This card is functionally awesome in theory, but is probably impossible to use.
You'd have to draw this card, play it, then it guarantees a certain card being your next draw, which 90% of the time on curve means you can never play it. Its best application is still in highlander, where drawing your power cards on curve is straight up amazingly strong, but again, you'd have to first draw this card and play it, which in many ways the question would also be, 'what if you just drew the exact card you need instead of this card?'
In combo, you can guarantee Malygos as the draw, meaning you can play this, then Wondrous Wand or hero power tap (quest lock) for guaranteed 0 mana maly, but it requires first that you don't draw malygos, and if you dont have the other cards (Nether Breath, Sinister Strike, etc.) then its now guaranteed at the bottom of your deck. So not really reliable, honestly.
This is perhaps a better way of doing disruption, instead of its much more infamous cousin Glide. Having a small chance of losing a key card can be devastating, but at the same time its just one card, instead of an entire half of your hand. And this needs to be outcasted to have an effect or its just a vanilla 4/3.
Is this an auto include into most dhunter decks? In my opinion, no. Basically this affects value, not tempo itself, and a deckslot can only be justified if it manages to remove, say an AoE option from your opponent's hand, which you need to guess whether such exists in the first place, or otherwise its just a 4/3 that does little to nothing on board. Also, because its an outcast effect, its inclusion will likely only be seen in tempo dhunter, which can really use tempo and this really isn't it. Lastly, the much better Glide exists. If you want to screw your opponent's hand, just play Glide instead.
So on curve this is not that overwhelming, and off curve its only scary half the time. Don't get me wrong, making your opponent lose hand value can be quite devastating at key moments (like losing Wondrous Wand is basically game over) but any fast deck playing this would probably rather do face damage than affect hand value.
Now that I think about it...why the fuck wasn't Glide a legendary minion while this card gets relegated back to rare spell status? Might have saved all that oozing hate from all three hearthstone news sites.
In some ways its actually worse than Consume Magic or Ironbeak Owl, since it gets walled by taunts . Whether this is playable will depend highly on the meta, but its honestly not an impressive card worth much attention.
Probably want to add something like Cobalt Spellkin for additional spells to work the author with.
Diligent Notetaker for more spells. Maybe there is something in the author after all, but probably not in quest shaman. I might just tank my rank with some experimentation myself.
Its really just missing that final piece of the puzzle ever since Shudderwock left standard. Maybe there's something better down the reveal schedule for quest shaman.
Its captain [Hearthstone Card (greenskin) Not Found], but with some upsides. It has rush, can trigger multiple times (assuming it survives), and can be copied for a double trigger, crucial things greenskin can't do.
But if your opponent's control, then this 50% of the time doesn't do anything. So greenskin still has a slight niche.
Good enough card, but I won't be rushing to craft it as long as greenskin still exist.
Its basically Captain Greenskin but better since it has rush and if this survives then that's another free swing. Has some synergies with Playmaker, but Bloodsworn Mercenary can usually do the same. Of course, if there's no enemies on board then this just suck if the weapon upgrade is the reason for playing this, and perhaps that's why greenskin will still hold on to the niche of upgrading weapons.
For rogue, well, get this off galakrond and your 5/2 weapon just became a monstrous 6/3. But there needs to be better weapons for rogue before this becomes a staple.
I won't be too unhappy to get this card off my packs, but if I don't, there's always greenskin.
Its not really that bad, honestly. You made some worthy points, and I will add that even control decks rarely have more than 5 cards when facing down tempo dhunters. If you're not playing cards every turn against dhunters, chances are good you will lose that matchup anyway.
But as pointed out by others, this card is problematic because;
- Its not fun to be at the receiving end of this card, especially if you get rng-ed to death by your draws
- It can be discovered, so even if the card itself doesn't make the cut, there will be games where this just blow the opponent away, in the most unfun fashion ever seen
- It actively punishes card draw , and for some archetypes and indeed classes, its simply impossible to play around. What does, for example, handlock propose to do against something like this? Another severe example would be the fact that priest cant draw for shit, so this just hit the entire class.
- Anything that can affect the opponent's hand needs to come with severe drawbacks to be remotely justified. There's a good reason why warlock, thus far anyway, is the only class that has hand disruption tools. This is being given to one of the best tempo-face class in the meta currently. Not a good sign.
The only drawback of this card is, in my opinion;
- You need to play this card, at a cost of 4 mana. Not many aggro decks can do that without losing tempo, which in some matches are game ending
- In some matches this just ensures you can't outcast other cards. If this gets stuck on your left side and you're holding more than 4 cards, then its one of those russian roulette games again where die if you do, die if you don't. Of course, this also means you almost never play skull with this card in the same deck. A worthy tradeoff? considering that skull was the only card that breaks Altruis the Outcast, one of the strongest cards in the game right now.
Yes, this does not kill control as an archetype, but its a little like quest rogue, in that control decks might as well just auto concede when it appears. Or like aggro against odd warrior. See it, know your win rate is just near the 30 percentage, just concede and save time.
