• 2

    posted a message on Goblin Blastmage

    This card might be the finest one that empowers the whole mech Mage idea. Think of it as a 5-mana Fire Elemental's strength. Maybe a nerf is in order as, it's perfect at 5 mana where its effect is similar to Fire Elemental, but obviously too strong at 4.

    Posted in: Goblin Blastmage
  • 4

    posted a message on Avenging Wrath

    Even in this version, this card remains one of the very few Paladin burst option. You might not want this cards in a midrange deck, because Mister Boom and Fording themselves have a reasonable amount of burn already. But in a control deck it's quite a good card to ultimately utilize Equality.

    I want to remind you of some strange detail when this card strikes an Immune hero, like Mage with Iceblock popped or Warlock with Malganis. One missile shoots at a random enemy character with at least 1 health, even if it is Immune. The same goes with Ragnaros. This is a critical problem like, after you play Equality, if the total health of enemy characters is 8 and the foe has Iceblock on his head, the Iceblock is guaranteed popped, but there's still a small chance that Avenging Wrath fails to kill all enemy minions because it might shoot at Immune hero and waste a shot. I don't like the specifc ruling myself but the actual game goes this way.

    Posted in: Avenging Wrath
  • 2

    posted a message on Raging Worgen

    Worgen + Charge + Inner Rage or Cruel Taskmaster for a 16 damage charge-in. Use two cards to enrage for 20 damage. This is a devastating combo as it only takes 6 to 8 mana, giving a Warrior player at least 2 mana to remove taunt( Owl silencing or 1-mana single removal), or just play a weapon for an extra 3 or 4 damage.

    You can use Rampage to spend 2 mana for extra 6 damage. Worgen + Charge + double Inner Rage + double Rampage deals 32 in total. Even with only one Rampage it's pretty much lethal out of full health with weapon. It's only too extreme to come true in actual game because you probably can't survive for having too many dead cards in hand.

    Interestingly, Worgen combo was employed by a Korean player in Blizzcon 2014, and successfully knocked out Kolento with a weapon topdeck. This charge-in combo is much less viable than its Druid or Shaman counterpart and similar to Arcane Golem + Power Overwhelming + Faceless Manipulator. Normally Warrior just go for Gromm Hellscream for lower burst but higher viability.

    Posted in: Raging Worgen
  • 2

    posted a message on Stonetusk Boar

    One good way to go with Druid of the Fang in GvG. You have to run combo if you want those 7/7 snake anyway, so the boar can add 3 more damage to the infamous 14 combo.

    Posted in: Stonetusk Boar
  • 2

    posted a message on Ravenholdt Assassin

    It suffers high-cost penalty. Hence if you trade it into other minions you lose some value. There was a weird combination for Shaman which used Windfury and Rockbite in attempt to one-shot your foe with Stealth minions like Shade of Naxx or this assassin. Not a bad rare pick in ARENA though.

    Posted in: Ravenholdt Assassin
  • 3

    posted a message on Lost Tallstrider

    One problem is that it loses against Piloted Shredder as a 4-drop. You can consider using it with Druid of the Fang in slower meta. Otherwise it's just another passable ARENA minion.

    Posted in: Lost Tallstrider
  • 1

    posted a message on Gnomeregan Infantry

    There are very few taunt minions that have instant offensive effect. Druid of the Claw is strong because it can do taunt or charge. This little guy has too low attack to do anything though. It seems to work with Hobgoblin but Hobgoblin didn't do quite well in recent tournaments. So let's keep this as a passable ARENA card.

    Posted in: Gnomeregan Infantry
  • 3

    posted a message on Dark Wispers

    I don't understand why they've introduced so many unleash spells in this game. Unleash 5 wisps is actually decent for Druid, because Druid is known for having very few minions on the board. But sadly it wouldn't work with Sea Giant because it's 5 minions for 6 mana, whilst you need N minions for less than N mana to make Sea Giant effecient.

    In a tournament where you know your opponents' decks very well, this card might be good for a crossfire confirmation strategy, and as well has been for Firebat the Blizzcon Champion in one of the recent tournaments. Under other circumstances, this card is probably a waste of mana that instantly costs your game.

    Posted in: Dark Wispers
  • 3

    posted a message on Muster for Battle

    The Pal version of unleash, which is kind of awkward in the sense of game design.

    The card is a competitive one though. I'm seeing two copies of this in every competitive Paladin deck after GvG launch. To make it full-valued, use the new 2/2 shieldbot and Seal of Light to take out Knife Juggler on turn 2 before it can wipe all your 1/1 recruits for free.

    Posted in: Muster for Battle
  • -3

    posted a message on Imp-losion

    One sad feature is that it's too random to play in the actual competitive scene. Rolling 2 or 4 makes a huge difference. Why not apply a compensation that if you hit 2 you get 4 imps and hit 4 you get 2 imps? Well but that seems to overpowered too. Right now Blizzard can balance this card by setting an internal distribution like 50% for 2, 30% for 3 and 20% for 4, making the expectation under 3.

    Posted in: Imp-losion
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