Yeah I guess it could see one-of play. If you went for 2x, you'd almost be better trying to get mileage out of more awkward cards like C'Thun or Garrison Commander though.
It does 2 damage. If you replaced your Tentacles for Arms with more armor gain cards, you could just let the fatigue mechanic do way more than 2 damage to your opponent automatically.
The problem is that in the case you are building a deck around a specific weapon and weapon buffs, you'd want a card with more than 2 durability, so you didn't end up wasting all your mana paying for it constantly.
So... an X/X for X mana that's incredibly weak to silence.
Silence is hilariously weak after the nerfs though.
That's not going to stop people from posting "weak to silence" on every single new card thread though, as if every game in the game with text (besides battlecries) wasn't affected by silence to an extent.
To be fair, this has been the case since ye olde days, where "THIS IS OUR TOWN, SCRUB!" on turn 1 was ridiculous (and still fairly strong even after it got nerfed).
If you're looking for a decent-ish counter for this, try a healing-focused Paladin deck.
I had a period tonight where I faced Hunter after Hunter, SMOrc after SMOrc, all using this deck (or a close variant that traded Lock and Load for Glaivezooka or Kill Command), and went Paladin to fight against it. It works fairly well (went 3-1 with it, with my one loss being mainly my fault where I didn't play around Misdirection and hero power before attacking). Run Noble Sacrifice to ruin their Huffers, and run at least 2x copies of three different heals (I went for Holy Light, Guardian of Ancient Kings, and Lay On Hands).
Problem is that it was pretty awful against non-SMOrc decks and will lose most late-game battles because most of the healing is too expensive to play unless your opponent was relying on your health being low (i.e. SMOrcing).
Alleria's removal is actually fairly limited compared to what a typical Hunter deck would run (especially when you consider how she has to use her removal to make up for the nonexistent early game minions). If Alleria doesn't draw into early Arcane Shots or Snipes, Medivh can take board control and he will never give it back.
If you go first and your opponent draws Fallen Hero, King's Elekk is ping fodder.
I've also won more than I've lost with this deck, but I have yet to lose a single game with the mage deck. For every game you get an opener of Arcane Shot, King's Elekk, Animal Companion, there's another game where you get garbage like Acidmaw (a 7-cost 4/2 with the effect 'allows your mage opponent to 1shot your minions') and other 5+ cost cards, even after the mulligan.
0
This is actually a really solid Midrange deck.
It some cards that have incredible Evolution synergy, like Nerubian Prophet, Thing From Below, Volcanic Drake, and Tuskarr Totemic.
0
Yeah I guess it could see one-of play. If you went for 2x, you'd almost be better trying to get mileage out of more awkward cards like C'Thun or Garrison Commander though.
-1
It does 2 damage. If you replaced your Tentacles for Arms with more armor gain cards, you could just let the fatigue mechanic do way more than 2 damage to your opponent automatically.
4
The problem is that in the case you are building a deck around a specific weapon and weapon buffs, you'd want a card with more than 2 durability, so you didn't end up wasting all your mana paying for it constantly.
4
It's a strictly worse Gruul...
3
1
1
Blade Flurry was very strong, and I can see it getting a nerf.
This nerf is stupid though. It completely obliterates the card.
0
I think it is still too strong with combos in Wild. Would have been better as a 1/2.
It's probably fine for Standard now though.
1
If you're looking for a decent-ish counter for this, try a healing-focused Paladin deck.
I had a period tonight where I faced Hunter after Hunter, SMOrc after SMOrc, all using this deck (or a close variant that traded Lock and Load for Glaivezooka or Kill Command), and went Paladin to fight against it. It works fairly well (went 3-1 with it, with my one loss being mainly my fault where I didn't play around Misdirection and hero power before attacking). Run Noble Sacrifice to ruin their Huffers, and run at least 2x copies of three different heals (I went for Holy Light, Guardian of Ancient Kings, and Lay On Hands).
Problem is that it was pretty awful against non-SMOrc decks and will lose most late-game battles because most of the healing is too expensive to play unless your opponent was relying on your health being low (i.e. SMOrcing).
0
Must have eaten Sir Finley!
0
The Justicar Trueheart substitution here is massive; it increases the win rate of this strategy by a substantial amount.
I would definitely recommend it.
0
50 packs
1 legendary - Gormok the Impaler
6 Mogor's Champions - http://i.imgur.com/zNOszJQ.jpg
I wish I was fucking joking. Most I got of any other single rare was 3.
4
Alleria's removal is actually fairly limited compared to what a typical Hunter deck would run (especially when you consider how she has to use her removal to make up for the nonexistent early game minions). If Alleria doesn't draw into early Arcane Shots or Snipes, Medivh can take board control and he will never give it back.
3
If you go first and your opponent draws Fallen Hero, King's Elekk is ping fodder.
I've also won more than I've lost with this deck, but I have yet to lose a single game with the mage deck. For every game you get an opener of Arcane Shot, King's Elekk, Animal Companion, there's another game where you get garbage like Acidmaw (a 7-cost 4/2 with the effect 'allows your mage opponent to 1shot your minions') and other 5+ cost cards, even after the mulligan.