Lluadian's Comments
Neferset Ritualist
Other thing to consider is how long some of these cards will be around and what value may have after rotation. This is a card that has value for any deck that may run big minions. Heck has nobody considered what this does for cards like Batterhead, Linecracker, and Moshogg Enforcer.
Batterhead smash enemies with rush and you can drop this to fix it’s health at 10 cost if needed.
Linecracker needs to overkill to power up well this could heal it back up to full if necessary.
Moshogg is a really common big taunt for certain priests big priest OTKs would in it counter to that was to at least cripple it so it couldn’t be turned into a beat stick. Well for 2 Mana you put it right back up to full health and can buff it up to have your beat stick back with 1 extra card.
Neferset Ritualist
Outside of shadequil burst this also can be used to manually trigger other death rattles you have on board if they are next to each other.
Frightened Flunky
Who said taunt warrior wouldn’t still run bombs? Bomb warrior pretty much consists of 3 cards.
The weapon, the 3/3 mech, and the Blast Master. In total that’s 5/30 for the deck on minimum.
Those are just run in a mech themed deck because it’s convenient with other rushes being there to control board till get the hero swap. All taunt warrior is really is another version of control focussed on putting a wall on the board.
Frightened Flunky
Make it two Scooby Snacks.
Give a box and will push the I.W.I.N Button. (He found one that wasn’t broken)
Neferset Ritualist
And that proves how bad you would be at describing potential of the card. You can’t give a card ratings based only on 1 specific style of play and no other. You would have to think of each possible play style the 3 big categories are wild, standard, and arena.
Besides competitive decks that would run this include silence priest and mecha pally. Silenve priest would use this to keep big minions alive, and mecha pally can use this to get there magnetized super mechs back up to full health. Problem that comes up with mech pally sometimes is the low attack high health of the magnetized and dieing before can do anything. I’d probably swap around maybe 1 of the faceless to be able to get that taunt mech back to full health. Or one of the technitions since only have value when have at least 3 minions in hand.
Wasteland Assassin
Like said YES those minions are better targets but that still makes my point they are not stealth so can be taken by target removal and countered they are better targets during same turn play from the hand but that’s it unless they survive to next turn. If they don’t make it to next turn and you don’t have another good card in the hand then this card has better value because the only way opponent could get it off the board is through AoE or RNG.
The point is it’s very situational when what has more value the advantage of this card is it’s not as easily countered. The thing is BEFORE you can even use this method you have to play 5 reborn cards which mecha egg Zilliax and whelpling are more likely for a mech deck and atm there’s not much likely hood the 2 will be put together. That’s why you can’t really just say cards like egg and whelpling are better because you still need to build around playing 5 reborns before you get the power.
Neferset Ritualist
And yet you don’t get it outside of wild and standard there’s 2 sub types of games ranked and unranked. Ranked is where you see all the big decks that are mostly reliable for that class. Unranked is where you still see those decks but your also likely to run into decks that are run for the meme kills. I’ve put together decks several times in there just to kill someone with a chicken only disappointment is some people quit right before I could make the attack.
Unranked is also where new deck types are experimented with and as for big minions go face that doesn’t mean anything if opponents tossing out cards with taunt. This allows you to smash a taunt then put the minion right back up to full health. And if not taunt it could be you need to smash a minion that would be threatening YOU if you didn’t kill it.
Infested Goblin
Quest warrior finish quest on turn 5 how’s that for a fast quest. Turn 1 quest, turn 2 coin + this, turn 3 second copy of this, turn 4 could play all 4 of the 1/1s and turn 5 you would only need 1 taunt to complete quest or 2 if decided to use 1 Mana buff taunts to drop 3 3/3 taunts on turn 4.
Frightened Flunky
I know a guy is a 1 Mana spell with same effect as stonehill defender this is just basically that at 2 cost and summon a 2/2 taunt.
Besides your insulting the greatest 3 drop ever by compare this to him. Stonehill would have stood his ground against the monsters.
Frightened Flunky
If the frostwolf costed 1 less that would be right but it cost 3 if added them together. This could just be a Goldshire that’s sitting next to a wolf already have on the board.
Wasteland Assassin
That’s the difference though because it has stealth opponent would need an AoE or get lucky with an RNG to get it off the board so if you had something better it can sit off to the side unmolested while you made another play. Plus all you need to do to keep it going is keep making a 2/2 copy of the 2/2 before you smash the 2/2 into something else making a new 4/1.
Reborns are going to be a big target for silence and removals so a card that’s harder to tag with those is valuable.
