Most underrated card here is Goblin Sapper!! This thing grows crazy from all 3 bananas!!
It is 6/4 for 3 mana because opponent hand is always full of bananas. And when you use swap banana on it, you get 4+ free permanent stats at worst case. 3 mana win a game.
Looking at Gul'dan lore we can see he always try to do some cunning trick at the end, so this spell suits him.
Idea is to spend your health fast against control classes, and than change tables. Against aggro just play this at turn 10 and say thank you. Good card in handlock, play your moltens and this after that. It also makes "suicide warlock" playable.
Drawback is that you spend whole turn 10 without improving board, and this is dead card if your opponent is low on health.
Do not. He was used before few months in ramp druid deck on tournaments. Maybe in few months with some new cards he will be amazing, he is one of rare low mana cost legendary cards.
For example i asked before 30 days about foe reaper and everyone said he is same as 400 dust. Now he is star of popular mech priest deck and i'm glad i still have him. There are million of such examples. Card today looks useless, tomorrow it is must to have.
Blood Knight seems so good right now against mech mage. Takes the shield off an Annoy-o-Tron and gives you a 6/6 on as early as turn 2 with the coin. That 6/6 is probably good for at least 2-for-1 if they don't have a fireball which they likely won't have that early.
Nice idea, and in a little worse case it trades good with 2/3 mage minions.
Also it is pretty good in mirror matchup, and can work with minibot or coghamer.
Faerie Dragon with Coghammer is a nice play as well, and worst case scenario you end up trading 1 v 1. But that's the point... you want the opponent to focus on your board, so you can survive a turn longer to draw into your board clears (at least that is the case with the OP).
Nope, it is almost best case scenario 1 for 1.
Mad scientist that draws a secret traded for your 2 drop is not a great thing, or 1-drop that give spare part for your 2-drop. You can't call it good trade.
Worst case scenario is that you get it late game in control matchup against handlock, warrior or in mirror. Where it is same as dead card.
I don't quite understand your logic lynx...the worst case situation is it trades against a 1 mana drop. The best case situation is it trades against a 2 mana drop, and lives.
Why would you play a faerie dragon on a board with a clockwork gnome anyways? Is the 2/1 really that threatening for you to play something against it?
I'm assuming that a player can judge when to make certain plays. I'm not saying to drop it without thinking, I'm saying if you think, you can use faerie dragon to your advantage.
I'm just saying you must think about other (control) matchups where this card is bad. Just ask yourself what you drop for it.
Ability to not get pinged by mech mage is not worth it. Man i love when mech mage loose turn to ping my minion anyway.
For example Wild Pyromancer is much better 2-mana card in paladin, and even he is not used so much.
Faerie Dragon with Coghammer is a nice play as well, and worst case scenario you end up trading 1 v 1. But that's the point... you want the opponent to focus on your board, so you can survive a turn longer to draw into your board clears (at least that is the case with the OP).
Nope, it is almost best case scenario 1 for 1.
Mad scientist that draws a secret traded for your 2 drop is not a great thing, or 1-drop that give spare part for your 2-drop. You can't call it good trade.
Worst case scenario is that you get it late game in control matchup against handlock, warrior or in mirror. Where it is same as dead card.
I've had no problem at all with Mech Mages and have a very favourable W/L ratio. I find that once you beat down the initial rush, they really struggle to maintain any kind of momentum. My early-game go to minions are Zombie Chow and Shielded Minibot. I have Truesilver Champion to deal with turn 3/4 threats if needed.
True, with paladin I have 54% winrate against mech mage. They are really annoying in first five turns, but once you stop first wave, you pretty much won a game.
Priest is still worst matchup for my paladin with 41% winrate. That being said, somehow I had 91.7% winrate against warrior in ranked last season. Stats are strange thing.
Thing is that the good Kodo, comes waaaaaay later than those threats. The best strategy is to fit early drops so you keep up with his board and Consecrate to reset. The tough turn to overcome is the third, because if it ends up to Spider Tank being down and then Blastmage entering the scene, you pretty much end up needing equality/Consecration (and you still lose a turn).
Kodo is too slow. If Kolento's variation stays popular, Kezan Mystic would be good against their secrets (provided they run Mad Scientist and all).
