The best part of the card is that is will get you two 1/3 taunts no matter what so you can freely play this at any moment to get a couple of taunts up.
Bit expensive? Perhaps. But being able to get some taunts out can easily mean everything. Too bad this isn't a shadow spell though, but I guess its scary enough on its own without having tamsin playing it twice.
Oh and it can hit face. That has to count for something at some point.
This card has the potential to be one of the most scariest card to see work.
Its 1 mana, its allows for an array of choices from summoning big minions to card draw, and it essentially replaces itself with a deathrattle card. To top it all off it exist in wandmaker's small card pool.
In other words, you'll be seeing this card quite a lot. And it won't be a happy time for those who have to go up against it.
Well, its basically a control counter card. Which isn't too bad considering that priest have to run cthun to get anywhere in those matchups.
But honestly, this is just bad. Curving is one thing, but since when does priest ever wins its games by playing 1 card per turn? Also, the very nature of the quest progression means if you get screwed with how your cards are drawn you'll never finish the quest because that 5 mana card you need is at the very bottom of your deck.
Just on point of comparison, how many times have priest actually managed to play cthun at all? And cthun is a vastly more easier 'quest' to complete compared with this thing. The games will end way before you actually finish this quest and if it doesn't you still have to somehow dodge a Mutanus that will no doubt be waiting when you finish the quest.
Its 6 mana do nothing. Or 6 mana fill your board with 1/1s. How many times hunter can actually manage something like this without losing tempo, or even worse, the game?
The 5/5s for 1 in hand is good. But in standard where there's no Tundra Rhino its 1-2 turns too late for the rats to do anything. Unless there's some massive synergy with these 5/5s in hand coming up, I don't expect this to see play, like ever.
This is just a 5 star card. Having rush is good. Being able to come back from death is better.
So you play this card and rush into something. At some point of time you'd reload the board and your opponent has to now play in such a way that this doesn't just come back when they've spent all their mana removing your board. Even if your opponent decides not to kill anything, you can simply run your own minions to their deaths and this comes right back with rush to boot.
And its a beast. Amazing.
All in all, the only reason this wouldn't see play is because the dominant hunter is yet again face for days. Otherwise, this fits neatly into nearly everything hunter could want.
Unfortunately, its probably never going to see actual inclusion into a deck. Its just too expensive for what it does, and its a decent spell among so many broken ones that I simply can't see it. A nice choice discover, is what this card essentially is.
Oh, and its not a nature spell. That another star off out of 5.
Its pretty insane when it works, or completely unplayable when it doesn't.
This into Survival of the Fittest can easily just seal the game from there. Even at very worst, it can draw you three cards for each spell it casts for free.
But when it doesn't work i.e. when you can't ramp, or you've drawn your big spells, or if you whiff the three free spells, then you're basically playing 8 mana 5/5, which in many cases means death.
Its more consequential than you think. Will you wait a turn, or go for a 6/6 and a 10 drop on 8? If you do go for PP then you potentially lose that free +4+4 to all minions.
Also, you're basically playing an 8 mana 5/5 do nothing on turn 8 instead of something that can put two minions, big minions, immediately.
Oh look, its yet another mana cheating card for druid. How nice.
Fairly obvious you'd want this to cast big spells like Survival of the Fittest, but since druid typically run plenty of cheap spells as well, it won't be easy getting this one to actually do what its supposed to do. Oh well, at very worst it'll draw you three cards, once for every spell it casts for free.
You can guarantee survival of the fittest with Primordial Protector, but mercifully this card doesn't curve into that.
This card is just insane, even more so considering that you can reduce its cost. While its going to be fairly inconsistent, at its best it will be 1 mana heal for 8, spawn a 5/8, a random 7 drop, or plainly draw a card (either your highest cost or a minion along with +3+3). Hell, it could even just silence the whole board.
Its hard to understand why team5 decided to make this card 1 mana when they know perfectly well that it'll be in wandmaker's pool. So even if this card for some reason doesn't make the cut, you can still easily get it from Wandmaker.
Even if you decide to play it without the value, its still going to add a deathrattle card to your hand. And for 1 mana, which can be reduced to 0 fairly easily, that's already doing work.
