A new Hearthstone card has been revealed by Blizzard via a promotional email for Voyage to the Sunken City - Za'qul! There is 1 remaining card reveal spot on the reveal schedule.
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Comments
There must be at least one other card that puts more than 1 curse into your opponent's hand for this card to even be remotely worth it.
The problem with this style of play is interaction. Curse of Agony can work because under normal circumstances your opponent cannot practically prevent getting hit by the curse as they draw them. This one however, can be dispelled (seemingly anyway) by simply paying 2 mana, so its highly unlikely it'll ever do enough damage to kill, since the warlock deck playing it is unlikely to put up enough tempo to force awkward turns.
So how much damage are we expecting? I'd say 6 damage is realistic. Is it good enough? I doubt it. Unless the abyssal curses cannot be removed, it'll never make an entire deck on its own.
As for this card, its entire viability is determined by the performance of these abyssal curses. If there are more support for it, it could work. But until then its likely never living up to its potential.
They already revealed a second card with the curse my dude. It's a 6 mana deal 4 to all minions. Scroll down like 4 posts.
Im aware of that. Two cards related to the abyssal curse just isn't enough to make an archetype is my point.
Where is the description for the curse, please?
"At the start of your turn, take 0 damage. Each Curse is worse than the last." Is a 2 mana card btw
What's the purpose of that?? As my understand the curses only heals you when this is in board, right? So just healing 2 points when you are lucky enough when your opponent draw that specific card at that specific time?? I'm missing something because I'm not getting it, I think...
The curses are added directly to your opponents hand, so ideally you already gave him a bunch of curses before (since each deals more damage than the last), then play this card and deal and heal a bunch of damage at the start of your opponents turn. Or your opponent (for whatever reasons) already had one or more curses in his hand.
So that's the part that I was missing. I missunderstood it believing that they were like Curse of Agony added directly to the deck. Thanks for the explanation! :)
This won't see play unless T5 decides Warlock gets no more healing, and even then it might not see play. It literally does nothing but tax your opponent for 2 mana.
which you had to pay in advance. while your opponent is just ignoring it.
That's a near-sighted evaluation :-/
It literally :
Put a 5/6 body onboard. (which is average for a 5-mana card.)
Deals n damage to your opponent.
Give you back at least n life point.
(admittedly, n could be 0, which kinda suck)
It also potentially have the following side-effect :
Adding a card to your opponent hand may cause him to overdraw his next cards. (and some warlock list already make use of that kind of effect in their battleplan)
Taxing 2 manas or dealing n damage again. (Admittedly, you should not count on getting heal out of these damage)
Increasing damage of future curse by one. (which may give more value to other card if you play the whole synergy. And unless you happen to have randomly generated that card, you should be.)
This is going to sound so shitty, but I think you have that opinion because you do not have experience. There are a billion and one stronger cards that will never see play, and all have the same flaw as this card. It does nothing the turn it is played. Every competitive card does something to the board immediately.
I don't feel shitty at all telling you that's hogwash. The strongest deck in the game right now runs cards like Irondeep Trogg and Peasant. Every Mage deck runs cards that do nothing but draw. Buff Paladin runs Knight of Anointment, which does nothing but draw. The Warlock and Mage quest rewards do nothing to the board -- not even Taunt -- but they have been some of the strongest win conditions in Hearthstone.
Yeah, my statement was very general because I felt like they were so new. You can't show me a card that cost 5+ mana that does nothing to the board, unless that card itself is a win condition.
Cenarion Ward. Lady Prestor. Barak Kodobane. Rokara quest reward. Guff hero. Balinda.
1. Solar Ecplispte Cenarion Ward is a win-con.
2. Lady Prestor does not see significant play, and when she does it is for Kazakusan, thus getting the player closer to their win-con.
3. Rokara quest reward is a win-con.
4. All forms of draw and ramp get the player closer to their win-con.
5. Balinda does not see serious competitive play. Though I am going to double-check since I haven't looked at any pro mage decklists in a while.
My point is if a card doesn't help you win a game, it is bad. This card does nothing against anyone who has hit gold.
I'm a bit surprised this wasn't fish N'Zoth, but nvm. The bigger point is that this is an inevitable legendary to fly the flag for warlock's new curses. I never like playing warlock, so I won't bother estimating how fun or powerful it will be, especially before we know how many other curse cards there are.
What I can do is draw parallels with bomb warrior, a deck that gave a bunch of damage-dealing things to their opponent while stalling and gaining health/armour. The plan of this curse-lock looks to be more or less the same. Was bomb warrior fun to play against? Absolutely not, though I suppose we at least know when we're taking curse damage so that's an improvement. So my expectation is it's a slight refinement of a deck that was a real stinker to play against. Yay...
I think the Bomb Warrior comparison isn't quite fair. Bomb Warrior was a deck that had to do very little to basically shuffle lethal damage into your deck and there was practically 0 counterplay to said bombs.
Curse Warlock, assuming it works, will always at least give you the ability to slow down the burn by just removing the curses. Warlock is also not nearly as good at turtling as Warrior is and they lose the ability to just run cheap removal and healthgain like they can with Mo'Arg and Grimoir of Sacrifice right now..
The way I see it is that it's probably gonna be a ramping damage threat similar to Questlock, except without the absurd midrange power spikes or the extreme damage ramp once your deck is empty and you still have Backfire in hand. It's gonna do what Warlock always does: Punish decks that rely on just hiding behind boardclears and armor while having to fight for their life against proactive decks. As long as they don't print some really insane other cards that somehow go with the curse package and make it an allrounder like Questlock I doubt it's gonna be more than a funny tier 3 - tier 2 control deck that falls in and out of meta depending on what's currently played. At best it'S gonna be a slow burn deck with predictable damage margins and if the non-curse control shell is good enough it'll probably not even outclass OwlTK
I was discussing it from a gameplay point of view more than how effective it will be, since we don't have nearly enough information to comment on that at the moment. I'd be surprised if playing against it didn't feel like playing against bomb warrior. Both encourage passive, defensive gameplay along with healing (the legendary pay-off effect is literally that), that ends up very boring to outright frustrating to play against. How good warlock is at doing that (both initially and within it's 2 year lifespan in Standard) doesn't change much in that regard.
I'm not completely hating on the design though. I do like that there is the option to spend 2 mana to halve the damage taken from each curse. And even without that it is a genuine improvement over bomb warrior because you won't get blind-sided out of nowhere by randomly drawing several bombs and losing a game you were just about to win.
So at least it is a positive refinement on an old, contentious deck. That's a serious step up from them printing the hunter questline when people were fed up of Raza priest in Wild!
Now we wait for the other Abyssal Curse-generating cards, because with this and Abyssal Wave alone, it's really hard to evaluate that archetype. Although I'm leaning towards saying that this will be likely bad, because it provides no board effect at all, while it's quite slow at 5 mana.
Also, I'm pretty disappointed when opening any Legendaries that are specific to a single expansion's gimmick like Auctioneer Jaxon, because it's nearly guaranteed that they will see no play in Wild at all.