The best moment of 2019 for me was the decrease in developer response time—the quick nerfs to different cards.
I look forward in 2020 that there will be more old-adventure style mini-expansions like the upcoming Galakronds Awakening, I hope there's more content similar to this.
Pretty solid as one of the premium 1-drop for arena but compare to the other cards in the set this isn't going to have the impact on the meta like Dire Mole had—just not strong enough currently.
A very nice and strong addition to pirate decks. Now you can possibly play a turn 1 pirate and summon Patches the Pirate and two of these in wild for an insane opener. Then... of course... they have early game removal like Defile
Not enough value to justify putting it in, plus dragons are already strong on their own and the additional 2/2 worth of stats is just unnecessary to be put in.
I guess it's a pretty nice arena card for early game removal but rogue, druid, or the 1/1 soldier of paladin can destroy it. Just seem to have too little impact to be put to good use.
Hello no tag version of Spider Tank, a 3 mana 3/4 will always be pretty good in arena as early game minion but the effect is too niche to be put into any real deck.
The idea of the card seems nice as to greater support the mech strategy in controlling the board more but I don't think it's going to be enough. Plus, the card itself isn't a mech which means it has no mech synergy when it's on the board already.
Although having this as aggro against control of handlock can lead to a big attacker, the 3-health makes it pretty easy to remove, which isn't a thing you'd want with a minion you want to attack with.
Seems pretty solid as an early game control to pick off small minions and to establish a solid minion of your own. The playability does depend on the playstyle of the deck and the class.
Seem to be a fine aggressive run in aggro dragon decks but then that means you don't want to be holding cards you can't play in the early game. With 1 dragon it's a Chillwind Yeti
A throwback to Flame Juggler but this one does more damage and has an additional attack for 2 more damage. Not good enough for non-arena formats due to the randomness and lack of power compare to other cards
Rush and taunt isn't exactly the best combination and the low attack isn't good on minions. It's not good anyway and thankfully it's a beast so it won't disrupt the dragon discover pool.
Although some invoke goes nice with this, the plain body value of it is too low—the 2 health doesn't really matter anyway as these rush minions are usually made to die.
Guess it's a solid replacement for Azure Drake, which the additional stats will matter more often than spell damage is most dragon deck. This can be strong but it has to compete with other auto-include dragons.
It's a very interesting card that counters specific deck, so the playability of this card will depend on the meta. However, this works like a supply and demand graph—as the quantity supply of armor based decks rises the quantity demand for this card will also rise to the equilibrium point.
Just no, this isn't a good enough mech to justify putting it in any deck. Seem like a pretty threatening card in arena that your opponent has to deal with before its too late.
Similar to many other dragons, you won't really run this in your deck but will be happy to discover this. The stats and effect are excellent for its cost and its stickiness make it hard to remove from the board. Arena bomb for sure.
The best moment of 2019 for me was the decrease in developer response time—the quick nerfs to different cards.
I look forward in 2020 that there will be more old-adventure style mini-expansions like the upcoming Galakronds Awakening, I hope there's more content similar to this.
Pretty solid as one of the premium 1-drop for arena but compare to the other cards in the set this isn't going to have the impact on the meta like Dire Mole had—just not strong enough currently.
A very nice and strong addition to pirate decks. Now you can possibly play a turn 1 pirate and summon Patches the Pirate and two of these in wild for an insane opener. Then... of course... they have early game removal like Defile
Not enough value to justify putting it in, plus dragons are already strong on their own and the additional 2/2 worth of stats is just unnecessary to be put in.
I guess it's a pretty nice arena card for early game removal but rogue, druid, or the 1/1 soldier of paladin can destroy it. Just seem to have too little impact to be put to good use.
Hello no tag version of Spider Tank, a 3 mana 3/4 will always be pretty good in arena as early game minion but the effect is too niche to be put into any real deck.
The idea of the card seems nice as to greater support the mech strategy in controlling the board more but I don't think it's going to be enough. Plus, the card itself isn't a mech which means it has no mech synergy when it's on the board already.
Although having this as aggro against control of handlock can lead to a big attacker, the 3-health makes it pretty easy to remove, which isn't a thing you'd want with a minion you want to attack with.
Seems pretty solid as an early game control to pick off small minions and to establish a solid minion of your own. The playability does depend on the playstyle of the deck and the class.
Seem to be a fine aggressive run in aggro dragon decks but then that means you don't want to be holding cards you can't play in the early game. With 1 dragon it's a Chillwind Yeti
A throwback to Flame Juggler but this one does more damage and has an additional attack for 2 more damage. Not good enough for non-arena formats due to the randomness and lack of power compare to other cards
Rush and taunt isn't exactly the best combination and the low attack isn't good on minions. It's not good anyway and thankfully it's a beast so it won't disrupt the dragon discover pool.
Faerie Dragon parents or something. Seems to just be some solid arena card or a mediocre discover option.
Although some invoke goes nice with this, the plain body value of it is too low—the 2 health doesn't really matter anyway as these rush minions are usually made to die.
Pretty solid body that will be see play in decks with galakrond in it. One of the better invoke cards as the stats is okay and the taunt is nice.
Guess it's a solid replacement for Azure Drake, which the additional stats will matter more often than spell damage is most dragon deck. This can be strong but it has to compete with other auto-include dragons.
It's a very interesting card that counters specific deck, so the playability of this card will depend on the meta. However, this works like a supply and demand graph—as the quantity supply of armor based decks rises the quantity demand for this card will also rise to the equilibrium point.
Seems pretty good in arena as rush + divine shield is a good combination. The elusiveness might not matter too much here. Also won't be run in decks
Just no, this isn't a good enough mech to justify putting it in any deck. Seem like a pretty threatening card in arena that your opponent has to deal with before its too late.
Similar to many other dragons, you won't really run this in your deck but will be happy to discover this. The stats and effect are excellent for its cost and its stickiness make it hard to remove from the board. Arena bomb for sure.