Inzah isn't bad, but he doesn't really enable anything crazy (outside of Pack the House on turn 6) and I doubt there's gonna be any other Overload cards in this set, so the Core set will have to carry this.
Even as a package it doesn'T make sense, we don't really have endgame for a midrangey Shaman deck now that everything Bru'kan related rotates.
I hope the other part of the Shaman set is a bit more interesting.
Memes aside, this could be pretty good for attrition decks, but it's not exactly a win condition. OUr best hope would be that attrition gets enough disruption tool that it becomes a viable strategy despite all the lategame lethality still around and then this becomes the main buildaround for the control v control matchup
Feels like this was 2-mana at some point but after the Shockspitter incident they decided to just nuke it preemptively.
Speaking of Shockspitter, this is probably too slow unless Druid has a convenient way of duplicating this multiple times (and why would they when they could just play Death Beetle)
..can't wait to have to grind like 50 games with this for some shitty achievement....
Does this exist just to tell us that Tradeable is evergreen now?
The only thing that would make sense is if Finale is coded to also work on trades, but at that point this is a 1-mana deadly shot that draws a card and surely they wouldn't print that, right?
A bit too expensive for anything relevant unless you have some super high value 1- or 2-drop.
That being said, you can combo it with Red Herring for perma invisibility, but that was already possible with the Stormwind Quest and it never went anywhere.
Honestly that's pretty strong. You're almost always going to get value out of it and it's unlikely to ever be killed before the minion you chose. At the end of the day it depends on whether there is a minion that benefits a lot from attack buffs (and I can think of at least Lady S'theno)
Very strong in Arena I think, and maybe in Constructed too. The amount of neutral legendaries is pretty low since we only get 7 per set, so there's a good chance to find something from your class which is usually good.
On the other hand, what's the point of wasting a card slot only to potentially get a decent card from your class
I don't know, handbuffing only really works if you can get a big enough handsize to make it worth it. You want to play this on turn 2, but by then it'lll hit like...3 cards and I don't think that's gonna cut it these days.
Given how durability is the most relevant part of most weapons this could be quite good, although it would need a very specific weapon-based deck to go into.
Might be pretty decent actually. I don't think we've ever had a 2/3 Rush baseline minion and the Finale could be relevant if you throw it into handbuff decks that wanna buff early and stabilize in the midgame.
Pretty fun reference and artwork for a very generic card. Probably good in Arena if you draw it on turn 3 speficially but I see no other use for it. They could have made it 3 damage honestly.
As someone who occasionally runs Jandice Barov in Wild, the pool of actually useful 5-drops feels rather small so this is actually just a worse Cairne in most situations.
It's neat, and technically you can use Prescience to get him on curve without losing tempo, but how exactly does he win you the game?
There has to be some kind of payoff for this to be worth playing a 5-mana 5/5 as the centerpiece of your deck
Looks kinda underwhelming.
Inzah isn't bad, but he doesn't really enable anything crazy (outside of Pack the House on turn 6) and I doubt there's gonna be any other Overload cards in this set, so the Core set will have to carry this.
Even as a package it doesn'T make sense, we don't really have endgame for a midrangey Shaman deck now that everything Bru'kan related rotates.
I hope the other part of the Shaman set is a bit more interesting.
Step 1: Duplicate this in Hand.
Step 2: Get infinite cards
Step 3: Die to an OTK anyways
Memes aside, this could be pretty good for attrition decks, but it's not exactly a win condition. OUr best hope would be that attrition gets enough disruption tool that it becomes a viable strategy despite all the lategame lethality still around and then this becomes the main buildaround for the control v control matchup
Feels like this was 2-mana at some point but after the Shockspitter incident they decided to just nuke it preemptively.
Speaking of Shockspitter, this is probably too slow unless Druid has a convenient way of duplicating this multiple times (and why would they when they could just play Death Beetle)
..can't wait to have to grind like 50 games with this for some shitty achievement....
Terrible , but a funny meme. Perfect counter to Corpse Explosion.
Finally, Spirit of the Rhino support :^)
Does this exist just to tell us that Tradeable is evergreen now?
The only thing that would make sense is if Finale is coded to also work on trades, but at that point this is a 1-mana deadly shot that draws a card and surely they wouldn't print that, right?
A bit too expensive for anything relevant unless you have some super high value 1- or 2-drop.
That being said, you can combo it with Red Herring for perma invisibility, but that was already possible with the Stormwind Quest and it never went anywhere.
Reminds me of Fungalmancer, but we don't really live in that era anymore
Honestly that's pretty strong. You're almost always going to get value out of it and it's unlikely to ever be killed before the minion you chose. At the end of the day it depends on whether there is a minion that benefits a lot from attack buffs (and I can think of at least Lady S'theno)
Very strong in Arena I think, and maybe in Constructed too. The amount of neutral legendaries is pretty low since we only get 7 per set, so there's a good chance to find something from your class which is usually good.
On the other hand, what's the point of wasting a card slot only to potentially get a decent card from your class
I don't know, handbuffing only really works if you can get a big enough handsize to make it worth it. You want to play this on turn 2, but by then it'lll hit like...3 cards and I don't think that's gonna cut it these days.
Pretty decent, but probably not consistent enough to go anywhere (unless Elementals make a big comeback)
Sounds annoying to deal with, but it's probably terrible in practice. Freezing is just better
Given how durability is the most relevant part of most weapons this could be quite good, although it would need a very specific weapon-based deck to go into.
Might be pretty decent actually. I don't think we've ever had a 2/3 Rush baseline minion and the Finale could be relevant if you throw it into handbuff decks that wanna buff early and stabilize in the midgame.
Pretty fun reference and artwork for a very generic card. Probably good in Arena if you draw it on turn 3 speficially but I see no other use for it. They could have made it 3 damage honestly.
Obvious powercreep aside, this could be a huge combo enabler. Deathrattle decks would love it.
As someone who occasionally runs Jandice Barov in Wild, the pool of actually useful 5-drops feels rather small so this is actually just a worse Cairne in most situations.
Unpopular for a reason.