I can only hope that this have actually went through play testing and found to be impossible to include into tempo dhunters. Also, there's plenty of new cards unrevealed down the line, so let's sit on this until we see everything before crucifying Glide upside down under the sun.
If only this didn't have negative synergy with Kanrethad Prime, it would have been perfect.
But there's still stuff this can do with Enhanced Dreadlord, so there's potential here somewhere. Maybe there would be better big demons down the line that can justify this massive 9 mana investment.
if youre that worried about a possible warlock meta, let me assure you that as long as Glide still exist, the only warlock deck that can pass without you tearing your hair out would be zoo.
Its interesting, but the cost is too high, and unlike the much better Kathrena Winterwisp, it does not guard against board clears, so most likely you summon two demons which will immediately face a board wipe, depriving you of value.
But that's not to say that this card cant do anything good, at least in standard. Being able to get 2x Enhanced Dreadlords can easily just be game ending, not least by the fact that the dreadlords themselves sport a pretty nasty deathrattle.
Unfortunately, since this has negative synergy with Kanrethad Prime, its very likely just a dreadlord or bust gameplan which can be immediately swept by Plague of Death, which nearly all priest will run.
Not impressive for a legendary, but its not nearly as unplayable as it looks.
Great card but just not enough good rush minions to justify its use. At its best, this one will somehow survive turn 3 to unleash a double Restless Mummy or maybe even Kargath Bladefist, but honestly in my respects its just not as good as Bloodsworn Mercenary which can hit multiple cards not just rush minions.
Probably a sleeper that will awaken once bloodsworn rotates, but otherwise, I just cant see any deck playing this over bloodsworn merc. maybe there's some deliriously powerful legendary rush minion we havent seen yet, but even then I'd argue that bloodsworn merc's just the better card if only because its more flexible.
This card is functionally awesome in theory, but is probably impossible to use.
You'd have to draw this card, play it, then it guarantees a certain card being your next draw, which 90% of the time on curve means you can never play it. Its best application is still in highlander, where drawing your power cards on curve is straight up amazingly strong, but again, you'd have to first draw this card and play it, which in many ways the question would also be, 'what if you just drew the exact card you need instead of this card?'
In combo, you can guarantee Malygos as the draw, meaning you can play this, then Wondrous Wand or hero power tap (quest lock) for guaranteed 0 mana maly, but it requires first that you don't draw malygos, and if you dont have the other cards (Nether Breath, Sinister Strike, etc.) then its now guaranteed at the bottom of your deck. So not really reliable, honestly.
5/5 for the effect, 3/5 for application.
This is just a good, fair card, which in many cases is completely outclassed by Glide as the supreme fk you to your opponent's face.
Otherwise, not really that impressive, honestly. And I'm okay with that.
Probably see niche play, but I wouldn't really put this in my deck unless screwing my opponent was the gameplan all along.
This is perhaps a better way of doing disruption, instead of its much more infamous cousin Glide. Having a small chance of losing a key card can be devastating, but at the same time its just one card, instead of an entire half of your hand. And this needs to be outcasted to have an effect or its just a vanilla 4/3.
Is this an auto include into most dhunter decks? In my opinion, no. Basically this affects value, not tempo itself, and a deckslot can only be justified if it manages to remove, say an AoE option from your opponent's hand, which you need to guess whether such exists in the first place, or otherwise its just a 4/3 that does little to nothing on board. Also, because its an outcast effect, its inclusion will likely only be seen in tempo dhunter, which can really use tempo and this really isn't it. Lastly, the much better Glide exists. If you want to screw your opponent's hand, just play Glide instead.
So on curve this is not that overwhelming, and off curve its only scary half the time. Don't get me wrong, making your opponent lose hand value can be quite devastating at key moments (like losing Wondrous Wand is basically game over) but any fast deck playing this would probably rather do face damage than affect hand value.
Now that I think about it...why the fuck wasn't Glide a legendary minion while this card gets relegated back to rare spell status? Might have saved all that oozing hate from all three hearthstone news sites.
In some ways its actually worse than Consume Magic or Ironbeak Owl, since it gets walled by taunts . Whether this is playable will depend highly on the meta, but its honestly not an impressive card worth much attention.
A straight up silence effect that also requires this to make a suicide dive most of the time.
Probably playable, mostly because playing Ironbeak Owl is much worse. It does get walled by taunts though
Moving on.
Probably want to add something like Cobalt Spellkin for additional spells to work the author with.
Diligent Notetaker for more spells. Maybe there is something in the author after all, but probably not in quest shaman. I might just tank my rank with some experimentation myself.
Its really just missing that final piece of the puzzle ever since Shudderwock left standard. Maybe there's something better down the reveal schedule for quest shaman.
But if your deck is not filled with battlecry minions but instead with spells to trigger this guy, what are you going to do with the quest reward?
Its captain [Hearthstone Card (greenskin) Not Found], but with some upsides. It has rush, can trigger multiple times (assuming it survives), and can be copied for a double trigger, crucial things greenskin can't do.
But if your opponent's control, then this 50% of the time doesn't do anything. So greenskin still has a slight niche.
