Its just too good not to see play. Essentially solving aggro mage's problems in one card, and pull up mind games at the same time. Its only weakness is that its unreliable when you're losing, but mage has cards that can stall, so that's not really too big a problem unless you're facing down either mage or hunter, who can deny your draw using their hero power.
Against control, its just a cheap 3 mana draw 3. What made team5 thought this card to be remotely fair is beyond me. But then that's part of the flavor of this card, isn't it?
Arcane Intellect draws you 2 cards, always, that turn, no condition, this draws you 3 cards maybe, next turn, not while losing, while losing tempo, This compares badly with a basic card because the draw is delayed and unreliable.
Aggro mage wants to be on board and gain tempo.
It's not broken I see this secret as one you play to trigger the "if you control a secret condition" then it's decent because you normally get some chip dmg
Cloud Prince and the 4 mana 8/8 minion seem decent with it cause again if you are gonna play a secret on turn 3, you lost tempo.
Yeah it can be good as aggro mage vs control I guess that's fair enough.
I don't think the whole faire is badly designed most cards make sense it's the mage ones so far that make 0 sense.
If you play this along with Kirin Tor Mage on 3 then you lose nothing, not even hand size, since this effectively refills your hand. Not to also mention that since its a secret, the opponent needs to guess exactly what this is, so more often than not if there's no board they will just draw 3 cards for 3.
While I don't really think its really the most unfair card Ive seen (dhunters will claim that throne easily), its undoubted one of the strongest cards revealed so far.
If you equip Aldrachi Warblades at 3, then you can just Twin Slice into this on 4. And this thing has rush too, and you can still go face with 6 attack, and have 1 mana left over.
If there's more small demons revealed down the line then we can see something like zoolock or demonlock. It won't exist outside of that though, since warlock has generally better AoE cards, and 2 damage to everything doesn't reach that magical figure of 3, where most things will die to.
There's certainly something to like here. Zoo in standard has always had problems with wide boards, especially those that go smaller but faster than itself. This here ensures you dont have to trade your minions, and if you go tall enough then this won't even kill your own minions doing it.
The demon synergy is negligible; at best your Flame Imp doesn't die. Unless we see more small demons, I don't see what the demon synergy is good for, for now.
6 or more attack is really nothing honestly, You can genuinely get this simply by having a weapon up and having 1 copy of Twin Slice. It used to be that you'd try to bait out that Blade Dance with just 1 or 2 big minions. Now with this card on those baits have to have more than 6 hp.
So that's it then. Neither taunts, big minions, a group of medium minions, or a swarm of small minions will ever stop Illidan from smorcing your face.
Not sold on this card to be honest. It needs to be better than Bloodboil Brute to begin with, and its a dragon, meaning you'd have to sacrifice that deathwing tutor slot. Maybe after rotation, when deathwing is gone. But that's still taking up a dragon tutor slot, and I don't think its worth it.
Curving from Kirin Tor Mage into secret, then into this thing next turn, then into Jandice Barov. That's just so much tempo. And if we're wondering about consistency, then Rigged Faire Game comes instantly to remind us of how unfair it is in the first place.
Its just too good not to see play. Essentially solving aggro mage's problems in one card, and pull up mind games at the same time. Its only weakness is that its unreliable when you're losing, but mage has cards that can stall, so that's not really too big a problem unless you're facing down either mage or hunter, who can deny your draw using their hero power.
Against control, its just a cheap 3 mana draw 3. What made team5 thought this card to be remotely fair is beyond me. But then that's part of the flavor of this card, isn't it?
Its basically play a 5/7 and draw 2 cards most of the time. And that's still really good considering that it only costs 6 to do so. Mostly likely at some point someone will figure out an OTK scenario with this card, maybe with Mogu Cultist, but at present, I don't see why I should prefer this card over say, Stowaway, which comes out 1 turn earlier and actually tutors rather than draw.
If it weren't for the 5/7 body I'd rate this as middling trash. But since its a solid card draw engine with combo potential, and decent stats to boot, it'll find its place in competitive at some point.
Whenever you start pilling up those minions when you see soul dhunter use up both their Blade Dances then team5 comes along and completely ruin your day.
I thought the original idea was that dhunters needed to actually use their face to gain tempo and protect their minions. Guess again, said the devs.
Its a neat little draw engine with some unique properties. Essentially you're going to be drawing 2 cards with this one, but I feel like this is more support for decks that run either Togwaggle's Scheme or Shadow of Death kind of cards, since it discovers 3 cards from your entire deck and therefore odds are you're going to be offered something with more than 3 copies in your deck.
Maybe its just me, but at present I would rate Stowaway higher than this card. There either needs to be some really high impact 1 drop somewhere (that's not Mogu Cultist) or this card is simply too inconsistent in doing what you've probably planned for it to do.
