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Scholomance Academy Card Review #3 - Flesh Giant, Ace Hunter Kreen, Mozaki, Master Duelist, Totem Goliath, Glide, Felosophy and more!
Nice reviews, kinda the same thought, and I at least have a plan to use Windshear Stormcaller in a totem shaman deck now. Now you can get a few attack boost on our charge wind-fury friend, and twice too.
I had a few ideas on how too use Flesh Giant in a slower priest deck in wild, but now thanks to the horror I think i will try the more aggressive options.
I am really scared of glide in wild, I kinda had a feel that blizz wanted less combo/control decks out there, but this one can really kill them if it gets used a lot. And as a slow player in wild, I would say it would kill many of my decks that I have now, and the fucker can do it twice too.
Glide
It doesn’t mill it is worse.
It shuffles all your opponents deck. Meaning if they are sitting on nine cards in there hand all are shuffled back in there deck and all that they draw are four cards. So on there next turn they will instead of the nine cards they had saved up the will only have four newly drawn cards in there hand.
And that is way worse then mill, but ironically anti mill too.
Glide
Nightmare for control or combo decks who often sitt with eight cards in hand and now this one can send all they collected and give them four cards only.
Also for classes with bad draw lile priest this can be real annoying.
Otherwise works well as a draw for DH.
Totem Goliath
Only card that can make WINDSHEAR STORMCALLER remotely interesting.
otherwise, yeah a shaman can do a lot with four totems.
Flesh Giant
Yes, there are many removals and aggressive players, but just because the card isn’t broken doesn’t mean it’s bad, it can be used in a early game by warlock, while just using normal warlock cards, that would be played in some decks anyway.
And then it can give you a real strong start or force a few removal, but yeah you can’t build your entire deck around it, but it’s a great combo for decks that use health changing spells or minions.
And against aggro I don’t know when I play big priest it is around 50% to win against aggro and then I don’t have many minions and a hand full of revives.
And later game it is almost a guaranteed freebie in most decks. Where priest can clone it and in best case play four 8/8 for 4 mana. (SEANCE)
or if we compare it to DEATHWING a 12/12 that removes everything on the board as it is placed in exchange for your hand.
In quest priest this can be used after a removal such as “MASS HYSTERIA” “LIGHTBOMB” “PSYCHIC SCREAM” and turned into a 11/11 with hero power and you would still not need to sacrifice your hand for it. I still think that sounds good in a few wild decks. (even if it requires two cards spaces and a active quest.)
Shamans dragon hero was also popular for being able to call out two 8/8s for 7 mana, and this can do that with out needing invoke cards. (Because cards that affect health in both classes are still better then invoke cards.) But yeah they don’t have rush, but they can be cheaper instead.
Mozaki, Master Duelist
First impression for a wild player, this sound scary.
With a few zero cost spells, a second turn spell…
Don’t know if it can one shot, but it can differently do massive damage.
Flesh Giant
I don’t know about standard, but in wild it can go really fast.
Just KOBOLD LIBRARIAN who is a good 1 mana draw card lowers it by one and they are often played many of early.
You can use Spreading Madness (Because each strike of that spell should lower the mana point by one) as a removal in early game and still get a few mana points off this biggy.
I know wild has many more removals now, but early 8/8 can still fuck up many other decks. Like when I played paladin and used turn health to armor to get out early mountain giants I often won the game on just that.
Flesh Giant
Though it is defensively more scary in warlock, just some “bad luck” with Spreading Madness and you can make it rain down it’s cost.
Flesh Giant
You don’t have to change your health in on turn you can do it over turn one, two and three. Warlock has many cards that can make them damage themselves (besides hero power) and a few that can heal them. So as long as they draw it they should not have issue damaging themselves enough to get this minion down from 8 to 4 mana by turn 4.
Priest of course, most take some damage from an aggressive minion to be able to do a few healing abilities on itself. However can still pull it off early. And if not by turn 4 by turn 6 they can get it down to 4 by just using there hero powers.
Disciplinarian Gandling
In warlock as people says it’s perfect.
In boost/deathrattle priest with cheep minions, or one that has been swarmed by Albatrosses (hehe) it is fully functional.
10x Scholomance Academy Pre-Purchase Giveaway! (55 Packs + Golden Legendary + Card Back)
Nothing here is even close to my birthday, hope that is fate too… Fate that I need more gifts between my birthdays…
Headmaster Kel'Thuzad
Guess he wont work with any spell that kills him at the same time as the rest.
Still if you just want to steel one minion or many smaller once all classes have something good.
Other wise “SHADOW WORD: RUIN” 4 mana is great in priest.
“PLAGUE OF WRATH” 5 mana in warrior with some build up to it.
“SHADOWFLAME” 4 mana in warlock can also work if you already have a big minion on the board.
10x Scholomance Academy Pre-Purchase Giveaway! (55 Packs + Golden Legendary + Card Back)
Thanks for the feint hope of getting drowned in cards 😀
Always fun with a chance to win.
Survival of the Fittest
A combo that won’t be really playable, but fun in wild druid is to trigger this 3 times and have all the charge minions in the game become a lot scarier. Like 13/13 charge piggy for 1 mana xD
Survival of the Fittest
Well druid can mana boost itself to 10 mana by at least turn 5 (But then you need a few spells, and this card needs many minions in the deck to pay off) or play this with the new introvert at turn 6. (But then of course you need to draw two)
Animated Broomstick
Real good one mana card, great for one you need to remove something fast for classes with few aoe and rush.
Still though, I think it (Glide) can be good for wild to focus a few faster and not as destructive combo deck, and over all a faster pace on all matches. So while scary it can also be rather fun.