• 3

    posted a message on Astral Communion

    The problem with building a deck around astral communion is that if you don't draw it, you lose 100% of the time.  And even if you do draw it, you still lose most of the time, because druid has no decent way to come back from being behind on board, besides deathwing.

    Posted in: Astral Communion
  • -9

    posted a message on Fencing Coach

    This is a terrible card unless you can combo it with an inspire, in which case it might have some potential.

    Without inspire:
    For priest/warrior it's a shittier version of Earthen Ring Farseer
    For Mage it's an Ironforge Rifleman
    For Druid it's a shittier Ironforge Rifleman
    For Shaman it's a shittier Tuskarr Totemic
    For Paladin it's a shittier Razorfen Hunter
    For Rogue it's a shittier Lowly Squire
    For Hunter it's a shittier Argent Horserider
    For Warlock it's a shittier version of Novice Engineer and Gnomish Inventor, which are both already shit in warlock.

    This card might possibly be playable in decks with OP inspires like Paletress and Fizzlebang, but otherwise it's shit.

    Posted in: Fencing Coach
  • 0

    posted a message on Reynad's OP Dragon Priest

    Dragonkin sorceror is always a downgrade from Eydis Darkbane.

    Posted in: Reynad's OP Dragon Priest
  • 4

    posted a message on Blessing of Kings

    It's like a 4/4 charge for 4.   But vulnerable to silence.

    Posted in: Blessing of Kings
  • 3

    posted a message on Heroic Rend Blackhand Hunter(After Nerfs)

    Worked for me.  I cut a creeper and a doomsayer to add 2 explosive sheep.

    Posted in: Heroic Rend Blackhand Hunter(After Nerfs)
  • 3

    posted a message on Cobra Shot

    If this were 4 damage it would be decent

    Posted in: Cobra Shot
  • 1

    posted a message on Imp Gang Boss

    This card is much stronger than harvest golem because it has 1 more HP and usually spawns multiple imps, which are harder to kill than a single 2/1.  Also, those 1/1s spawn before it dies, giving you more total power on the board.   Harvest golem was balanced, but this card is OP enough to be auto-include in every aggro warlock deck until it gets nerfed.   Demon synergy is even better than mech synergy.   Voidcaller gives resistance to board clears and more tempo than mechwarper, while Mal'Ganis is 10000000000000000 times better than Mimiron's Head.   But Imp Gang Boss is awesome even without any demon synergy in the deck.   Worst case scenario is shadow word pain or death's bite and you lost a tiny bit of tempo.   Typical case is completely dominating the early game board control against any kind of aggro.     I predict blizz will bring this down to 2/3 and then it will only be played in demonlock if at all.   If it were a 3/3 it would basically be better than pre-nerf shattered sun cleric because it wouldn't be a "win more" card -- you would get at least 1/1 of extra value regardless of whether you already had anything on the board.  This card is a clear case of power creep.

    Posted in: Imp Gang Boss
  • 0

    posted a message on Arcane Explosion

    It's still good when comboed with Flamewaker, Sorcerer's Apprentice, and Mana Wyrm against face hunter

    Posted in: Arcane Explosion
  • 0

    posted a message on Call Pet

    For this card to get any value on average, over half your deck has to be beasts that cost at least 4.  But that would necessitate having a ridiculously high mana curve.

    Posted in: Call Pet
  • 3

    posted a message on Ogre Ninja

    It's decent in oil rogue because it ensures you'll have a target for oil, and if you're going to clear board with blade flurry anyway the 50% random won't matter.

    Posted in: Ogre Ninja
  • 2

    posted a message on Son of the Flame

    Most overpowered card EVER!

    Posted in: Son of the Flame
  • 0

    posted a message on Mini-Mage

    If knife juggler is ever nerfed, this might almost be halfway decent.

    Posted in: Mini-Mage
  • -19

    posted a message on Imp Gang Boss

    This card is AT LEAST a 3/5 for 3, but usually it will kill a 2 drop and survive, making it a 4/6 for 3.   It's the most OP card in this expansion besides dragon consort.

    Posted in: Imp Gang Boss
  • 3

    posted a message on Cairne Bloodhoof

    The current meta is way too aggro to run this card, because it doesn't do anything on the board immediately and it's vulnerable to freezing trap.

    Posted in: Cairne Bloodhoof
  • 7

    posted a message on Mech-Bear-Cat

    This would actually be godmode if it was 6/7 instead of 7/6.

    Posted in: Mech-Bear-Cat
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