Darkspeaker
Darkspeaker is a 5 Mana Cost Epic Neutral Minion card from the Whispers of the Old Gods set!
Card Text
Battlecry: Swap stats with a friendly minion.
Flavor Text
People often think that Darkspeaker is the arch nemesis of Lightspeaker, but that title actually belongs to Heavyspeaker.- Mana Cost: 5
- Attack: 3
- Health: 6
- Crafting Cost: 400 / 1600 (Golden)
- Arcane Dust Gained: 100 / 400 (Golden)
- Rarity: Epic
- Class: Neutral
- Card Type: Minion
- Set: Whispers of the Old Gods
- Mechanics: Battlecry
Effectively Vol’Jin that costs less, and it’s for friendlies. I got this from a pack, and it’s not the best card.
I just started think more about this card and I think I know how this will be used, in sensible decks anyway.
It will be run in decks that can afford to run an unusual card like this, and synergize with it withouT adding other cards or getting clunky.
I think shaman and warlock, because of instant totem value, rock biter value, and generally a good target for “evolve” effects
Power overwhelming, Imp gang boss value and Egg activation, respectively. Heck this even helps you get quicker value from a twilight summoner, which still won’t see much play.
In all classes this is a good target for Recombobulator
this is a good target for anything that can change it into something from the same or higher mana catagory, which is why it’ll see play in shaman
Angry Chicken OTK
Seems like a card with future potential. They nerfed master of disguise to open design space for things that would have potential with this, e.g. cheap things with weak bodies that you want to stick around. Right now nat pagle and lorewalker are the only neutral cards that come to mind like that and they are obviously awful.
The main things that come to my mind right now who’s effects you would want to put on a bigger body are totems (mana tide, flametongue, maybe even healing), small divine shielded minions (though plain argent commander is probably better), small minions that grow, or even injured bigger guys with persistent effects (e.g. thaurissan into a 4/5 and then swap the thaurissan 5/1 into a 3/6 to keep the effect around even longer). The totems seem like the only ones worth possibly attempting though. The rest seem like gimmicky combo situations, pretty much requiring investing 2 cards into one decent card and one weak card which have a low chance to regain that card value.
Reverse Vol’Jin
Only usable on minions that have Strong Effects & very bad stats. Or if you want to give some extra health to a very badly injured Ysera.
I don’t understand why this is good. It’s effect doesn’t actually do anything and it’s a 5 mana 3/6. What card is so powerful I need to put this into and combo it with?
Okay, let’s use shaman as an example, if you use this on a totem you’re effectively summoning a 3/6 with charge, and it’s not like you lose the original minion either.
and to make it even better, play this on turn 6 with shaman, switch with a totem, trade totem into enemy minion and finish the turn with evolve for a 6 drop and a 2 drop
This cards feels instinctively valuable, but Im struggling to think of how it could be used, and what sort of decks it fits into. Off the top of my head, I have heard about ideas for a sorta clunky gimmicklock, with cards like eerie statue, ancient watcher, anima golem, faceless shambler, egg obviously, power overwhelming, void terror, etc.
HOWEVER, more interesting still, is its use to give tankyness to expensive and fragile minions with good effects, there are many minions which can benefit from this, most of which admittedly suck without some sort of protection like this card offers, and are way too clunky for the meta. I haven’t played much recently, so I honestly don’t remember the cards (that people actually play, or will play in standard) that would best benefit from getting 2-3 additional health, whether on curve, or played in combination in the late game. The best cards I can think of off the top of my head are Flamewaker, Murloc Knight maybe, GPatron, Hobgoblin, and a handful of others. However, even sorta crappy minions can get serious additional value: Animated armor, Wilfred Fizzlebang, Most “Inspire” cards in general, Questing Adventurer and other gimmicky cards that grow over multiple turns.
Off the top of my head, Without any gimmicks, in shaman this card is basically a 5 cost 3/6 with charge pretty reliably.
Don’t forget other classes like cold blood, velen’s chosen and blessing of kings, etc.