Darius Crowley is a 5 Mana Cost Legendary Warrior Minion card from the The Witchwood set!
After this attacks and kills a minion, gain +2/+2.
You either die a villain, or live long enough to see yourself become the hero.
Darius Crowley Card Review
Before proceeding, I have to say that I’m not entirely sure how this card works. For example, if you run it into another 4/4. Does it just die, or the effect procs first and you end up with a 6/2 minion? That’s a massive difference and in the first case, I think that the card is pretty bad, but in the second one, it might be much better. I will rate it assuming that it survives (like e.g. Finja, the Flying Star, who pulled out a pre-nerf Murloc Warleader).
Rush seems to be the Warrior’s go-to mechanic this expansion. It’s the third card with a Rush keyword and a third card that might actually fit into a sort of Tempo Warrior like we’ve seen back in Whispers of the Old Gods. Rush cards are great for making tempo plays – you drop it, run into something and still get out ahead, because you have a minion on the board and you’ve killed your opponent’s one.
This card follows a similar schematic, just with extra snowballing potential. Every time you kill something, it grows bigger. We’ve seen a similar mechanic in one of the worst Legendaries ever printed – The Boogeymonster. That one, however, costs 8 mana and doesn’t have Rush, which makes it significantly worse. Since this has Rush and is cheaper, you can attack first, meaning that you can proc its effect immediately.
Remember that the extra stats are gained only when you attack AND kill a target. It means that if your opponent trades into it, it gains no extra stats. It also means that if you run it into something and don’t kill it, it doesn’t gain extra stats. That’s why Rush is so important when it comes to this effect – you need to be able to pick the right target itself, and possibly damage it first a bit before running Crowley into it.
The best case scenario is running it into some kind of Totem or other 0 attack minion and having a 5 mana 6/6 that can grow further. It’s great, but the scenario won’t always be that good. In general, it looks like a great tool to trade into small drops and get 2 or 3 for 1 value. It’s best when you’re sort of ahead and can control the trades – that’s why it fits into a Tempo kind of Warrior more than into Control, which usually plays from behind.
This card is pretty solid. Most of the cards that can clear something and leave a body behind are at least worth considering, and this should be able to do it consistently. And it will of course heavily depend on the meta. If some mid game 5/5’s that you can’t kill with it are very popular (or even the Rotten Applebaum, a 4/5 Taunt), then this might not see play at all. Similarly, if some “Big” decks will pop out and run only big threats, this once again will not see play. But if this will often have a target on curve, and the right deck (Tempo/Midrange Warrior) will be good, then why not? Won’t be meta-breaking, but should be solid enough to see some play if a supporting deck sees play.
Of course, that’s all assuming that if it kills something that would kill it, it will survive, because the effect will proc first. Like I’ve said, that’s a big difference – if it does not, it means that you will have to run it into a 3 or lower health minion for it to survive, which suddenly makes it much worse. I’ll edit the review once we get some sort of clarification.
Card rating: 6/10 if it works the way I think, 3/10 if it does not.
Darius Crowley Full Card Art