It'll be a stretch either way. The only reason why face hunter tends to have high health in the midgame is because the opponent understands the gameplan and therefore prioritize your minions. If there was even a hint that they need not be defensive they wouldn't even bother with your minions and just go face.
Sure you can continue fighting hard for board, and reduce as much damage as possible to your face. But to what end? deathrattle hunters have the midgame with strong and sticky minions. Primordial hunters have access to a strong late game. Are we really playing a slower hunter just so this card can shine?
Im not saying this card is necessarily useless. But there has got to either be a better reason to have a bunch of 5/5s in your hand, because as it stands a board of 1/1s that have neither rush nor taunt, at an eye watering 6 mana? Man that's a stretch.
Its actually pretty good. Played on 5 and assuming it doesn't get silenced, it will continue to come back...usually after a board clear from your opponent, after which case a 5/5 will be staring down at their face. Kinda useful.
It does eat a board space, so if you happen to have Rats of Extraordinary Size it guarantees a 5/5 in your hand. Not that you'd ever be playing that card for this to happen anyway.
Its kinda bad honestly. Hunters dont tend to be defensive and since they can't heal every card past the 5 cost mark must do something extraordinary to even be considered, and considering that this card spawns rats that have neither rush nor taunt its really stretching the usefulness of this card.
Its basically a reload card for midrange or face hunter, assuming you'd even actually run this card. Maybe even deathrattle hunter can make use of this card. But more likely you'll be wishing for this card in a discover, because I dont think anyone would ever be putting this into their deck unironically.
4 mana 4/2 buff? The deathrattle is nice but the idea behind this is almost certainly as a removal option because what's the use of the rushing 4/2 if its out during your opponent's turn?
At very least it does grant rush so its not completely useless but I suspect more likely druid will only ever be playing this out of a discover, because this is not a card you ever want to see in your hand.
Again, as with the other quests, this one is powerful. In fact the reward might simply be the most powerful of all the quests because it literally wins you the game.
But like the other quests in stormwind so far, its nearly impossible to finish and win at the same time. Control priest may not be the flashiest deck in the world, but even pre-nerf that deck can't get away with playing 1 card per turn so we're looking at maybe turn 12 completion? and that's a generous estimate. The nature of the quest progression means you have to play certain cards first before others, meaning if your 6 cost card get stuck at the bottom of your deck it might be impossible to even finish the quest without dying.
By no means unplayable, but really, how often do we even see cthun actually being played in the current meta? Would be curious to see the support cards for this quest, because at the moment its not really looking like its ever going to complete never mind win the game.
Sure, but that has been the modus operandi for a long time. Who even plays these pre-constructed decks anyway?
If you are instead referring to the 'battle-ready' decks that were sold for 20 bucks, well that's another thing. If the meta shifts later on, it wouldn't make much sense for team5 to start offering apology notes. Many of them were fairly limited to begin with, like how face hunter has 2x Tame Beast (Rank 1) when this was literally never used in face hunter throughout the barrens meta. I thought many players agreed that if they bought it at all it was because it was offering guaranteed legendaries, not because the decks were relevant for ranking.
Alright, so the consensus around this topic is fairly obvious. But its not unusual to hold an opinion that BMing in hearthstone is merely for the fun rather than any malicious intent. It reminds me of my old days in school when poking at the weakest, weirdest, or most different kid in the class was part of what kids would call 'good clean fun'. Most of these guys would eventually grow up to be fully functioning adults, not psychopaths.
But nearly, if not all of those guys would think back and regret what they did because let's be honest here, its bullying. It may be minor, and no one was physically hurt, but that doesn't mean it has no consequence to the victim, however small.
The online world is incredibly toxic. Everyone can agree with that. What does that say about us if we actively engage in it, and then go on to tell the other party to grow a thicker skin. Its not about them, its about us as a person.
Which brings us back to this topic. Can we do it? Yes. Should we? Well, that's simply a decision you have to make. Just because everyone is doing it doesnt mean we have to do it too.
the right passives/matchups have a lot to do with how the run will go.
Isn't this the sad truth about duels.
