• 3

    posted a message on New Druid Legendary Minion - Flobbidinous Floop

    a 4 mana Copy minion effect?  Wow.  Having a second copy of any good legendary is bad enough.  The fact that your opponent removes 1 Lich King, then has to do it again is stupidly good for you and annoying for them.

    Oh, its also only 4 mana and does not need the minion on board to 'copy'.  yeah, this is Broken.  In all Druid decks.  Easy.

    In Wild, you can do even more stupid things with this.  Ugh.

    Posted in: Card Discussion
  • 14

    posted a message on New Warrior Weapon- Supercollider

    So warrior gets another mediocre weapon?  This is Betrayal x3.  That's it.  It costs 5, so you save 1 mana in theory.  I would rather play Brawl on 5.

    Oh well, looks like Warrior is getting the shaft again.

    Posted in: Card Discussion
  • 1

    posted a message on The Best Cards from The Boomsday Project According To The Community: Final Compendium Resolts.

    Converting a turn 3 Amalgam into a 5/8 Divine Shield and Taunt is very good on turn 4.  Single minion removal might start to become the new Meta if this Magnetic keyword is powerful and is supported in multiple classes well.

    Hex and Polymorph will ruin your day.

    Posted in: Card Discussion
  • 0

    posted a message on New Neutral Minion - Wargear

    This will give every Mech deck some consistency in the mid game.  Plop it as a 5/5 or buff another mech to push for damage.

    It's boring, but necessary to make this new mechanism work well.

    Posted in: Card Discussion
  • 0

    posted a message on New Rogue Legendary Spell - Myra's Unstable Element

    This is such a powerful and unique effect.  This is a card that is asking to be broken.  This is not a meme card.  Sure, it can lead to some fun videos and decks, but it has so much more potential.

    If you are playing a Miracle style deck and drawing cards aggressively already, you want to draw the rest of your deck as soon as possible.

    Imagine you have about 10 cards left in your deck.  What aggressive or combo deck wouldn't want to draw the rest of their cards in 1 turn?

    This card does 'nerf' other cards that generate or cast random spells though.

    There is OTK potential here though.

     

    Posted in: Card Discussion
  • 0

    posted a message on New Druid Spell - Biology Project

    So this card is going to be either crazy good and meta-defining or meh.  Simply put, if this is crazy good and in every single Druid deck, then Druid is the new super greed deck.  That means that other decks will start to play greedier as well.  Mirror matches will be whomever has the greediest most powerful minion in their hand or who has the UI.

    If every Druid does play this, then Aggro Paladin will love it.  Go ahead, ramp me up.  Then I play Divine Favor AFTER you play your UI.  Druid is going to have a hard time clearing a wide board against aggro.

    I do think its powerful, but this is the next Spiteful Summoner or Barnes card.  Its very RNG based because your top decks and opening hands will outright win you games or not.  This WILL be played, but how will the Meta adapt to it?

    Posted in: Card Discussion
  • 0

    posted a message on New Warrior Card - Beryllium Nullifier

    Yeah, I like to play warrior and would like to move away from Quest/Taunt Warrior.  This card will not allow that to happen.  The new Hero card has to be insane for Warrior to be playable now.

    Posted in: Card Discussion
  • 0

    posted a message on New Mage Legendary Minion - Stargazer Luna

    This is going to be very strong.  You can't leave it on the board or you will get burned out.  The biggest weakness of burn mage is they run out of steam without their card draw.  This acts as an auctioneer and will very tilting to play against.

    Posted in: Card Discussion
  • 0

    posted a message on New Hunter Minion - Spider Bomb

    I think this will give Hunter the ability to move away from aggro and move into more late game or mid range style decks.

    The ability to control the board early on, then opens up your opportunity to play your Death knight and win the control games.

    Even without playing Mechs in the deck, this will be a card that can be ignored and left on board.

    Posted in: Card Discussion
  • 0

    posted a message on New Legendary Minion - Zilliax

    This card is either the next Dr. Boom:  meaning its in every single deck (and people review the card wrong) OR this is the next Troggzor and it will be hyped and no one will play it after everything settles down.

