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Brandon

Old God Fanatic
Joined 05/29/2019 Achieve Points 1350 Posts 2486

Brandon's Comments

  • Brandon's Avatar
    Old God Fanatic 1350 2486 Posts Joined 05/29/2019
    Posted 3 months, 2 weeks ago

    Kobold Librarian 2.0.

    I'm giving this a 4 star rating. Not 5 star due to the fact that you can play this only on turn 2 (without coin) and the fact your basically commiting to drawing 2 cards. 

     

    Oh and i guess in Wild The Demon Seed gets more support. 

  • Brandon's Avatar
    Old God Fanatic 1350 2486 Posts Joined 05/29/2019
    Posted 3 months, 2 weeks ago

    Hmm this is tricky to judge. On one side it can be quite bad because it's a finale effect. On the other side this could be a 3 mana Pyroblast or something similar to Reno the Relicologist. I'm looking forward to seeing this card in action. If any class can break this card, it's going to be Druid.

    (Especially in Wild thanks to Guff giving you 20 mana.)

  • Brandon's Avatar
    Old God Fanatic 1350 2486 Posts Joined 05/29/2019
    Posted 3 months, 2 weeks ago

    5 Star card. It draws a minion from your deck, gives you armor and is a nature spell for nature synergy in Druid. This will make Druid and Priest decks a lot more consistant.

  • Brandon's Avatar
    Old God Fanatic 1350 2486 Posts Joined 05/29/2019
    Posted 3 months, 2 weeks ago

    Only good in Sludge warlock, unless Mage is going to get a self-mill package in one of the next expansions. (Which i think has never happened before, so i think this will just be sludge/discardlock only. Pretty sure it's only dual-class so Warlock gets to profit more from mages stuff.)

  • Brandon's Avatar
    Old God Fanatic 1350 2486 Posts Joined 05/29/2019
    Posted 3 months, 2 weeks ago

    Okay so right now i think it's about a 2-3 star card. Not that good, DH and Rogue have better ways of drawing cards.

    But rotation might be a gamechanger for this card. After all, some of Rogues best card draw options are rotating (*Ahem* Concoctions, Gone Fishin', Ghostly Strike, etc.) Which leaves rogue in a spot where they need more card draw, and unless rogue gets some Broken AF card draw next expansion this will see play for quite some time.

    As for DH, i think this will also become a good option post-rotation. Right now i think its good, and post rotation even better. DH has plenty of "Draw x cards in a turn, then do x" cards, and this helps draw enough cards. And Reno DH will also love running this.

  • Brandon's Avatar
    Old God Fanatic 1350 2486 Posts Joined 05/29/2019
    Posted 3 months, 2 weeks ago

    Priest: 5 star card for Overheal decks, and i think Reno priest might also include this. Seems pretty strong to me.

    Rogue: Not sure if it sees play. The one thing to note is that rogue often has no acces to healing (unless discovered from another class), so having a card that can actually heal you gives this a unique niche that it can fulfill. 

  • Brandon's Avatar
    Old God Fanatic 1350 2486 Posts Joined 05/29/2019
    Posted 3 months, 2 weeks ago

    Extremely good for warrior. Fits perfectly into enrage warrior.

    As for DH i'm not sure if this sees play. They don't really have a enrage package, or anything that benefits from this.

  • Brandon's Avatar
    Old God Fanatic 1350 2486 Posts Joined 05/29/2019
    Posted 3 months, 2 weeks ago

    This seems like dust to me. I can only see this being good when discovered. 

    She has a similar effect as Lor'themar Theron. But unlike Lor'themar her effect affects hand as well... But at the cost of +1 mana AND a delayed Deathrattle, which leaves her open to being silenced. Oh and don't forget her effect also works ONLY on ELEMENTALS. I bet this is going to be buffed to 6 mana in the future.

  • Brandon's Avatar
    Old God Fanatic 1350 2486 Posts Joined 05/29/2019
    Posted 3 months, 2 weeks ago

    Very efficient removal for rogue and DH decks that run some good weapons. Those decks might not be that popular in standard, but i bet this will see play at some point.