I have thought about some combos that would work well against the early game minions of mech mage.
Faerie Dragon turn 2, with coghammer turn 3 (so faerie dragon gets divine shield and taunt), which forces minion trading. It can trade against mechwarper, snowchugger, piloted shredder. Reason I chose faerie dragon is so that the mage cant ping the divine shield off it or cast spells on it.
Lil' Exorcist turn 3. Good against a board with clockwork gnomes and piloted shredders (if they have mechwarper out, they will play piloted shredder earlier), lil' exorcist would counter that.
Arcane nullifier is a good turn 4 taunt too.
Lil Exorcist did not work in deathrattle hunter/zoo meta. It will not work against mech mage deck with 2 deathrattle minions either.
Faerie Dragon with coghammer is cool idea, but you must have those 2 cards in starting hand and then hope Faerie will not be traded with Mad Scientist, Clockwork Gnome or other low drop before you combo it.
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Most underrated card here is Goblin Sapper!! This thing grows crazy from all 3 bananas!!
It is 6/4 for 3 mana because opponent hand is always full of bananas. And when you use swap banana on it, you get 4+ free permanent stats at worst case. 3 mana win a game.
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pros:
-great tool for countering face aggro meta (face hunter, mech mage)
-you can tap more freely against control with this card in hand
cons:
-dead card if you have more health
-against control dead card until late game
-it does not improve board in any way
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Imagine same card for 3 mana with 3/3 base stats! That would be great!
This way too late, too slow, too optional, food for bgh. Will not be played.
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Looking at Gul'dan lore we can see he always try to do some cunning trick at the end, so this spell suits him.
Idea is to spend your health fast against control classes, and than change tables. Against aggro just play this at turn 10 and say thank you. Good card in handlock, play your moltens and this after that. It also makes "suicide warlock" playable.
Drawback is that you spend whole turn 10 without improving board, and this is dead card if your opponent is low on health.
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https://www.youtube.com/watch?v=Cht0oOL6Tmk
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But mage can't draw cards like warlock. Just imagine handlock with 2 fireballs + 2 frostbolts.
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Do not. He was used before few months in ramp druid deck on tournaments. Maybe in few months with some new cards he will be amazing, he is one of rare low mana cost legendary cards.
For example i asked before 30 days about foe reaper and everyone said he is same as 400 dust. Now he is star of popular mech priest deck and i'm glad i still have him. There are million of such examples. Card today looks useless, tomorrow it is must to have.
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In priest deck with zero beasts. God know we will steal somewhere one buzzard.
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Don't forget [card]Gnomeregan Infantry[/card], this one is better in every situation.
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Nice idea, and in a little worse case it trades good with 2/3 mage minions.
Also it is pretty good in mirror matchup, and can work with minibot or coghamer.
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Because it is on paladin sub-forum. Go make other topic on general forum.
Same deck can't counter another same deck, by definition. If played perfectly both win 50% times.
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I'm just saying you must think about other (control) matchups where this card is bad. Just ask yourself what you drop for it.
Ability to not get pinged by mech mage is not worth it. Man i love when mech mage loose turn to ping my minion anyway.
For example Wild Pyromancer is much better 2-mana card in paladin, and even he is not used so much.
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Nope, it is almost best case scenario 1 for 1.
Mad scientist that draws a secret traded for your 2 drop is not a great thing, or 1-drop that give spare part for your 2-drop. You can't call it good trade.
Worst case scenario is that you get it late game in control matchup against handlock, warrior or in mirror. Where it is same as dead card.
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True, with paladin I have 54% winrate against mech mage. They are really annoying in first five turns, but once you stop first wave, you pretty much won a game.
Priest is still worst matchup for my paladin with 41% winrate. That being said, somehow I had 91.7% winrate against warrior in ranked last season. Stats are strange thing.
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Lil Exorcist did not work in deathrattle hunter/zoo meta. It will not work against mech mage deck with 2 deathrattle minions either.
Faerie Dragon with coghammer is cool idea, but you must have those 2 cards in starting hand and then hope Faerie will not be traded with Mad Scientist, Clockwork Gnome or other low drop before you combo it.