Seems a bit understatted to be honest. 3 mana 2/2 weapon is obviously terrible, but even as a combo you get a conditional waggle pick without the bounce. Not to mention the fact that rogue doesn't really want to be playing weapon cards due to the hero power.
I'm not worried about this card in standard but boy does it seem disgusting in the wild secretmage. Wide boards have always been a natural weakness of the deck... until now I guess. Even if the card turns out to be fine in terms of WR, I'm guessing it'll result in a lot of frustrating, unwinnable games where the mage can just lock you out of the game by sticking a flakmage and protecting it with secrets while clearing your board over and over.
You'd have to test that. Cards with "deathrattle: shuffle this into your deck" have odd and inconsistent interactions with double deathrattle triggers, presumably the same holds true for putting it back into your hand. I can easily imagine it only triggering once b/c there's only one card to put back into hand, or 2 scarabs 1 anub.
But even if we assume you get two Anub'araks back in hand, they'd be full cost so you'd probably never find the time to get them both into play.
It strongly depends on the matchup, the rest of your hand and the board state. Two things to keep in mind : 1) When in doubt, play the tempo option. 2) If you're going to play Master's call, think about what minions you would want to draw and whether you can even play it/them on the following turn. EG you might as well fish for a hyena on turn 4 because you can't unleash + hyena until turn 5 anyway.
Pretty sweet card for murloc shaman. The symmetrical effect is a lot less of a drawback than with Spellslinger because you pretty much know what your opponent is going to get, and chances are your deck is better equipped to exploit murlocs than your opponent's is.
Master's Call will always just be better. And I'm not saying this cardis bad, I just think it will be played as a "created by" card if you need plenty of value, i.e., it's a really strong card you don't want to put in your deck.
But I'd like to remind you of this:
Quote From No Author Specified
Hunter: Hunters use their wit, ferocity, and an army of beasts fighting alongside them to destroy their competition. Although they lack in defense, their aggression allows them to push through before they need it. A well-timed Secret or Deathrattle can help them gain clutch advantages against their opponent.
Strengths: Beasts, face damage, Secrets, Deathrattle
Limitations:Card draw and generation, board clear, Taunt
Weaknesses: Healing
Good job shooting yourselves in the foot there T5. You don't want Mind Blast or Vanish evergreen, fine. Just don't have your cake and keep eating it.
That class identity memo is going to be an albatross around Team 5's neck until they rescind it. It's a no-win situation really. On the one hand everyone disliked the memo and its design implications, so living up to it will result in a lot of unhappy players, on the other hand it's given everyone ammo to lob memes at Blizzard whenever they break their own rules. We already got an example of how strict adherence to this document has resulted in last-minute post hoc changes (for the worse) in Plague of Madness.
I just hope they come to their senses sooner rather than later and just admit it was an ill-conceived justification for HoF-ing Vanish and Mind Blast. If they don't that stupid fucking memo is going to be Team 5's "Well Dany kind of forgot about the Iron Fleet" moment.
I think people are overrating this. In essence it's like a single-target Treespeaker, a card that doesn't really see play even in decks that consistently summon entire boards of treants. If you could reliably pull out a demon on turn 3/4 then this card would obviously be great, but I don't see that being very likely. Also, including this likely means cutting 1-drops which weakens the magic carpet engine.
Trying to think of ways to abuse this card with loads of copy effects my best idea was to use it with Carnivorous Cube and Deathrattle triggers like Play Dead in Hunter. Stitched Tracker is also a great card for finding combo pieces and Ursatron can be used as a Meat Wagon tutor.
Maybe some kind of Priest deck with Lady in White could be an option as well. Priest does have access to some pretty cheap cloning effects like Mirage Caller and Vivid Nightmare and Lady in White can make the Obelisk a 5/5 so it's not entirely useless on its own.
Drakkari + 3 Obelisks is a neat 30 damage. I'm suddenly a lot more interested in this card. Nice one
Damn shame the Shaman spellstone just rotated out. I doubt this card will be incredibly powerful even in wild, but it seems like a fun meme card to tinker around with.
If the Armegadillo had been included in the trailer I might agree with your speculation but since it wasn't, I'm doubtful. The monsters in the trailer seem pretty generic and strike me as a way to establish what sort of minions we can expect from the set more than card-specific spoilers.