Its fun when you get the passives and treasures that synergizes with your hp, or is just flat out broken. The reality of duels is that the higher you go the more disgusting combos you see and that really tears at the fun more than you think. Best part of the game is probably earlier on, when you get to experience what seems like a restricted wild constructed format. By the time you get your second passive it'll be fairly clear whether youre getting to 12 or not.
So if we're getting diamond benedictus, does that mean a diamond hero power as well? Wonder how distracting it can get having it hover around on your right.
Quest mechanics often fail because of the deck building restrictions it tends to bring, and the overall power level of the reward itself. Its a delicate balance to get right, as we have seen from the Ungoro quests, probably featuring the best of the lot so far.
- Raid the Sky Temple is a fairly easy quest to complete, but falls short because after its completed it rarely ever wins you the game.
- Making Mummies would have been great, the reward was a fairly broken hp that practically doubles your deathrattles, but the conditions to finishing it forces you to play half your deck filled with fairly standard reborn minions instead of the powerful deathrattles you need to actually win the game.
And now we have Sorcerer's Gambit. The reward is powerful, game winning even. Not much deck restrictions too. But good luck actually finishing the quest, because its way too contrived to expect a game to flow between three different spell types, three times no less. There's a legitimate chance you wont ever finish it even against a control player if your deck is arranged in such a way so one type is all at the bottom. I really hope team5 have designed some real cheap fire spells, or maybe some sort of all spell, like how amalgams count as an 'all' minion type. Otherwise, this one will join that trend of poor success rate with quest decks.
I really think the quests should actually cost 0, because why not? The conditions, the deck restrictions, and the fact that you're practically playing one card less from the start is already limiting enough. Its not like its going to make any of the quest decks OP out of nowhere.
Thats a fair point. My argument is really whether getting 4 health off armor vendor is just better than something that only conditionally gives out health. You can fit both, but warlock decks are really struggling to make room, because I dont think they're shedding the soul frags anytime soon.
Of course, its hard to argue that you'll get screwed by that condition often, but that it exist is just something to consider when deckbuilding.
The best part of the card is that is will get you two 1/3 taunts no matter what so you can freely play this at any moment to get a couple of taunts up.
Bit expensive? Perhaps. But being able to get some taunts out can easily mean everything. Too bad this isn't a shadow spell though, but I guess its scary enough on its own without having tamsin playing it twice.
Oh and it can hit face. That has to count for something at some point.
This card has the potential to be one of the most scariest card to see work.
Its 1 mana, its allows for an array of choices from summoning big minions to card draw, and it essentially replaces itself with a deathrattle card. To top it all off it exist in wandmaker's small card pool.
In other words, you'll be seeing this card quite a lot. And it won't be a happy time for those who have to go up against it.
Well, its basically a control counter card. Which isn't too bad considering that priest have to run cthun to get anywhere in those matchups.
But honestly, this is just bad. Curving is one thing, but since when does priest ever wins its games by playing 1 card per turn? Also, the very nature of the quest progression means if you get screwed with how your cards are drawn you'll never finish the quest because that 5 mana card you need is at the very bottom of your deck.
Just on point of comparison, how many times have priest actually managed to play cthun at all? And cthun is a vastly more easier 'quest' to complete compared with this thing. The games will end way before you actually finish this quest and if it doesn't you still have to somehow dodge a Mutanus that will no doubt be waiting when you finish the quest.
Its 6 mana do nothing. Or 6 mana fill your board with 1/1s. How many times hunter can actually manage something like this without losing tempo, or even worse, the game?
The 5/5s for 1 in hand is good. But in standard where there's no Tundra Rhino its 1-2 turns too late for the rats to do anything. Unless there's some massive synergy with these 5/5s in hand coming up, I don't expect this to see play, like ever.
Nice out of a discover though.
This is just a 5 star card. Having rush is good. Being able to come back from death is better.
So you play this card and rush into something. At some point of time you'd reload the board and your opponent has to now play in such a way that this doesn't just come back when they've spent all their mana removing your board. Even if your opponent decides not to kill anything, you can simply run your own minions to their deaths and this comes right back with rush to boot.
And its a beast. Amazing.
All in all, the only reason this wouldn't see play is because the dominant hunter is yet again face for days. Otherwise, this fits neatly into nearly everything hunter could want.