Good enough card, but I won't be rushing to craft it as long as greenskin still exist.
Can any deck truly justify a deckslot for this poor thing?
I think not.
Maybe rogue, maybe paladin, maybe priest. But more likely in the collection collecting dust it goes.
Elven Archer. Play a spell and Elven Archer again.
Its strong enough, but its perhaps only truly strong in rogue where cheap spells are not very far.
Unfortunately, rogue doesn't really need this card, so its next best place would be...well...maybe paladin?
Its hard to evaluate, but this card, for all the interesting things you can think off, will probably never see play.
Its basically Captain Greenskin but better since it has rush and if this survives then that's another free swing. Has some synergies with Playmaker, but Bloodsworn Mercenary can usually do the same. Of course, if there's no enemies on board then this just suck if the weapon upgrade is the reason for playing this, and perhaps that's why greenskin will still hold on to the niche of upgrading weapons.
For rogue, well, get this off galakrond and your 5/2 weapon just became a monstrous 6/3. But there needs to be better weapons for rogue before this becomes a staple.
I won't be too unhappy to get this card off my packs, but if I don't, there's always greenskin.
Its not really that bad, honestly. You made some worthy points, and I will add that even control decks rarely have more than 5 cards when facing down tempo dhunters. If you're not playing cards every turn against dhunters, chances are good you will lose that matchup anyway.
But as pointed out by others, this card is problematic because;
- Its not fun to be at the receiving end of this card, especially if you get rng-ed to death by your draws
- It can be discovered, so even if the card itself doesn't make the cut, there will be games where this just blow the opponent away, in the most unfun fashion ever seen
- It actively punishes card draw , and for some archetypes and indeed classes, its simply impossible to play around. What does, for example, handlock propose to do against something like this? Another severe example would be the fact that priest cant draw for shit, so this just hit the entire class.
- Anything that can affect the opponent's hand needs to come with severe drawbacks to be remotely justified. There's a good reason why warlock, thus far anyway, is the only class that has hand disruption tools. This is being given to one of the best tempo-face class in the meta currently. Not a good sign.
The only drawback of this card is, in my opinion;
- You need to play this card, at a cost of 4 mana. Not many aggro decks can do that without losing tempo, which in some matches are game ending
- In some matches this just ensures you can't outcast other cards. If this gets stuck on your left side and you're holding more than 4 cards, then its one of those russian roulette games again where die if you do, die if you don't. Of course, this also means you almost never play skull with this card in the same deck. A worthy tradeoff? considering that skull was the only card that breaks Altruis the Outcast, one of the strongest cards in the game right now.
Yes, this does not kill control as an archetype, but its a little like quest rogue, in that control decks might as well just auto concede when it appears. Or like aggro against odd warrior. See it, know your win rate is just near the 30 percentage, just concede and save time.
I can only hope that this have actually went through play testing and found to be impossible to include into tempo dhunters. Also, there's plenty of new cards unrevealed down the line, so let's sit on this until we see everything before crucifying Glide upside down under the sun.
*Sigh
if only the preorders weren't so god smackingly expensive in my country.
If only this didn't have negative synergy with Kanrethad Prime, it would have been perfect.
But there's still stuff this can do with Enhanced Dreadlord, so there's potential here somewhere. Maybe there would be better big demons down the line that can justify this massive 9 mana investment.
I'd rather play for an early Kanrethad Prime than stick with this card. Especially given that Felosophy is absolutely crazy with the prime.
if youre that worried about a possible warlock meta, let me assure you that as long as Glide still exist, the only warlock deck that can pass without you tearing your hair out would be zoo.
Its interesting, but the cost is too high, and unlike the much better Kathrena Winterwisp, it does not guard against board clears, so most likely you summon two demons which will immediately face a board wipe, depriving you of value.
But that's not to say that this card cant do anything good, at least in standard. Being able to get 2x Enhanced Dreadlords can easily just be game ending, not least by the fact that the dreadlords themselves sport a pretty nasty deathrattle.
Unfortunately, since this has negative synergy with Kanrethad Prime, its very likely just a dreadlord or bust gameplan which can be immediately swept by Plague of Death, which nearly all priest will run.
Not impressive for a legendary, but its not nearly as unplayable as it looks.
too bad Bloodsworn Mercenary still exist in standard.
Oh well, there's always next year.
Maybe blizz is hiding some ridiculously overpowered rush minion somewhere down the line, but even then Id rate bloodsworn merc higher than this.
Great card but just not enough good rush minions to justify its use. At its best, this one will somehow survive turn 3 to unleash a double Restless Mummy or maybe even Kargath Bladefist, but honestly in my respects its just not as good as Bloodsworn Mercenary which can hit multiple cards not just rush minions.
Probably a sleeper that will awaken once bloodsworn rotates, but otherwise, I just cant see any deck playing this over bloodsworn merc. maybe there's some deliriously powerful legendary rush minion we havent seen yet, but even then I'd argue that bloodsworn merc's just the better card if only because its more flexible.
But that also means you're sacrificing tempo for value. Probably not that good in zoo, in my opinion.