If the goal is to get better with that deck specifically I can't really help, but it seems to me mill rogue is terrible for laddering(slow + bad matchups against the field: https://www.vicioussyndicate.com/wild-vs-data-reaper-report-18/), so my advice would be to pick a different deck.
While it's a neat infinite loop, it's pretty impractical in single player as well due to the fact that you need an exact 5 card hand when you go off. You either have to run a bunch of additional innervates, biology projects etc. in order to dump your remaining hand or you need to draw through your deck to guarantee it. Otherwise any card that gets stuck in hand keeps duplicating until your whole hand is unplayable. Still, cool combo, I dig it.
I love cards that allow you to counter combo decks, but why must they make them class cards? There's been a hole in my heart ever since Dirty Rat rotated out. Oh well, at least they didn't give this to Warlock like literally every other combo disruption card in the meta.
I'm not even sure the Overkill Mechanic works this way ...
If an area of effect card with Overkill destroys multiple characters at the same time, the Overkill effect will trigger for each character killed.
Cards can only activate their Overkill effects on the controlling player's turn.
Overkill effects on minions can trigger regardless of if the attacking minion survives or not.[4][5] For example, if a Sightless Ranger attacks and kills Huffer, the Ranger dies but its Overkill triggers, summoning two Bats.
Overkill effects can trigger by dealing excess damage to a hero. Ordinarily the effect is cosmetic, since one player has just won the game (so, for example, you might see a Devilsaur get summoned just as the hero dies). However, in principle, this could have an effect on the outcome — for example, if an Overkill effect destroyed the other hero as well, resulting in a tie game.
So i think it will not work - and i also think i tested something like this with Ticket Scalper - if my opponent is attacking my Scalper the Overkill does not trigger if i remember correctly as it should be so i'm not exactly sure if the mentioned Bees into Linecracker would work ... sure it is your turn but i guess the minion with overkill has to attack and not be attacked
Peter Whalen confirmed that it will work as ppl expect, so yeah ...
Also for the purposes of other combos, it is good to know that the bees will take up board space, so if you target Ironhide Direhorn, you will only get two 5/5s on an empty board since 4 bees are taking up the board space in the moment of the generation.
The Bees don't spawn and attack one by one? That's a shame.
"I think this is the first time in Hearthstone history that a card is received so poorly and with such a letdown by part of the majority of the fanbase... And the worst is that that feeling is absolutely understandable... "
Is it? I still remember when Purify was revealed. No doubt people are disappointed with this Reno, and probably the LoE cycle as whole, but I'm pretty sure people have been more outraged at a newly revealed card.
It's a damn shame Finley is a paladin card, I'd pretty much run him in every deck. I hope the new set gives us a new Paladin Archetype because this will see zero play in the Shirvallah OTK deck.
The other legendary card is a quest.
D'oh. Well I suppose the quest reward might have something to do with that swordfish weapon. Or maybe it's just a weapon in the set
Think about it, a Dyn-o-matic that costs 1 mana more but deals twice the damage.
Because in standard building a highlander deck is a huge cost. Old Reno and kazakus had effects that could pretty much steal the game from the opponent whereas this just seems... OK? It's terribly lackluster as a proactive threat and as a reactive play it's easy to imagine situations where not even 10 damage deals with an enemy board,FE Conj. + Mountain Giant.
Seems a bit understatted to be honest. 3 mana 2/2 weapon is obviously terrible, but even as a combo you get a conditional waggle pick without the bounce. Not to mention the fact that rogue doesn't really want to be playing weapon cards due to the hero power.
I'm not worried about this card in standard but boy does it seem disgusting in the wild secretmage. Wide boards have always been a natural weakness of the deck... until now I guess. Even if the card turns out to be fine in terms of WR, I'm guessing it'll result in a lot of frustrating, unwinnable games where the mage can just lock you out of the game by sticking a flakmage and protecting it with secrets while clearing your board over and over.
It doesn't fit the theme of the set? I expect exactly 0 mechs from a League of Explorers expansion.
