SlumlordThanatos said:
Iron Hide could be useful in Control Warrior to help deal with aggro decks, and to activate Shield Slam. It's not so much about card advantage as it is about tempo
Indeed. The list, and especially the explanations, read more like someone who has read a basic beginners guide rather than someone who actually plays and understands the game. Sure, shield block draws a card, but that's not always the most important thing to ever happen, and there are plenty of situations where a less good but cheaper card is actually useful.
King Mosh would be another example of that; a big minion that can potentially destroy several big enemy minions even without the combo. It's all about the tempo with these cards.
Yes, again the article seems to completely miss the point. Brawl can be handy, but gives no control over which minions die and risks leaving your opponent with board control. King Mosh both allows you to choose what dies through selective damage (including total board wipe if you want), and guarantees you a big minion at the end of it. Given that this expansion adds a lot of really big minions that are difficult to trade for or take out with direct damage, this is likely to be even more useful that previously.
I don't see... Tortollan Primalist being any good in any game mode
It's worth bearing in mind that not everyone plays the game the same way, and the vast majority of players are fairly casual who play for fun, not to always minmax the best deck and win tournaments. More serious players tend to complain about randomness, but the less serious ones often find it a lot of fun. When it comes down to it, this is exactly why so many games include dice rolls and shuffled cards in the first place - games of pure skill like chess have their place, but a bit of randomness often makes things much more entertaining. Tortollan Primalist seems to have a pretty good balance; you get enough control to avoid accidentally wiping your board or killing yourself, but enough randomness to make it a bit of a fun gamble. It's not "good" in the sense of making the grade for people trying to top the ladder, but it's far more entertaining for casual players than many of the cards that are.
Steven Bogos said:
Eggnapper is a bad card because not only does it only have one health, the tokens that it summons also only have one health. That means that even the tiniest of tiny AOE effects, like Ravaging Ghoul or Volcanic Potion will wipe it off the board.
Again, the criticism just doesn't make sense. No, a tiny AoE effect won't wipe it off the board, you'd need at least two to finish it after the deathrattle has fired. Which is exactly why deathrattle is such a powerful effect, and why cards like Sludge Belcher and the Shredders saw so much play. The obvious comparison is the Haunted Creeper; a 1/2 that gives two 1/1s on death. For one more mana, Eggnapper gets one more stat, and the 1/1s are beasts. It's not great, since the initial body is vulnerable to pings, but it can potentially get much better trades and has better beast synergy.
(Vinecleaver) The extra effect on this weapon, of summoning two recruits, is pathetic. Again, by the time turn 7 rolls around, having a couple of extra 1/1's on the board won't mean diddly squat.
And once again. Have you even looked at the rest of the cards in the expansion? The whole point of the Paladin cards is to give them even more ways to get Recruits on the board, and even more ways to buff them. Truesilver Champion has its place, but 8 damage and 4 healing isn't that impressive compared to 12 damage and 6/6 in stats on the board. Especially when that can easily be turn 7 Vinecleaver into turn 8 Dinosize and suddenly you've got a 10/10 on the board plus a decent weapon and more tokens to come. Again it's far from the best card in the world, but for the gimmick it's clearly intended to used with it may well be a useful addition.