Frightened Flunky
Your still only mentioning stuff that’s possible in standard taken in wild warrior completing a quest that gives a weapon and a 2 Mana RNG 8 dmg to enemy HP quickly is a rather big deal.
The fact that you brought up silence priest and the big mage doesn’t mean much. Mage deck needs 1 of 2 out of 30 cards PLUS one of the Giants to use it’s play I’ve tried a game of that mage before and it wasn’t until turn 8 that I got the final piece I needed to START the strategy. For priests until they have a silencing card about half of the cards can’t attack and are open to being tagged by a removal card.
Dissing a deck type this early before we have even seen all the cards is ridiculous and let’s not forget these cards are going to be around for several more expansions there’s no telling what may show up later that completely breaks the deck.
Taunt warrior wasn’t to big a deal when first appeared then had Baku show up and Bam a really annoying control deck was made. Then there’s those cards that don’t seem like much and then next thing you know someone comes out with a ridiculously broken deck using them *stares at Togwaggle Druid*.
Wasteland Assassin
They would still need to have the AoE to do it though there’s also possibility of using the secret Redemption so if did kill it a 1 health version with reborn could still come back meaning they would have to use a multi hitting AoE to get rid of it. Yes several classes have the cards to do it but it’s a matter of if they have it at that time to counter it just like every strategy.
This is more a strategy that forces opponent to play an answer card otherwise you have a lot of value for cheap Mana cost once it starts. Considering this strategy only requires 5 Mana to start and 2 Mana each turn after that to keep it going infinitely unless interrupted. There’s a lot of value involved in that and since this is not a legend you can have 2 copies in a deck which bypasses Godfrey, pyromancer would require playing at least 2 spells to interrupt unless one was an AoE and 3 to remove the unit entirely. Which that will make opponent use up possibly 4 cards just to counter 1 minion.
Overall warrior and shaman are better for dealing with this strategy if look at it economically seeing as how it only takes them 1 card in comparison to others to completely get rid of the minion.
Frightened Flunky
This isn’t class specific stonehill it’s a 2 Mana i Know A Guy that summons a 2/2 taunt.
Frightened Flunky
I wouldn’t call this a class specific stonehill. This is more of a 2/2 Goldshire Footman with battlecry of I Know A Guy same cost value wise but has 1 more attack with one card class specific to warrior.
Frightened Flunky
Taunt warrior bad? Turn 2 coin into infested goblin, turn 3 kill the goblin get the 2 1/1 taunts, then play Into the Fray and play those 2 now 3/3 taunts on turn 3. That set up literally only costs 3 cards to do if you count the coin. If this was in wild that would have covered 3/7 taunts by turn 3 and it’s doable with an ODD quest warrior deck.
It may not be *broken* for standard but when evaluating a card you have to consider it’s playability in both standard and wild. If your going to insult a card you have to say to which version it’s bad or why it’s bad in both. Because there are a lot more tools to work with in wild compared to standard. Given that in wild at the earliest taunt warrior could possibly finish the quest by turn turn 5 that’s a big deal.
Wasteland Assassin
If I’m right play this with pally quest and unless opponent gets AoE you can hit a minion for 6 dmg every turn for 2 Mana. Reborn mechanic says enchantments don’t carry over. So a 2/2 version should come back as a 4/1 and with stealth unless they can bust that new 2/2 you can keep summoning another for 2 Mana every turn.
That right there is a LOT of value going into late game.
Wasteland Assassin
Looking up reborn mechanic it says enchantments don’t effect the reborn version of the card BUT if that’s right this is a broken card with pally quest HP since that should mean every 2/2 would come back as. 4/1.
Wasteland Assassin
So much dissing of this but there is something really broken about this depending on if I’m right or not.
So to explain enchantments do not carry over to the reborn card. Meaning cards buffing or giving a death rattle only effect that card. Now to give you a hint if you played cloning gallery and pulled this as a 1/1. When it died wouldn’t it become a 4/1 since enchantments shouldn’t effect the reborn version. An example is if I remember right when silenced a 1/1 that was brought out like that it returns to it’s full value stats.
The reason I bring this up is the pally quest reward. Summon a 2/2 copy of a friendly minion. If I’m right when that 2/2 version of this dies it would make a 4/1 version. With that in mind since it has stealth that would mean unless your opponent can AoE you would, once got going, have a 4/1 minion to smash something with every turn with a 2/2 minion as well basically making it a 2 Mana fireball to a minion each turn.
The only time playing this won’t be the same as taking an arrow to the knee.????
Is when it’s gone into the mid – late game after opponents used most of their hand.