This card is straight up the best card to go into Anyfin decks from this set. Ok im going to say it replaces a copy stampeding kodo or solumn vigil in the 5 slot.
– Why to play this card –
Increases the consistancy of playing anyfin on 10
It deals with small minions and prevents your opponent from playing them like kodo or ‘draws’ you cards like vigil fits both what those cards do.
It can be threatening due to Warleaders or Aldors in hand
If this goes off you are nearly certain to get 4 additional damage that turn (bluegill x 2 or bluegill+warleader) heading into turn 6. turn 6 is a power turn for pally cause of eq+consecration or wild+consecration or truesilver+H.P. which can give this card a target left over to kill. In case it doesn’t need help to kill a target like a totem or 1 drop you can follow it up with ivory knight + 4 dmg charge for a powerful tempo turn 6 . In the case you get 2 warleaders well now you have 2 5/4s on board plus a potentially buffed Finja if it survives
– Why not to play –
Burst potential well yes you lower your burst potential with anyfin, but the burst doesn’t matter in most matchups they are won or lost by the time the 2nd anyfin is played. Even if it doesn’t 1 shot them you still summoned 7 minions high attack minions, got in 10-20 damage already and ask your opponent to play a flamestrike, yogg or brawl
The only decks than can clear 2 waves if murlocs are heavy control decks, vs control warrior if he still has 2 brawls left then you have played the matchup poorly, vs freeze mage the game if won by rag the lightlord or forbidden healing.
Only matchup where it is a negative to play this card is vs control priest of which it is a dead card. But then the matchup is won or lost by whether or not he thoughtstole your anyfin/entombed both warleaders.
This card is straight up the best card to go into Anyfin decks from this set. Ok im going to say it replaces a copy stampeding kodo or solumn vigil in the 5 slot.
– Why to play this card –
Increases the consistancy of playing anyfin on 10
It deals with small minions and prevents your opponent from playing them like kodo or ‘draws’ you cards like vigil fits both what those cards do.
It can be threatening due to Warleaders or Aldors in hand
If this goes off you are nearly certain to get 4 additional damage that turn (bluegill x 2 or bluegill+warleader) heading into turn 6. turn 6 is a power turn for pally cause of eq+consecration or wild+consecration or truesilver+H.P. which can give this card a target left over to kill. In case it doesn’t need help to kill a target like a totem or 1 drop you can follow it up with ivory knight + 4 dmg charge for a powerful tempo turn 6 . In the case you get 2 warleaders well now you have 2 5/4s on board plus a potentially buffed Finja if it survives
– Why not to play –
Burst potential well yes you lower your burst potential with anyfin, but the burst doesn’t matter in most matchups they are won or lost by the time the 2nd anyfin is played. Even if it doesn’t 1 shot them you still summoned 7 minions high attack minions, got in 10-20 damage already and ask your opponent to play a flamestrike, yogg or brawl
The only decks than can clear 2 waves if murlocs are heavy control decks, vs control warrior if he still has 2 brawls left then you have played the matchup poorly, vs freeze mage the game if won by rag the lightlord or forbidden healing.
Only matchup where it is a negative to play this card is vs control priest of which it is a dead card. But then the matchup is won or lost by whether or not he thoughtstole your anyfin/entombed both warleaders.