There's just one problem, and that's this card interrupts tutoring that deathwing out and also competes for the dragon slot when you play out nzoth.
But that's not to say this card is bad. In most cases we're looking at getting this out at least 1 mana cheaper so a 4 mana 5/5 with rush is still above vanilla stats and it also comes with rush.
Since there's plenty of pirate tutoring in warrior, is there any reason to run this instead of the much superior Bloodboil Brute, which is easily cheapened by the tutored Risky Skipper, as compared with this card.
That's quite some tempo development. I guess team5 is actively pushing for aggro secret mage to return to standard. This certainly means Kirin Tor Mage is back, and with the rigged faire card they wouldn't be low on cards as they have been in previous iterations in the post-aluneth years so this is perhaps the best chance yet for aggro mage.
Just fingers crossed we don't see more stuff like Explosive Runes be revealed down the line.
Its very powerful at first glance, but also extremely risky. For one thing, since mage has never been too hot on taunts, its not really easy to prevent damage coming from either minions or hero powers. Another problem is that your opponent can actively decide for you when the 3 cards are drawn, so in a sense your hand would need to constantly be waving around 6 to avoid overdrawing. There's just so many layers of decisions but there's no mistaking that this card is perhaps one of the most powerful draw engines for mage, and being a secret its doubly more mind games for the opponent to maneuver in game.
Will certainly see competitive play at some point. Why wouldn't it? Its a 3 mana draw 3. While shaman and hunter draws 1 card at a time and can barely generate cards, mage does both to an almost extreme degree. You'd think there's something going on here.
I would like to know though if N'Zoth would bring back the Corrupted or non-Corrupted version of this card though, because that would have significant implications for the archetype. I would imagine the Corrupted form is the one that gets resurrected.
Nzoth brings back minions that died, and since corruption isn't a buff and is a whole new card, it will bring back the corrupted version assuming that's what that died earlier.
Okay, so after all the dust has settled from my eyes, this card is strong, very strong even. But it may not be the killer card that finally brings pure pally to, say, tournaments.
Its main power is actually that it can trade the same turn you play it, heal for 7 and stay on as a defensive taunt. But realistically though, pure pally has never been short of healing, and certainly never short on defensive plays with Libram of Hope and Devout Pupil basically ruling the roost. There's also the new cards; Hammer of the Naaru and Carousel Gryphon which is defensive as well. Plus, it cost 8, and so competes for space with Tirion Fordring. Can this really sub for tirion? I'm more than a little skeptical.
Also, there's the main problem of pure pally being both extremely predictable, and not really all that great higher up the rank where most players generally play around pure paladin well enough.
In short, its a very strong card. But its never going to be anywhere near the levels of Lady Liadrin so there's some reason to pause for thought.
This thing is just unreal. It gains 4 keywords by simply playing your standard pure pally.
Its already tough enough to bring them down with all the librams in there, and now there's this. The only drawback of this card is in fact that it can only exist within a pure pally build, so no Old gods shenanigans. Within that core though, pure pally is looking very strong, especially given what we have seen so far.
If you play this along with Kirin Tor Mage on 3 then you lose nothing, not even hand size, since this effectively refills your hand. Not to also mention that since its a secret, the opponent needs to guess exactly what this is, so more often than not if there's no board they will just draw 3 cards for 3.
While I don't really think its really the most unfair card Ive seen (dhunters will claim that throne easily), its undoubted one of the strongest cards revealed so far.
It can never be free. It will always cost 1 mana, if you have 6 or more attack.
If you equip Aldrachi Warblades at 3, then you can just Twin Slice into this on 4. And this thing has rush too, and you can still go face with 6 attack, and have 1 mana left over.
If there's more small demons revealed down the line then we can see something like zoolock or demonlock. It won't exist outside of that though, since warlock has generally better AoE cards, and 2 damage to everything doesn't reach that magical figure of 3, where most things will die to.
Now we wait literally 2 days before the next card. Nice
There's certainly something to like here. Zoo in standard has always had problems with wide boards, especially those that go smaller but faster than itself. This here ensures you dont have to trade your minions, and if you go tall enough then this won't even kill your own minions doing it.
The demon synergy is negligible; at best your Flame Imp doesn't die. Unless we see more small demons, I don't see what the demon synergy is good for, for now.
6 or more attack is really nothing honestly, You can genuinely get this simply by having a weapon up and having 1 copy of Twin Slice. It used to be that you'd try to bait out that Blade Dance with just 1 or 2 big minions. Now with this card on those baits have to have more than 6 hp.
So that's it then. Neither taunts, big minions, a group of medium minions, or a swarm of small minions will ever stop Illidan from smorcing your face.
Not sold on this card to be honest. It needs to be better than Bloodboil Brute to begin with, and its a dragon, meaning you'd have to sacrifice that deathwing tutor slot. Maybe after rotation, when deathwing is gone. But that's still taking up a dragon tutor slot, and I don't think its worth it.
