There is nothing to discuss here. Only 5 cards have been revealed for god sake...
- water2770
- Registered User
-
Member for 8 years, 8 months, and 27 days
Last active Sun, Nov, 1 2020 11:05:34 -
- 4
- 15
- 53
- 0 Followers
- 548 Total Posts
- 480 Thanks
-
8
Sherman1986 posted a message on (OP)inions about Ungoro?Posted in: General Discussion -
10
Airikan1 posted a message on Prince MalchezaarPosted in: Prince MalchezaarInteresting to see this card rated so highly as a meta-defining card. What I see here is very similar to the Troggzor effect: Great on paper, mediocre in actual play.
Looking at this card in a vacuum, it seems great. Effect immediately activates at the beginning of the game so it's 100% consistent, the effect can be very powerful, and the Stats are optimal for the cost. Outside that vacuum assessment though, this card falls apart. As good as getting 5 random legendaries may seem, those legendaries are specifically going to be one's that you haven't put into your deck and probably for good reason. In essence, you're putting in 5 random cards you haven't already willfully put into your deck, and those 5 cards are now taking up draw spots which hurts the consistency of the original deck as a whole. This already rules out the card's use in aggro, tempo (and therefore midrange since almost every successful midrange deck is tempo-based), and combo decks as those 5 random legendaries go against the purpose these archetypes are trying to push, leaving it as more of a control/fatigue card instead. However, diluting your draw with 5 random cards not intentionally put into the deck, especially against an aggressive deck, is often going to be detrimental to your gameplay, rendering it's inclusion in control/fatigue which desperately need consistent early game draws to survive against aggressive decks as questionable, especially when Elise already exists.
It's a unique card and will doubtlessly find itself into quite a few archetypes initially, but I doubt this card is anywhere near a "meta-defining" card as popular opinion seems to suggest.
-
22
kisa_kisa posted a message on Ethereal PeddlerPosted in: Ethereal Peddlernice Renounce Warlok buff.
-
44
Demonxz95 posted a message on Fandral StaghelmPosted in: Fandral StaghelmAll the Choose One Shaningans we know of so far:
Druid of the Claw - 5 mana 4/6 with Charge and Taunt - Like an Al'Akir without Windfury or Divine Shield, but you get +1/+1 and save 3 mana, seems like a good trade to me.
Druid of the Flame - 3 mana 5/5 - Or as I like to call it, "Druid of the Flame Rager".
Druid of the Saber - 2 mana 3/2 with Charge and Stealth - Wait! Charge AND Stealth!!!???
Living Roots - 1 mana to deal 2 damage and summon 2 1/1 Saplings - I mean, I know Living Roots was already better than Arcane Shot but this is just crushing it now.
Mark of Nature - 3 mana for +4/+4 and Taunt. Meet the new Misha everybody.
Power of the Wild - 2 mana to give your minions +1/+1 then summon a 3/2 Panther. If only it summoned the Panther first (Ben Brode confirmed on Stream that it goes by what it says on the card).
Raven Idol - 1 mana to Discover a minion, then discover a spell. Always nice to have both, am I right?
Wrath - 2 mana to deal 4 damage to a minion and draw a card. That new Shaman card's got nothing on this.
Keeper of the Grove - 4 mana 2/2 deal 2 damage, then Silence the minion. If only it Silenced the minion first.
Nourish - 5 mana to draw 3 cards AND gain 2 mana. Maybe you can use those 2 mana to play one of those 3 cards you drew.
Starfall - 5 mana to deal 7 damage to a minion and 2 to all others. Pretty much a Swipe of steroids.
Ancient of Lore - 7 mana 5/5 that draws a card and restores 5 Health. That nerf must feel bad but now you can do both actions. Does that make you feel better?
Ancient of War - 7 mana 10/10 Taunt. BGH'able but still... pretty balanced.
Cenarius - 9 mana 5/8 that gives you 2 2/2 Treants and gives your minions +2/+2, making the Treants 4/4's.
Mire Keeper - 4 mana 3/3 that gives you an empty mana crystal AND summons a 2/2 slime.
Wisps of the Old Gods - 7 mana Mirror of Doom. You still suck but you now suck a LITTLE bit less, just a little.
And in Wild, we will have:
Anodized Robo Cub - 2 mana 3/3 Mech with Taunt. Watch out, he's in "Attank Mode".
Grove Tender - 3 mana 2/4 that gives both players a mana crystal AND a card. - I mean, symmetrical effect but still... VALUE.
Dark Wispers - 6 mana to summon 5 Wisps AND give a minion +5/+5 with Taunt. Hopefully he protects those Wisps, like a Wisp captain.
-
2
icysilentsilences posted a message on Twilight FlamecallerPosted in: Twilight Flamecallerin most cases this is simply a better ironforge rifleman and arcane explosion (because for one extra mana you get a 2-2 body). however considering both of those cards see virtually no play in constructed decks, i dont think this will either unless the meta game is infused with 1 health minions. i think this actually would've been better if it were "all minions" instead of enemy minions, then maybe patron mage would become a thing
-
25
TenguTheDrunk posted a message on Spreading MadnessPosted in: Spreading MadnessPretty good for the one person who wants to make that Grim Patron Warlock
- To post a comment, please login or register a new account.
2
I mean a lot of people liken lackeys to 1.5-2 mana worth so this into a lackey isn't the worst turn 1-2 play.
3
This doesn't eat people. The trailer deceived us!
4
it's more of a "windfury" where you can make your minion attack, and then you play this spell and they attack a second time on the same turn.
1
Maybe put this in death priest? have the spirit of the dead out for the first turn and then position this so it's alone next to the spirit. When this dies the spirit puts it back in the deck, you can redraw it, and you're playing 3/8's for 1 mana that protect the 1 mana 3/8 generator.
1
Aluneth elemental tempo mage?
3
it's a wrymrest agent, but it's more dependent on the enemy, but also naturally has taunt. Wrymrest was pretty good and having 2 enemies up is a very simple condition. This will definitely see play
1
Biggest problem of this deck. You both have to draw and be able to play it before drawing both togwaggle and azalina. Meaning just with normal statistics you are going to just fail several times just because of rng.
2
Druid Deck, They draw everything (not hard) and have a ton of mana (not hard) and then they have mechathun, innervate, and naturalize. Having played all the cheap draw and armor gaining cards that thin the deck heavily there'll be nothing in your hand, deck, or graveyard and you'll just win. Bit easier than just toggwaggle right?
2
this costs 1 less mana so it's more efficient at clearing smaller boards.
5
welp... for some reason I thought this thing would've been a mech and the whole point of this legend and maybe the tutor card was so that you could start early with kangor and buff him up so all the face damage you take will just end up getting healed off... but it's not a mech... it's an annoyotron with lifesteal instead of taunt, and doubled all healing instead of mech tribe. Just feels kind of odd.