But as we have long established, remove the charge and doomguard is useless and this card is similarly so. It'll only ever be played in a discolock deck, because discarding is the whole point and this card does it well, along with a massive 7/7 rush as well.
On its own, its not really good. Which is why I still think its the 28th card in the deck list.
There's so much potential here that this is surely a playable card, even in non discolock decks. Almost nearly 100% sure the legendary would be undead, to allow this card to cheat it out.
But as it stands, we still have Savage Ymirjar which not only mitigates the downside of the card, but also packs a 7/7 rush as well. That's good enough for now, but more would be needed. Still, the flexibility of this card alone ensures it'll see play at some point.
The absence of Malchezaar's Imp alone makes the build contentious to say the least. Not having both the end game of lakkari pit and the early game of Tiny Knight of Evil makes it even more so.
Im not writing off discolock in standard, because obviously we havent even seen the legendaries yet, but there has got to be some power card for discarding so much, otherwise it might be better to just play curse implock.
Irondeep Trogg is in a class of its own, because its good on turn 1 with or without buffs. This card however, is reliant (currently) on one very exact card to replicate half of that power level. Not to mention that the buffs tend to make trogg difficult to remove so it snowballs, and starfish wasn't even available in standard at that time.
Its not that the combo doesn't have any merits, but it needs more than just one combo before Im convinced.
So 1 parts dragons and the other part being aggro pally?
If the dragons have came out first I would have been concerned because its yet more evidence of stuff that are too slow and pally just fold to every early game imaginable. Because from what I can see that's exactly the problem with all these cool dragons Im seeing right now.
Probably wont fit into pure pally with countess in it, because there's not really that many dragons in standard, and if youre running Timewarden you'll probably want as many as you get. Most likely is that the midrange dragon deck simply doesn't get more than tier 3 while Anachronos itself will be seen everywhere.
Well, here's the discolock we all wished for, right back from the dead.
There's certainly a deck somewhere here, because there's discard effects, there's payoff, and there's the crucial draw factor. But it remains to be seen if this is straight up better than implock, because that deck can draw and pressure whereas discolock can whiff and whiff hard. Im not even sure if discolock can even out tempo or outdamage curse implock.
Of course there's two legendaries left uncovered, so we can assume that somehow discolock will work, because obviously team5 wouldn't just design shit like this without at least testing it out wink* wink*
Whatever it is, here's to hoping that Tome Tampering will remain unplayable in standard.
Depends on how long they've held on to the their left most card, and how zealous they are with their board generators like Scale of Onyxia. In my own experience playing against and with druid I always notice that the moment they start overplaying their board you can rightly suspect that they have Sire Denathrius in hand.
If I had theotar when they have two cards in hand I would absolutely play it immediately before popping the composting minions because it would at least give me info on how to proceed. But if its down to mutanus + bolner then its entirely based on how long those cards were in hand. If I had no info I might just go for broke, because ramp druid is impossible to outvalue in the late game anyway.
But honestly though, you got unlucky because there's no absolute method for shaman to guess what's in their hand. And had you went in with mutanus without success, and with no parrots, youre just dead at that point. XL shaman is not the best deck to play on ladder because its really 50-50 into alot of things, and a lot can go wrong.
Missing theotar is pure luck. Because of the 4 months so far Ive never had a day where my most important card didn't get sniped when that card is played.
The problem with the card isn't its power level, but the fact that its stuck in a class like shaman that have no use of it.
Even if there's a deathrattle trigger yet to be revealed this card is simply too slow, relative to the other deathrattle cards we've seen. The best it can hope for is being a double taunt, evading all manners of tricks like silence, transform etc.
What a shame, because if it were neutral I'd at least think up a way to use it in other classes like hunter.
Shaman needs deathrattle triggers or this card is complete trash. If you had a board then surely the correct card to play would be either Bioluminescence or Bloodlust, both of which are not reliant on rng to hit face.
Renathal decks, blood DK and even the tiniest health gain immediately renders this card harmless. Not to mention that just playing board limits face damage. I cant see where this card fits, unless they get something like Feign Death
At first glance the card is broken as hell with cards like Deathweaver Aura, but on closer inspection, maybe not.