Curving from Kirin Tor Mage into secret, then into this thing next turn, then into Jandice Barov. That's just so much tempo. And if we're wondering about consistency, then Rigged Faire Game comes instantly to remind us of how unfair it is in the first place.
Its just too good not to see play. Essentially solving aggro mage's problems in one card, and pull up mind games at the same time. Its only weakness is that its unreliable when you're losing, but mage has cards that can stall, so that's not really too big a problem unless you're facing down either mage or hunter, who can deny your draw using their hero power.
Against control, its just a cheap 3 mana draw 3. What made team5 thought this card to be remotely fair is beyond me. But then that's part of the flavor of this card, isn't it?
Its basically play a 5/7 and draw 2 cards most of the time. And that's still really good considering that it only costs 6 to do so. Mostly likely at some point someone will figure out an OTK scenario with this card, maybe with Mogu Cultist, but at present, I don't see why I should prefer this card over say, Stowaway, which comes out 1 turn earlier and actually tutors rather than draw.
If it weren't for the 5/7 body I'd rate this as middling trash. But since its a solid card draw engine with combo potential, and decent stats to boot, it'll find its place in competitive at some point.
Whenever you start pilling up those minions when you see soul dhunter use up both their Blade Dances then team5 comes along and completely ruin your day.
I thought the original idea was that dhunters needed to actually use their face to gain tempo and protect their minions. Guess again, said the devs.
Its a neat little draw engine with some unique properties. Essentially you're going to be drawing 2 cards with this one, but I feel like this is more support for decks that run either Togwaggle's Scheme or Shadow of Death kind of cards, since it discovers 3 cards from your entire deck and therefore odds are you're going to be offered something with more than 3 copies in your deck.
Maybe its just me, but at present I would rate Stowaway higher than this card. There either needs to be some really high impact 1 drop somewhere (that's not Mogu Cultist) or this card is simply too inconsistent in doing what you've probably planned for it to do.
There's just one problem, and that's this card interrupts tutoring that deathwing out and also competes for the dragon slot when you play out nzoth.
But that's not to say this card is bad. In most cases we're looking at getting this out at least 1 mana cheaper so a 4 mana 5/5 with rush is still above vanilla stats and it also comes with rush.
Since there's plenty of pirate tutoring in warrior, is there any reason to run this instead of the much superior Bloodboil Brute, which is easily cheapened by the tutored Risky Skipper, as compared with this card.
That's quite some tempo development. I guess team5 is actively pushing for aggro secret mage to return to standard. This certainly means Kirin Tor Mage is back, and with the rigged faire card they wouldn't be low on cards as they have been in previous iterations in the post-aluneth years so this is perhaps the best chance yet for aggro mage.
Just fingers crossed we don't see more stuff like Explosive Runes be revealed down the line.
Its very powerful at first glance, but also extremely risky. For one thing, since mage has never been too hot on taunts, its not really easy to prevent damage coming from either minions or hero powers. Another problem is that your opponent can actively decide for you when the 3 cards are drawn, so in a sense your hand would need to constantly be waving around 6 to avoid overdrawing. There's just so many layers of decisions but there's no mistaking that this card is perhaps one of the most powerful draw engines for mage, and being a secret its doubly more mind games for the opponent to maneuver in game.
Will certainly see competitive play at some point. Why wouldn't it? Its a 3 mana draw 3. While shaman and hunter draws 1 card at a time and can barely generate cards, mage does both to an almost extreme degree. You'd think there's something going on here.
Nzoth brings back minions that died, and since corruption isn't a buff and is a whole new card, it will bring back the corrupted version assuming that's what that died earlier.
Okay, so after all the dust has settled from my eyes, this card is strong, very strong even. But it may not be the killer card that finally brings pure pally to, say, tournaments.
Its main power is actually that it can trade the same turn you play it, heal for 7 and stay on as a defensive taunt. But realistically though, pure pally has never been short of healing, and certainly never short on defensive plays with Libram of Hope and Devout Pupil basically ruling the roost. There's also the new cards; Hammer of the Naaru and Carousel Gryphon which is defensive as well. Plus, it cost 8, and so competes for space with Tirion Fordring. Can this really sub for tirion? I'm more than a little skeptical.
Also, there's the main problem of pure pally being both extremely predictable, and not really all that great higher up the rank where most players generally play around pure paladin well enough.
In short, its a very strong card. But its never going to be anywhere near the levels of Lady Liadrin so there's some reason to pause for thought.
This thing is just unreal. It gains 4 keywords by simply playing your standard pure pally.
Its already tough enough to bring them down with all the librams in there, and now there's this. The only drawback of this card is in fact that it can only exist within a pure pally build, so no Old gods shenanigans. Within that core though, pure pally is looking very strong, especially given what we have seen so far.
you're right there, kinda forgot about this card for a minute