get killed when it can simply be silenced, sapped, stalled, all the S's, okay?

    Posted in: Test Subject
  • 3

    posted a message on Extra Arms

    Control Priest might use this, but Elixir is often better too.

    Posted in: Extra Arms
  • 2

    posted a message on Violet Haze

    It pushes Deathrattle Rogue and the effect isn't horrible, how could I hate it?

    Posted in: Violet Haze
  • -1

    posted a message on Beakered Lightning

    A bad replacement for Maelstrom Portal since you suddenly don't get a 1 cost minion out of it (essentially making it 1 mana whirlwind only on your opponents side) and this card deals 1 dmg to your board too; which isn't as bad as getting overloaded by 2 next turn when this is already probably an early game cast. Still, you might need to use it if Odd Paladin isn't moving any time soon, but you'll have to ask yourself if "I should run this card to counter 1 aggro deck of the many existing ones?" Like running an ooze to counter Mid. Hunter and Odd. Rogue when OTK Shaman, Zoolock and Cont. Priest are also in meta.

    Posted in: Beakered Lightning
  • 4

    posted a message on Elementary Reaction

    2 Mana Mimic Pod if your deck has elemental synergy. Why wouldn't you run this?

    Posted in: Elementary Reaction
  • 1

    posted a message on Ectomancy

    Your best chance of playing this is when your opponent kept up a Doomguard for some reason, or you just have a fat board that still exists one turn after Gul'dan. You can't get enough value out of this card, and it won't be an OTK this expansion either.

    Posted in: Ectomancy
  • 0

    posted a message on Rocket Boots



    Posted in: Rocket Boots
  • 7

    posted a message on Weapons Project

    Excellent card. No longer are you forced to run an Ooze, this card will destroy Twig, Skull of Minari and if you think it's worth, Aluneth. Twig and Minari are both control match ups that heavily rely on their weapon, and this belongs in the upcoming control warrior. Definitely huge leverage for warrior to always have a weapon break ready vs what are some of the best and most common control matchups, and it's not like its a useless card unlike ooze which cannot always work, this will always be useful in every matchup. At worst, you're giving aggro 6 armor that they probably don't need because they'll run out of steam soon enough.

    Posted in: Weapons Project
  • 1

    posted a message on Holomancer

    Dollmaster Dorian is basically this but has more of a chance to live. It still fails to survive every time. Because of that, this probably isn't any good. 

    Posted in: Holomancer
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