The main problem I have (thus far) with this card is that it only really works with one thing, which is the aforementioned aura, but outside of that this is just a 1/3 that does nothing. Its very likely shaman will have a deathrattle trigger, or another deathrattle granter, which may make this card substantially better.
If shaman gets no follow up options from this, I just dont see this doing more than winning against the odd board aggro deck, because from what Ive seen only druid truly struggles handling this exact combo.
I dont know, but it sounds very much more scarier on paper than it likely would in practice.
Because most decks that run removal can deal with 3 health on turn 1 and even if you see four 3/2s on turn 3 there's still ways to deal with it, I dont see the game ending just because of this combo.
And of course, if starfish is everywhere then this just does nothing. Or are we imagining shaman running Lightning Bolt just to crack their own stuff?
Looks good on paper, but let's be real here this card is shit.
If you have a board, then surely the correct card to play would be stuff like Bloodlust, or Nofin Can Stop Us, or even Bioluminescence, so why bother playing a card that allows your opponent to interact with your board, as opposed to an instant buff for a win?
The only way this card can be redeemed is that shaman gets a card that triggers deathrattles immediately. And by the looks of the cards they might very well get it because if they dont then this is straight up the worst legendary by a fair mile.
Honestly, I dont quite like shaman's theme this time round, because it seems very highrolling. Plenty of ifs, and shaman being what it is today I dont like its chances in the new meta. Seems like if they get the exact curve then they have a good advantage or otherwise they'd just fold.
The current one seems to be Scourge Troll into Deathweaver Aura on turn 2. That's two very exact cards, but the end result can create non-games against certain classes to the extent that the correct move would be to ignore their board until you can starfish on 4. In fact, that might as well be the theme for shaman, just play Smothering Starfish and end the game.
Rotgill may easily be the worst legendary Ive seen so far. Only a board deathrattle trigger can elevate it, and even then not by a game winning amount.
Straight up better than all buffs up to 4, with the sole exception of Noble Mount.
But in an aggressive deck, this card is very welcomed. It helps a great deal that Stonehearth Vindicator tutors this and makes a massive minion on 3. Damn, that might actually be OP as hell now that Ive thought about it.
Paladin got shafted in nathria so here's MoTLK to compensate for all that tomfoolery that is Stewart the Steward and his ilk
Because all these cards are good, great even. There's lots of aggression, initiative, and just plain flexibility. Might bring pure chaddadin to tier 1-2 depending on how OP DK is on day 1.
For once in a long time Im actually looking forward to paladin on day 1.
Potentially broken as hell, limited only by paladin's minions. Because if this was in any other class it'll be nerfed within week 1.
So getting The Countess out for free or, better yet, early, seems like a nice choice. But there has got to be something bigger. There's one other legendary left unrevealed so fingers crossed.
Its very likely only ever included for either healing or OTK. The fact is that Mo'arg Artificer is only ever great in those decks and that card costs 2 mana. I can see this in DK for healing, and maybe in dhunter because of the lack of real removal options.
The one upside over its predecessor is that this also include minion damage, so this can help with trading. But I doubt players would include this card in the deck for that sole purpose.
What team5 would have nerfed Doomguard into.
But as we have long established, remove the charge and doomguard is useless and this card is similarly so. It'll only ever be played in a discolock deck, because discarding is the whole point and this card does it well, along with a massive 7/7 rush as well.
On its own, its not really good. Which is why I still think its the 28th card in the deck list.
There's so much potential here that this is surely a playable card, even in non discolock decks. Almost nearly 100% sure the legendary would be undead, to allow this card to cheat it out.
But as it stands, we still have Savage Ymirjar which not only mitigates the downside of the card, but also packs a 7/7 rush as well. That's good enough for now, but more would be needed. Still, the flexibility of this card alone ensures it'll see play at some point.
The absence of Malchezaar's Imp alone makes the build contentious to say the least. Not having both the end game of lakkari pit and the early game of Tiny Knight of Evil makes it even more so.
