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Cyberghoul

DecksFavoritesPlayersComments

Cyberghoul's Comments

Lightwell

The Lightwell, when played correctly, is a very useful card. Firstly, it completely nullifies most of the early game, with opponents’ low attackers doing nothing due to the Lightwell’s ability to heal anything friendly. Secondly, it works a treat with priest’s health buffs, as when the opponent realizes they should be attacking it you want it to have the most health possible. Of course, it can’t defend itself, unless you use Extra Arms and More Arms on it to further make it a powerful attacker. I have won many a game with a 4/44 Lightwell. Its only real weaknesses are instant killers [Execute, Shadow Words], but then most cards are. 5/5

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Cairne Bloodhoof

A fine card. Two 4/5s for a 6 cost is already a good return, with a nice synergy with priest’s Shadowy Figure, but its health limits what it can attack fully effectively. 4/5

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Batterhead

Batterhead, in practice, is quite a good card. Many players flood their boards with low-cost low-healths, as opposed to one large fighter, and it is very valuable when you can afford the card to clear these off the board. Along with the low-cost cards usually having low attacks also, the high health of Batterhead shines. The price isn’t much a bother, with its main use to limit the other board as much as possible meaning reinforcing your side that turn isn’t a necessity. However, it is usually only good for one or two turns, even with priest buffs, and it is only really useful as a get-out-of-jail-free-card for low-health boards, be that quite an effective use.

Overall, a nice card that can help destroy an opponent’s push and save yourself, but only in certain, somewhat common circumstances. 3/5

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Mosh'ogg Enforcer

A perfectly fine damage sponge that punishes low health or a full board of high damage with its Divine Shield that really shines when buffed with Priest spells. When it’s played you often have a few turns to be able to prepare a large play or recuperate forces &c.. 4/5

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Shadowy Figure

This card is very good when you can build a deck around it, you just need patience to get a deathrattle and this in the same/close hands. My deck, for instance, has two of these with two Safe Guards, which – even when just played as one with one – places a formidable defense that is already better than most high-cost taunts, and also a Convincing Infiltrator, the more common choice for this card among people it seems, which can easily punish pushes with singular, heavy/buffed characters, yet the downsides there transpose to this. Essentially, this card is a free deathrattle doubler, unless you buff it with Extra Arms or other priest buffs. The one major downside is, of course, waiting for these cards to appear in your hand together, yet it is much worth the wait, and at least you have a 2 cost 2/2 to fall on if the late-game’s going awry.

Overall, a card that with adequate luck and strategy can be very overpowered. 4/5

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