You'd have to test that. Cards with "deathrattle: shuffle this into your deck" have odd and inconsistent interactions with double deathrattle triggers, presumably the same holds true for putting it back into your hand. I can easily imagine it only triggering once b/c there's only one card to put back into hand, or 2 scarabs 1 anub.
But even if we assume you get two Anub'araks back in hand, they'd be full cost so you'd probably never find the time to get them both into play.
It strongly depends on the matchup, the rest of your hand and the board state. Two things to keep in mind : 1) When in doubt, play the tempo option. 2) If you're going to play Master's call, think about what minions you would want to draw and whether you can even play it/them on the following turn. EG you might as well fish for a hyena on turn 4 because you can't unleash + hyena until turn 5 anyway.
Holy crap. Mechathun Rogue seems real easy to pull off with this. Also, Mechanical Whelp.
This looks pretty tempting alongside Anyfin Can Happen in wild.
A meme deck for sure, but I didn't have the cards for it back when Anyfin paladin was a real deck in standard.
Pretty sweet card for murloc shaman. The symmetrical effect is a lot less of a drawback than with Spellslinger because you pretty much know what your opponent is going to get, and chances are your deck is better equipped to exploit murlocs than your opponent's is.
That class identity memo is going to be an albatross around Team 5's neck until they rescind it. It's a no-win situation really. On the one hand everyone disliked the memo and its design implications, so living up to it will result in a lot of unhappy players, on the other hand it's given everyone ammo to lob memes at Blizzard whenever they break their own rules. We already got an example of how strict adherence to this document has resulted in last-minute post hoc changes (for the worse) in Plague of Madness.
I just hope they come to their senses sooner rather than later and just admit it was an ill-conceived justification for HoF-ing Vanish and Mind Blast. If they don't that stupid fucking memo is going to be Team 5's "Well Dany kind of forgot about the Iron Fleet" moment.
I think people are overrating this. In essence it's like a single-target Treespeaker, a card that doesn't really see play even in decks that consistently summon entire boards of treants. If you could reliably pull out a demon on turn 3/4 then this card would obviously be great, but I don't see that being very likely. Also, including this likely means cutting 1-drops which weakens the magic carpet engine.
Drakkari + 3 Obelisks is a neat 30 damage. I'm suddenly a lot more interested in this card. Nice one
Damn shame the Shaman spellstone just rotated out. I doubt this card will be incredibly powerful even in wild, but it seems like a fun meme card to tinker around with.
If the Armegadillo had been included in the trailer I might agree with your speculation but since it wasn't, I'm doubtful. The monsters in the trailer seem pretty generic and strike me as a way to establish what sort of minions we can expect from the set more than card-specific spoilers.
If the goal is to get better with that deck specifically I can't really help, but it seems to me mill rogue is terrible for laddering(slow + bad matchups against the field: https://www.vicioussyndicate.com/wild-vs-data-reaper-report-18/), so my advice would be to pick a different deck.
While it's a neat infinite loop, it's pretty impractical in single player as well due to the fact that you need an exact 5 card hand when you go off. You either have to run a bunch of additional innervates, biology projects etc. in order to dump your remaining hand or you need to draw through your deck to guarantee it. Otherwise any card that gets stuck in hand keeps duplicating until your whole hand is unplayable. Still, cool combo, I dig it.
I love cards that allow you to counter combo decks, but why must they make them class cards? There's been a hole in my heart ever since Dirty Rat rotated out. Oh well, at least they didn't give this to Warlock like literally every other combo disruption card in the meta.
The Bees don't spawn and attack one by one? That's a shame.
"I think this is the first time in Hearthstone history that a card is received so poorly and with such a letdown by part of the majority of the fanbase... And the worst is that that feeling is absolutely understandable... "
Is it? I still remember when Purify was revealed. No doubt people are disappointed with this Reno, and probably the LoE cycle as whole, but I'm pretty sure people have been more outraged at a newly revealed card.
D'oh. Well I suppose the quest reward might have something to do with that swordfish weapon. Or maybe it's just a weapon in the set
Because in standard building a highlander deck is a huge cost. Old Reno and kazakus had effects that could pretty much steal the game from the opponent whereas this just seems... OK? It's terribly lackluster as a proactive threat and as a reactive play it's easy to imagine situations where not even 10 damage deals with an enemy board,FE Conj. + Mountain Giant.