  • Brandon's Avatar
    Old God Fanatic 1350 2486 Posts Joined 05/29/2019
    Posted 3 months, 2 weeks ago

    This seems like a minion with a bunch of potential. It's really sticky and annoying to remove, and it works well with handbuffs.

    I can see this getting played in decks like Taunt warrior and elemental decks with Therazane

  • Brandon's Avatar
    Old God Fanatic 1350 2486 Posts Joined 05/29/2019
    Posted 3 months, 2 weeks ago

    Hmmm. I think this is only good in warrior. Let me explain why.

    1. This allows for some combo-y gameplans.

    2. Running 1 copy of this in a more controlly warrior deck and never activating the location = Your opponent won't play their Big minions or Titan, because you will simply copy it. 

    Overall i think some control warrior decks will run 1 copy, but that's about it.

  • Brandon's Avatar
    Old God Fanatic 1350 2486 Posts Joined 05/29/2019
    Posted 3 months, 2 weeks ago

    Wow a control DH card! And an amazing one at that!... 1 Star because control DH has never paid off. There simply is no real pay-off for this gameplan, and all DH gets is more OTK/Aggro archetypes.

  • Brandon's Avatar
    Old God Fanatic 1350 2486 Posts Joined 05/29/2019
    Posted 3 months, 2 weeks ago

    5 Star card. Elemental shaman needed a card like this. 100% a must-include in any elemental deck.

  • Brandon's Avatar
    Old God Fanatic 1350 2486 Posts Joined 05/29/2019
    Posted 3 months, 2 weeks ago

    Hm interesting. As a burgle rogue enjoyer i love getting more burgle cards.

    After looking at the pool of minions, i can safely say that the Pirate pool is really good. It's class pirates, which is pretty much just warrior. 3/4 warrior pirates are good, so that's cool.

    As for elementals. This is where it's really hit or miss. It's super highrolly because a lot of the elementals have a condition in order to get the full effect.

    Overall i think it's an alright card, but i'm unsure if it fits well enough into most burgle rogue decks. 

  • Brandon's Avatar
    Old God Fanatic 1350 2486 Posts Joined 05/29/2019
    Posted 3 months, 2 weeks ago

    Hmm interesting card.

    Rogue: Probably won't see play. Rogue has better hard removal, and i don't think they want to pay 5 mana in order to steal a minion. (And then have to pay the minions cost in order to play it.) Like i'm a burgle rogue enjoyer, but even then there is just better stuff.

    Priest: I can see Reno Priest run this, just so they can joink their opponents Titan. But that's probably just it.

  • Brandon's Avatar
    Old God Fanatic 1350 2486 Posts Joined 05/29/2019
    Posted 3 months, 2 weeks ago

    Meh seems like dust. This might even be bad in Arena.

  • Brandon's Avatar
    Old God Fanatic 1350 2486 Posts Joined 05/29/2019
    Posted 3 months, 2 weeks ago

    100% OP card. This + Astalor can already just scam games, just like when the old Brann was in the core set. This card will be quite a powerfull card, and now their going to REALLY have to be careful of printing good battlecry minions that warrior can have acces to.

    Well at least Astalor will rotate soon, and trenchstalker and Lor'themar as well. So post-rotation the deck will lose a lot of pay-offs. 

  • Brandon's Avatar
    Old God Fanatic 1350 2486 Posts Joined 05/29/2019
    Posted 3 months, 2 weeks ago

    This seems not that good to me. Sure it can generate some value, but there is a Epic excavate reward that does the exact same thing. 

    Reno warrior probably doesn't want this, because their hand will often be filled with Excavate stuff, astalors post-Brann and/or removal spells. They don't want to fill their hand even more.

    Reno Priest probably won't run this. They really don't want to summon a copy of this with their Elise.

    Reno Shaman might play around with this, because of elemental shaman stuff. That's pretty much it.

    Reno Paladin won't run this because the "Pure" version prefers to only run Reno as their neutral. And in non pure-version of reno paladin why run this when you can run better 7 cost minions like the paladin collosal. 

    Reno DH probably won't run this because it's too slow and costs too much. Also DH prefers busted cards, not decent/meh ones.