    The card IS powerful, and I think in Wild even more so.  Gorilla bot can get Discover it.

    Amalgam on turn 3.  Turn 4 + coin into this is very good.

    Hex and Polymorph are problems, but do Mages run that at this time?

    Posted in: Card Discussion
  • 0

    posted a message on New Warrior Card - Beryllium Nullifier

    I really want to like this card, but it's too slow in Standard.  I do think its very powerful in Arena though.

    Spending 7 mana to buff a minion that has to be a Mech is not easy in later turns unless you have the board already.

    If this were a 4/7 with taunt, I would then think this is very playable.  Perhaps it would be too strong with Taunt.

    Either way, I think its too slow and doesnt impact the board enough to matter.  The high health means if there are deathrattle mechs, you will not get the benefit without taunt.

    Posted in: Card Discussion
  • 1

    posted a message on New Paladin Minion - Annoy-o-Module

    This is very good and powerful.  If you have the coin, you will have a very strong turn 3.

    Turn 2 Upgradeable Framebot.  Turn 3, coin and then this with Magnetic.

    You get a 3/9 Divine Shield, Taunt on turn 3.  If you hit your curve, on turn 1 with any 1 drop, you are talking about a very difficult early board to deal with.

    If Paladin gets any other Magnetic or mech support, this is going to be a very good card.

    And Call to Arms on 4 (with coin) can grab, Framebot and any other cheap costing mechs, so that on turn 5 you have Zilliax.

    Also turn 3 Amalgam into this is really strong as well, without the coin.

    Posted in: Card Discussion
  • 0

    posted a message on New Neutral Minion - Upgradeable Framebot

    This is a strong card and not just for Magnetic synergies.  Priest can put another minion in their deck that can get huge buffs and is hard to kill early on.  The Inner Fire Priest decks can convert to Mechs now because of the Magnetic keyword, you get even more 'buffs'.

    It also works well with 'mushroom power' in a aggro style deck in warlock or paladin.

    This card could become a staple in many aggro decks as well as Mech themed decks.

    It does depend on how many neutral Magnetic cards there are for Priest to use it well.

    But imagine a Hunter deck with Dire Frenzy on Amalgam (which is all tribes), and possibly using Magnetic on it as well.  Amalgam just became the new must have Epic from past expansions.  Amalgam will never be a dead card now.

    Posted in: Card Discussion
  • 0

    posted a message on Ramp Druid will rule all (Prediction thread)

    The card that makes Ramp even possible is UI.  Without it Druids would be top decking and lose when they draw their 2nd wild growth or greedy sprite.

    So the fact that Druid is getting more ramp (doesnt matter its mutual), just means that UI is even more valuable to Druids opening hand.

    Nourish is fine because they dont get any board presence when they draw 3 cards.  I do forsee big Druid decks becoming more of an issue because they could even get away from 2 Sprites and put in the new ramp cards.  

    The perfect starting turns for Druid would look like this...

    Turn 1 - Biology Project, then Wild Growth.

    Turn 2 - (5 mana) - Nourish for crystals and another Biology Project.

    Turn 3 - (10 mana) - UI to draw 5 cards, put a 5/5 on the board and gain some armor.  These are the games that are going to make people really Salty.  You can have the greediest of decks and not get punished.

    Just a scary thought.

    Posted in: General Discussion
  • 0

    posted a message on 'Meh'-gnetic

    I like the idea of a generic 'Graft' keyword instead of the very narrow Magnetic.  I do think they missed a big opportunity to make things interesting for future designs.

    The hold a dragon mechanic is easily ported over to any expansion in the future.  I like this one.

    Same with Discover mechanic.  This can go into any expansion and not feel out of place.

    Even the new Omega keyword is portable to all future expansions.  I like this one alot for the flexibility and its very good in Arena.

    Magnetic just seems too narrowly focused.

    Posted in: General Discussion
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