Its a buff card for removals. Lake Thresher, Twilight Runner, Strongman, you name it. Run samuro, because why not.
Unfortunately, its probably never going to see actual inclusion into a deck. Its just too expensive for what it does, and its a decent spell among so many broken ones that I simply can't see it. A nice choice discover, is what this card essentially is.
Oh, and its not a nature spell. That another star off out of 5.
Its pretty insane when it works, or completely unplayable when it doesn't.
This into Survival of the Fittest can easily just seal the game from there. Even at very worst, it can draw you three cards for each spell it casts for free.
But when it doesn't work i.e. when you can't ramp, or you've drawn your big spells, or if you whiff the three free spells, then you're basically playing 8 mana 5/5, which in many cases means death.
Its more consequential than you think. Will you wait a turn, or go for a 6/6 and a 10 drop on 8? If you do go for PP then you potentially lose that free +4+4 to all minions.
Also, you're basically playing an 8 mana 5/5 do nothing on turn 8 instead of something that can put two minions, big minions, immediately.
Oh look, its yet another mana cheating card for druid. How nice.
Fairly obvious you'd want this to cast big spells like Survival of the Fittest, but since druid typically run plenty of cheap spells as well, it won't be easy getting this one to actually do what its supposed to do. Oh well, at very worst it'll draw you three cards, once for every spell it casts for free.
You can guarantee survival of the fittest with Primordial Protector, but mercifully this card doesn't curve into that.
This card is just insane, even more so considering that you can reduce its cost. While its going to be fairly inconsistent, at its best it will be 1 mana heal for 8, spawn a 5/8, a random 7 drop, or plainly draw a card (either your highest cost or a minion along with +3+3). Hell, it could even just silence the whole board.
Its hard to understand why team5 decided to make this card 1 mana when they know perfectly well that it'll be in wandmaker's pool. So even if this card for some reason doesn't make the cut, you can still easily get it from Wandmaker.
Even if you decide to play it without the value, its still going to add a deathrattle card to your hand. And for 1 mana, which can be reduced to 0 fairly easily, that's already doing work.
It'll be a stretch either way. The only reason why face hunter tends to have high health in the midgame is because the opponent understands the gameplan and therefore prioritize your minions. If there was even a hint that they need not be defensive they wouldn't even bother with your minions and just go face.
Sure you can continue fighting hard for board, and reduce as much damage as possible to your face. But to what end? deathrattle hunters have the midgame with strong and sticky minions. Primordial hunters have access to a strong late game. Are we really playing a slower hunter just so this card can shine?
Im not saying this card is necessarily useless. But there has got to either be a better reason to have a bunch of 5/5s in your hand, because as it stands a board of 1/1s that have neither rush nor taunt, at an eye watering 6 mana? Man that's a stretch.
Its actually pretty good. Played on 5 and assuming it doesn't get silenced, it will continue to come back...usually after a board clear from your opponent, after which case a 5/5 will be staring down at their face. Kinda useful.
It does eat a board space, so if you happen to have Rats of Extraordinary Size it guarantees a 5/5 in your hand. Not that you'd ever be playing that card for this to happen anyway.
Its kinda bad honestly. Hunters dont tend to be defensive and since they can't heal every card past the 5 cost mark must do something extraordinary to even be considered, and considering that this card spawns rats that have neither rush nor taunt its really stretching the usefulness of this card.
Its basically a reload card for midrange or face hunter, assuming you'd even actually run this card. Maybe even deathrattle hunter can make use of this card. But more likely you'll be wishing for this card in a discover, because I dont think anyone would ever be putting this into their deck unironically.
4 mana 4/2 buff? The deathrattle is nice but the idea behind this is almost certainly as a removal option because what's the use of the rushing 4/2 if its out during your opponent's turn?
At very least it does grant rush so its not completely useless but I suspect more likely druid will only ever be playing this out of a discover, because this is not a card you ever want to see in your hand.
Lake Thresher is the most obvious target but this can easily work with Twilight Runner as well, or 0 mana Strongman. Or perhaps in some weird world druids can start running Blademaster Samuro as a surprise board clear.
