After much more thought, it's actually quite a decent disruption to have. Somewhat better than Mutanus the Devourer I'd say if you play it purely for the disruption simply because it's 3 mana cheaper but it does provide waaay less tempo but that's not the main use of the card anyways.
This is one mean card. Practically counters combo decks, and in some cases might well just solo games. If you steal your opponent's hero card I think the game is over...unless you use your own theotar to steal it back.
It might end up being a card every player must have/craft because the only counter to this is by playing your own theotar. So much so that if its play rate climbs exponentially beyond anyone's expectation team5 might well be pressured to nerf it just so we dont end up with games decided by this card's rng.
Does it have a downside? I mean, we've been practically playing mutanus despite its 7 mana cost simply because it can sometimes take out a key minion from your opponent's hand. And now team5 just printed something that does the same, but cheaper, and infinitely more consistent. I personally think it'll be in every deck from day 1 and then it'll get nerfed to 5 mana.
You may argue that it hard counters druid decks. For that alone, I rate this a 5/5.
Its hard to evaluate this one, because the stats suck, and the effect may well end up doing nothing. In effect this card is basically like mutanus, except with a chance of backfiring.
But to me this is one legendary that might be mandatory to have because it offers a chance to nullify your opponent's theotar, or a chance to even the odds in case you lose something really key. Imagine losing your hero card to this; the only possible chance of winning at this point might well be to steal it back or to steal something equally important.
I personally like this card because it practically counters druids, particularly the Celestial Alignment kind. Hmmm...now that I think about it, this might actually replace mutanus from now onwards, because of its lower cost. I think I know what shaman deck I'll be playing on day 1.
Cards like this are hilarious, really. Of course we're all going to hate having our stuff stolen, but I guess we'll be stealing their stuff too with our own Theotar, so who knows? Maybe this is the type of cards to kill off those crazy decks that beat you with a single card, and force people to build decks with alternate win conditions, or good board play? I don't know, it's a dream anyway :)
Edit : Imagine stealing your opponent's Theotar, lol. Lord, this game sometimes. . .
HUGE display of unprofessionalism from Thijs over here. Making people wait an hour and 40 minutes for the card just so that they'd watch his e-sports event. And it's not like there was no better spot to put this in, there was a 30 minute gap before when the card was supposed to be revealed and when the first game started. I sincerely hope Blizzard won't give him another card to reveal after that stunt, but I'm not holding my breath.
That said, the card is pretty neat, but it's gonna be a real annoyance to play against.
How does this card works? Will the opponent discover a card from your deck or do you choose which card you will trade for the one in the opponents hand?
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You cannot force someone, but with Soul Shards, Tamsin Imps, Bombs and other auto play cards in deck this can be awesome. Also if class like Mage or Demon Hunter is low on cards (or sometimes Hunter in quest deck) at least you made them pay for all those refill hand turns.
looks okay, but wouldn't see play in the current meta at all. Boards just don't get big enough this early. Whirlpool is better because it's more consistent and can't be played around.
Honestly this is just trash. You're paying 3-mana for something you need to infuse to even get any kind of value out of it and even then it sucks because basic totems are trash. Then you only actually get any kind of tempo from it if you already played The Stonewright, a card that costs 4-mana and can'T be realistically tutored.
Unless there's some massive totem payoff yet to be revealed this is just a garbage gimmick.
Quest Priest players know that the deck plays lots of cheap Minions that generate value (Scorpions, the mech guy, the jailed 3/4 and so on, maybe the new 1/3 Legendary minion finder) that will certainly help the spell being infused. The card is cool (I think even in the base version unlike other infuse cards view all the imp stuffs that could come in the next meta as well as Murlocs and mech mages) because is the better area reset for Priest at the moment: the other card that takes care of shielded and high healthed minions too at the moment was the Whirlpool, but this one does something similar way earlier, in a turn that is really important against aggro decks and for an acceptable cost.