    Overall i think it won't see play, unless it get's buffed to like 5 mana. I honestly think that even at 6 mana it's still bad. Like seriously the excavate version costs 3 mana to cast. So your paying 4 mana for a 5/6 body.. And the excavate reward is only a "bonus" that you get while getting your strong excavate legendary. Meanwhile by restricting yourself to highlander you can run this bad card.

  • Brandon's Avatar
    Old God Fanatic 1350 2486 Posts Joined 05/29/2019
    Posted 5 months, 1 week ago

    My opinion on the nerfs/buffs:

    Blindeye Sharpshooter:... Uh what? Is this supposed to be a nerf? The problem is that it can OTK you on like turns 3-4. This change does NOTHING to change the "feels bad" part of the card. It only makes it easier to clear, IF you somehow survive. This nerf changes nothing from what i can tell. I really was expecting at least a +1 mana nerf.

    Always a Bigger Jormungar: Great change. This makes it harder to draw, since Trinket Tracker doesn't tutor it anymore. And it costing 2 mana makes it harder to combo with the cleave minions, which often slows down the deck. I.m.o. it's a good thing that this deck got nerfed, because it punished minion based strategies and promoted OTK/Kill from in hand strategies. Board should matter, and this nerf makes board based decks better again.

    Order in the Court: Removing the draw makes it so it's not re-order your deck + free instant Lightray or The Garden's Grace. Instead you will now only get the consistancy. Which is still a great thing. Reminder that Lorekeeper Polkelt was basically in every paladin deck because of the provided consistancy. Even after polkelt was nerfed to 5 mana, paladin still used it. Order in the Court will continue to see play regardless. TLDR: It will be a bit weaker, but will continue to see play in pretty much every paladin deck because it makes the decks  consistant.

    Defense Attorney Nathanos: Interesting change. Making it synergise better with the current deathrattles is a nice buff. However i'm not certain if this makes any change. Nathanos will rotate next expansion, so in terms of Standard this will only be relevant for this expansion + mini set. Soo it only has a very limited time in the spotlight, and honestly i don't think this buff will change anything. I feel like Highlander hunter also still has plenty of better plays around that mana range, so unless deathrattle hunter gets pushed hard in the mini-set i'm not sure if this will see play.

    The Azerite Snake: Honestly i thought they were gonna go "Deal 10 damage to your opponent. Gain health equal to the damage dealth." with the nerf, but seeing only 3 damage go away is a bit dissapointing. You now need to play this 5 times instead of 3 times in order to kill your opponent. I'm a bit dissapointed with this nerf, because i feel like the excavate package was supposed to be a control package instead of a combo package. And this change makes it so it continues to be a combo deck that feels horrible to play against. At least we now have a bigger window to outdamage their "healing" during their bounces.

    Kinda surprised Crusader Aura didn't get hit, because it really feels like an outlier. (Seriously why did paladin get a 4 mana Bloodlust that lasts 3 turns and ALSO gives +1 health buff?!?)

    Overall i'm not that excited about this wave of nerfs. I.m.o only 2/5 changes feel good. (Order and Jormungar) But luckely this is just based on early outliers. (Still surprised Aura isn't an outlier) So late next week we hopefully have some changes based on more data, and thus more potential nerfs. Personally i do enjoy the meta when i'm not playing against paladin, so lets hope the post-nerf meta will be even more fun! 

  • Brandon's Avatar
    Old God Fanatic 1350 2486 Posts Joined 05/29/2019
    Posted 5 months, 2 weeks ago

    My guess for the nerf is this:

    "Deal 10 damage to your opponent, give your hero health equal to the damage dealth"

    This removes the frustration of losing health permanently, while still allowing warlocks to gain max health. And this change makes it so the damage doesn't bypass armor anymore, and the "give your hero health equal to the damage dealth." makes it so cards like Solid Alibi can counter the effect by making it so the warlock has to wait a turn, or else they only gain 1 health instead of 10. Also it of course also enables a lot more counterplay.

    Also this change would make it so the excavate package will remain a good package for control warlock decks, instead of it being a frustrating OTK/Combo package.

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