Again, as with the other quests, this one is powerful. In fact the reward might simply be the most powerful of all the quests because it literally wins you the game.
But like the other quests in stormwind so far, its nearly impossible to finish and win at the same time. Control priest may not be the flashiest deck in the world, but even pre-nerf that deck can't get away with playing 1 card per turn so we're looking at maybe turn 12 completion? and that's a generous estimate. The nature of the quest progression means you have to play certain cards first before others, meaning if your 6 cost card get stuck at the bottom of your deck it might be impossible to even finish the quest without dying.
By no means unplayable, but really, how often do we even see cthun actually being played in the current meta? Would be curious to see the support cards for this quest, because at the moment its not really looking like its ever going to complete never mind win the game.
Sure, but that has been the modus operandi for a long time. Who even plays these pre-constructed decks anyway?
If you are instead referring to the 'battle-ready' decks that were sold for 20 bucks, well that's another thing. If the meta shifts later on, it wouldn't make much sense for team5 to start offering apology notes. Many of them were fairly limited to begin with, like how face hunter has 2x Tame Beast (Rank 1) when this was literally never used in face hunter throughout the barrens meta. I thought many players agreed that if they bought it at all it was because it was offering guaranteed legendaries, not because the decks were relevant for ranking.
Alright, so the consensus around this topic is fairly obvious. But its not unusual to hold an opinion that BMing in hearthstone is merely for the fun rather than any malicious intent. It reminds me of my old days in school when poking at the weakest, weirdest, or most different kid in the class was part of what kids would call 'good clean fun'. Most of these guys would eventually grow up to be fully functioning adults, not psychopaths.
But nearly, if not all of those guys would think back and regret what they did because let's be honest here, its bullying. It may be minor, and no one was physically hurt, but that doesn't mean it has no consequence to the victim, however small.
The online world is incredibly toxic. Everyone can agree with that. What does that say about us if we actively engage in it, and then go on to tell the other party to grow a thicker skin. Its not about them, its about us as a person.
Which brings us back to this topic. Can we do it? Yes. Should we? Well, that's simply a decision you have to make. Just because everyone is doing it doesnt mean we have to do it too.
Isn't this the sad truth about duels.
Its fun when you get the passives and treasures that synergizes with your hp, or is just flat out broken. The reality of duels is that the higher you go the more disgusting combos you see and that really tears at the fun more than you think. Best part of the game is probably earlier on, when you get to experience what seems like a restricted wild constructed format. By the time you get your second passive it'll be fairly clear whether youre getting to 12 or not.
So if we're getting diamond benedictus, does that mean a diamond hero power as well? Wonder how distracting it can get having it hover around on your right.
Quest mechanics often fail because of the deck building restrictions it tends to bring, and the overall power level of the reward itself. Its a delicate balance to get right, as we have seen from the Ungoro quests, probably featuring the best of the lot so far.
- Raid the Sky Temple is a fairly easy quest to complete, but falls short because after its completed it rarely ever wins you the game.
- Making Mummies would have been great, the reward was a fairly broken hp that practically doubles your deathrattles, but the conditions to finishing it forces you to play half your deck filled with fairly standard reborn minions instead of the powerful deathrattles you need to actually win the game.
And now we have Sorcerer's Gambit. The reward is powerful, game winning even. Not much deck restrictions too. But good luck actually finishing the quest, because its way too contrived to expect a game to flow between three different spell types, three times no less. There's a legitimate chance you wont ever finish it even against a control player if your deck is arranged in such a way so one type is all at the bottom. I really hope team5 have designed some real cheap fire spells, or maybe some sort of all spell, like how amalgams count as an 'all' minion type. Otherwise, this one will join that trend of poor success rate with quest decks.
I really think the quests should actually cost 0, because why not? The conditions, the deck restrictions, and the fact that you're practically playing one card less from the start is already limiting enough. Its not like its going to make any of the quest decks OP out of nowhere.
Thats a fair point. My argument is really whether getting 4 health off armor vendor is just better than something that only conditionally gives out health. You can fit both, but warlock decks are really struggling to make room, because I dont think they're shedding the soul frags anytime soon.
Of course, its hard to argue that you'll get screwed by that condition often, but that it exist is just something to consider when deckbuilding.