Seems like a genuinely strong card. Curse Warlock loves it because you can easily get two extra curses down while maintaining some tempo, which is huge, but there'S probably also other nifty stuff to do wwith this.
The only issue is killing off the tokens without a Shadow spell
This looks decent. Warlock currently doesn't really have any good taunts and is very vulnerable to just being bum-rushed once their removal runs out so this might help, although it migt be tough to get the activation consistently.
Pretty great. The effect is targetted so you always know what it will hit and can plan around it. Probably really good in Curselock because it sets up easier combos (and makes Abyssal Wave not be complete shit)
Theotar, the Mad Duke is a New Legendary Card Revealed by Thijs for Castle Nathria
So essentially "Trade Offer" the card?
After much more thought, it's actually quite a decent disruption to have. Somewhat better than Mutanus the Devourer I'd say if you play it purely for the disruption simply because it's 3 mana cheaper but it does provide waaay less tempo but that's not the main use of the card anyways.
New Neutral Minion - Theotar, the Mad Duke
This is one mean card. Practically counters combo decks, and in some cases might well just solo games. If you steal your opponent's hero card I think the game is over...unless you use your own theotar to steal it back.
It might end up being a card every player must have/craft because the only counter to this is by playing your own theotar. So much so that if its play rate climbs exponentially beyond anyone's expectation team5 might well be pressured to nerf it just so we dont end up with games decided by this card's rng.
Does it have a downside? I mean, we've been practically playing mutanus despite its 7 mana cost simply because it can sometimes take out a key minion from your opponent's hand. And now team5 just printed something that does the same, but cheaper, and infinitely more consistent. I personally think it'll be in every deck from day 1 and then it'll get nerfed to 5 mana.
You may argue that it hard counters druid decks. For that alone, I rate this a 5/5.
Theotar, the Mad Duke is a New Legendary Card Revealed by Thijs for Castle Nathria
Its hard to evaluate this one, because the stats suck, and the effect may well end up doing nothing. In effect this card is basically like mutanus, except with a chance of backfiring.
But to me this is one legendary that might be mandatory to have because it offers a chance to nullify your opponent's theotar, or a chance to even the odds in case you lose something really key. Imagine losing your hero card to this; the only possible chance of winning at this point might well be to steal it back or to steal something equally important.
I personally like this card because it practically counters druids, particularly the Celestial Alignment kind. Hmmm...now that I think about it, this might actually replace mutanus from now onwards, because of its lower cost. I think I know what shaman deck I'll be playing on day 1.
Theotar, the Mad Duke is a New Legendary Card Revealed by Thijs for Castle Nathria
This could really muck up quests, especially for Pirate Warriors holding Cap'n Rokara in their hand.
Theotar, the Mad Duke is a New Legendary Card Revealed by Thijs for Castle Nathria
Cards like this are hilarious, really. Of course we're all going to hate having our stuff stolen, but I guess we'll be stealing their stuff too with our own Theotar, so who knows? Maybe this is the type of cards to kill off those crazy decks that beat you with a single card, and force people to build decks with alternate win conditions, or good board play? I don't know, it's a dream anyway :)
Edit : Imagine stealing your opponent's Theotar, lol. Lord, this game sometimes. . .
Theotar, the Mad Duke is a New Legendary Card Revealed by Thijs for Castle Nathria
Agreed, thijs took the piss with this one
Theotar, the Mad Duke is a New Legendary Card Revealed by Thijs for Castle Nathria
Great RAGE! generation engine.
Blizzard is really coming down on "one trick pony" deck with these two past extension.
Theotar, the Mad Duke is a New Legendary Card Revealed by Thijs for Castle Nathria
Also, it works on spells, hero cards and locations and you choose who get what
Theotar, the Mad Duke is a New Legendary Card Revealed by Thijs for Castle Nathria
RANT TIME!
