1000th post yey!
So I found the "stop nerfs" thread yesterday and saw Gondorian helped me start this by making a list of cards :P . I will now give a reason for literally every card why it is not useful, as well as why it is useful. Then I will compare the negative and the positive values and rate them after the following ratio:
2: Competitive Usable in almost all decks
1: Competitive Usable in the right set-up
0: Somewhere between competitive and casual; Good in some aspects, there are better cards for that purpose though
-1: Usable in lower rated/casual/fun decks
-2: Not usable in any deck
Ok let's go:
Vigilant Wisp - this card is not useful because it has meek --> no aggro usage; it has only one attack
Vigilant Wisp - this card is useful because it has a great ally search effect which is perfect for Homunculus decks; it has great health and deals electrical damage
Rating: 1; This card is a very great tool in homunculus decks;
Entangled Wisp - this card is not useful because it only boosts homunculus allies; only has 4 health
Entangled Wisp - this card is useful because it can boost the attack of your homunculus allies very quick and high; he is not unique; he deals electric damage;
Rating: 1; Again a very useful ally for homunculus decks especially since Vigilant Wisp can search multiple of them;
Unaxio Squire - this card is not useful because it comes into play without attack and cannot defend; It does not deal arcane damage; It only really works in Templar decks;
Unaxio Squire - this card is useful because it can boost other Templar allies to allow them to take out an ally with one shot to deny any defending damage; high health;
Rating: 0; This card may be useful in some decks, however Templars tend to either run Avenger of the Fallen or no 2cc at all.
Unaxio Bannerman - this card is not useful because it does not deal arcane damage; it has the cost of discarding an ability to activate its effect; only Templar allies can gain the effect;
Unaxio Bannerman - this card is useful because his effect grants a great way to keep the board; attack buff + haste are quite rewarding for a discard; has a decent body to stay on board;
Rating: 1; Wonderful in decks constructed for it.
Sabreen, Hand of Unaxio - this card is not useful because she is not useful when you already have an ally on board;
Sabreen, Hand of Unaxio - this card is useful because it has huge value when played alone, being able to take out 4 Health allies on its own for 4cc and any card discarded. On top of that she can be boosted/supported by abilities. Being able to haste in her body is quite decent too with 2/4. She deals arcane damage on both discarding and attacking.
Rating: 2; A great card for a broad variety of decks.
General of Unaxio - this card is not useful because its body is rather weak for a 5cc; you can't play the attachment in the turn you search it in midgame usually because of his high cost
General of Unaxio - this card is useful because it is a great tool for attachment based decks, as well as Templar decks; it deals arcane damage; the only card to recycle discarded abilities immediately;
Rating: 1; In the decks he is supposed to be in he rocks and makes attachment decks a lot more consistent.
Twilight Shepherdess - this card is not useful because she needs to stay on board for a turn in late game to be useful; sacrificing a fatty is quite a high cost for ressource renewal;
Twilight Shepherdess - this card is useful because she has great amount of health to make her stay on board; she gives Twilight Allignment to allow combos;
Rating: -1; This card seems a bit niche to me. You can surely have a lot of fun with it, but most times her setup is too hard to fulfill.
Twilight Luminary - this card is not useful because it can give Haste to only exactly three different allies, all being weenies.
Twilight Luminary - this card is useful because its stats are quite decent; it can search allies;
Rating: -1; after the nerf it lost some of its magic. Definitely not that usable anymore competetively.
Twilight Orphic - this card is not useful because it has quite low stats for a 3cc;
Twilight Orphic - this card is useful because its on-summon effect is really useful in Twilight decks, which try to overwhelm the oppenent. Its on-death effect is quite decent too.
Rating: 1; Great card in twilight aggro-midrange decks;
Avatar of Twilight - this card is not useful because it has weak stats for a 6cc. Only revives rwo allies with 1 health.
Avatar of Twilight - this card is useful because its effect can overwhelm oppenents who are not prepared for it
Rating: 0; Again a card that lost some of its magic. It can surprise oppenents, but doesn't have that much of an impact anymore.
Kallista, Twilight Matriarch - this card is not useful because she has to survive a turn to use her ability. Only works on twilight allies and sacrifices them. Quite a high cost to invest in the combo; unique;
Kallista, Twilight Matriarch - this card is useful because her effect is interesting and can work as either haste or double attack+ double ability.
Rating: -1 It can be incredible fun to use the combo, however her high cost makes it hard to use her.
Flame Spitter - this card is not useful because it only has 4 health.
Flame Spitter - this card is useful because it can be boosted as a homunculus; it deals fire damage; it deals retalation damage even when killed;
Rating: 0 Useful card in some decks, however there are both fire as well as Homunculus allies which are a little bit better.
Sword Gobbler - this card is not useful because outside of Frying Pan Combo it has only 1/3 stats on t2
Sword Gobbler - this card is useful because it has great late game value with big stats for 2cc as well it is able to deny weapon revival by oppenent. It can be boosted as a Homunculus.
Rating: 0 Useful in some decks; However there are better 2ccs to pick from usually and it is not that easy to combine homunculus with weapons
Caged Savage - this card is not useful because it cannot attack on its own and needs support
Caged Savage - this card is useful because it has huge health; if the oppenent ignores it it can punish hard.
Rating: 1; wonderful in Elementalis, not sure in which other decks
Feasterling - this card is not useful because it can be your bane against burn or aggro decks; two damage every turn is nothing to laugh at. If you don't use its ability it has poor stats
Feasterling - this card is useful because the +2 attack effect is great for gaining board early game and gives shadow a second way to deal with Karash. It can benefit from ravager cards and dish out a lot of damge fast
Rating: 2; great in aggro, as well as ravager decks
Towering Brute - this card is not useful because when not being damaged it has only 1 attack
Towering Brute - this card is useful because it can deny haste damage to heroes by weenies; great health; benefits from ravager cards;
Rating: 0; it is not bad in some aspects but not great either
Hellfire Besieger - this card is not useful because it needs to survive a turn to be able to use its ability; you need to have an item or ability set up in order to use its ability
Hellfire Besieger - this card is useful because it benefits from ravager cards; it deals fire damage both on ability and attack;
Rating: 0; Again a card that is useful in some decks, but still not great
Brakkong, Menace of Thriss - this card is not useful because it is unique; you need at least two allies on board to activate its ability;
Brakkong, Menace of Thriss - this card is useful because it can be played for less ressources; its ability is great for damaging ravager allies, but also works on other allies; benefits from Ravager cards;
Rating: 1; A cool card for decks that run a lot of abilities and items, as well as for Ravager decks;
Kiruth Devotee - this card is not useful because it has meek; his card effect is quite costly; hard to use on t2; most of the time you need another card to fulfill the kill condition;
Kiruth Devotee - this card is useful because it has ice attack; it can overwhelm oppenents;
Rating: 0; a card I rather considered a win-more card, however I have seen it working great a few times already;
Forgotten Horror - this card is not useful because its stats are quite fragile for its cost; its negative restriction denies the use of non-undead allies; you cannot target its ability;
Forgotten Horror - this card is useful because the enter-play effect is great to get the board; it has ice attack; it works when entering play to be useable in Gravebone;
Rating: 0; a card that has a lot of potential;
Bookmarks