HUGE display of unprofessionalism from Thijs over here. Making people wait an hour and 40 minutes for the card just so that they'd watch his e-sports event. And it's not like there was no better spot to put this in, there was a 30 minute gap before when the card was supposed to be revealed and when the first game started. I sincerely hope Blizzard won't give him another card to reveal after that stunt, but I'm not holding my breath.
That said, the card is pretty neat, but it's gonna be a real annoyance to play against.
New Neutral Minion - Theotar, the Mad Duke
How does this card works? Will the opponent discover a card from your deck or do you choose which card you will trade for the one in the opponents hand?
Theotar, the Mad Duke is a New Legendary Card Revealed by Thijs for Castle Nathria
I wonder if this card will be staple or a flop. It could go either way. I probably hope for the latter, since I despise hand/deck attacks.
New Neutral Minion - Theotar, the Mad Duke
A new Legendary Neutral Minion, Theotar, the Mad Duke, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Murder at Castle Nathria
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Theotar, the Mad Duke is a New Legendary Card Revealed by Thijs for Castle Nathria
Dirty Rat wannabe
though i suppose it js way better against quest rewards because you get the battlecry
Nozdormu Celebrates the Fire Festival - Special Quest and Decks for July 2022
I didn't get the quest again. 2 times in a row now.
Nozdormu Celebrates the Fire Festival - Special Quest and Decks for July 2022
I didn`t get the quest... How could this happen?
Ashen Elemental is a New Card Revealed by Corbett for Castle Nathria
You cannot force someone, but with Soul Shards, Tamsin Imps, Bombs and other auto play cards in deck this can be awesome. Also if class like Mage or Demon Hunter is low on cards (or sometimes Hunter in quest deck) at least you made them pay for all those refill hand turns.
New Priest Spell - Clean the Scene
looks okay, but wouldn't see play in the current meta at all. Boards just don't get big enough this early. Whirlpool is better because it's more consistent and can't be played around.
New Druid Spell - Nightshade Bud
Looks weak to me but maybe getting Neptulon or Onyxia 2-turns early is strong enough for it to matter.
New Druid Spell - Convoke the Spirits
Greaaaat, now Alignment isn't enough, they also get their own Yogg to just flip games out of nowhere.
New Shaman Minion - Party Favor Totem
Honestly this is just trash. You're paying 3-mana for something you need to infuse to even get any kind of value out of it and even then it sucks because basic totems are trash. Then you only actually get any kind of tempo from it if you already played The Stonewright, a card that costs 4-mana and can'T be realistically tutored.
Unless there's some massive totem payoff yet to be revealed this is just a garbage gimmick.
Clean the Scene is a New Priest Card Revealed by Alliestrasza for Murder at Castle Nathria
Quest Priest players know that the deck plays lots of cheap Minions that generate value (Scorpions, the mech guy, the jailed 3/4 and so on, maybe the new 1/3 Legendary minion finder) that will certainly help the spell being infused. The card is cool (I think even in the base version unlike other infuse cards view all the imp stuffs that could come in the next meta as well as Murlocs and mech mages) because is the better area reset for Priest at the moment: the other card that takes care of shielded and high healthed minions too at the moment was the Whirlpool, but this one does something similar way earlier, in a turn that is really important against aggro decks and for an acceptable cost.
New Warlock Minion - Lady Darkvein
Seems like a genuinely strong card. Curse Warlock loves it because you can easily get two extra curses down while maintaining some tempo, which is huge, but there'S probably also other nifty stuff to do wwith this.
The only issue is killing off the tokens without a Shadow spell
New Neutral Minion - Ashen Elemental
Where was this when Garrote Rogue was running amok?
New Warlock Spell - Shadow Waltz
This looks decent. Warlock currently doesn't really have any good taunts and is very vulnerable to just being bum-rushed once their removal runs out so this might help, although it migt be tough to get the activation consistently.
New Warlock Minion - Shadowborn
Pretty great. The effect is targetted so you always know what it will hit and can plan around it. Probably really good in Curselock because it sets up easier combos (and makes Abyssal Wave not be complete shit)