Im not writing off discolock in standard, because obviously we havent even seen the legendaries yet, but there has got to be some power card for discarding so much, otherwise it might be better to just play curse implock.
Irondeep Trogg is in a class of its own, because its good on turn 1 with or without buffs. This card however, is reliant (currently) on one very exact card to replicate half of that power level. Not to mention that the buffs tend to make trogg difficult to remove so it snowballs, and starfish wasn't even available in standard at that time.
Its not that the combo doesn't have any merits, but it needs more than just one combo before Im convinced.
So 1 parts dragons and the other part being aggro pally?
If the dragons have came out first I would have been concerned because its yet more evidence of stuff that are too slow and pally just fold to every early game imaginable. Because from what I can see that's exactly the problem with all these cool dragons Im seeing right now.
Probably wont fit into pure pally with countess in it, because there's not really that many dragons in standard, and if youre running Timewarden you'll probably want as many as you get. Most likely is that the midrange dragon deck simply doesn't get more than tier 3 while Anachronos itself will be seen everywhere.
Well, here's the discolock we all wished for, right back from the dead.
There's certainly a deck somewhere here, because there's discard effects, there's payoff, and there's the crucial draw factor. But it remains to be seen if this is straight up better than implock, because that deck can draw and pressure whereas discolock can whiff and whiff hard. Im not even sure if discolock can even out tempo or outdamage curse implock.
Of course there's two legendaries left uncovered, so we can assume that somehow discolock will work, because obviously team5 wouldn't just design shit like this without at least testing it out wink* wink*
Whatever it is, here's to hoping that Tome Tampering will remain unplayable in standard.
Depends on how long they've held on to the their left most card, and how zealous they are with their board generators like Scale of Onyxia. In my own experience playing against and with druid I always notice that the moment they start overplaying their board you can rightly suspect that they have Sire Denathrius in hand.
If I had theotar when they have two cards in hand I would absolutely play it immediately before popping the composting minions because it would at least give me info on how to proceed. But if its down to mutanus + bolner then its entirely based on how long those cards were in hand. If I had no info I might just go for broke, because ramp druid is impossible to outvalue in the late game anyway.
But honestly though, you got unlucky because there's no absolute method for shaman to guess what's in their hand. And had you went in with mutanus without success, and with no parrots, youre just dead at that point. XL shaman is not the best deck to play on ladder because its really 50-50 into alot of things, and a lot can go wrong.
Missing theotar is pure luck. Because of the 4 months so far Ive never had a day where my most important card didn't get sniped when that card is played.
The problem with the card isn't its power level, but the fact that its stuck in a class like shaman that have no use of it.
Even if there's a deathrattle trigger yet to be revealed this card is simply too slow, relative to the other deathrattle cards we've seen. The best it can hope for is being a double taunt, evading all manners of tricks like silence, transform etc.
What a shame, because if it were neutral I'd at least think up a way to use it in other classes like hunter.
Shaman needs deathrattle triggers or this card is complete trash. If you had a board then surely the correct card to play would be either Bioluminescence or Bloodlust, both of which are not reliant on rng to hit face.
Renathal decks, blood DK and even the tiniest health gain immediately renders this card harmless. Not to mention that just playing board limits face damage. I cant see where this card fits, unless they get something like Feign Death
At first glance the card is broken as hell with cards like Deathweaver Aura, but on closer inspection, maybe not.
The main problem I have (thus far) with this card is that it only really works with one thing, which is the aforementioned aura, but outside of that this is just a 1/3 that does nothing. Its very likely shaman will have a deathrattle trigger, or another deathrattle granter, which may make this card substantially better.
If shaman gets no follow up options from this, I just dont see this doing more than winning against the odd board aggro deck, because from what Ive seen only druid truly struggles handling this exact combo.
I dont know, but it sounds very much more scarier on paper than it likely would in practice.
Because most decks that run removal can deal with 3 health on turn 1 and even if you see four 3/2s on turn 3 there's still ways to deal with it, I dont see the game ending just because of this combo.
And of course, if starfish is everywhere then this just does nothing. Or are we imagining shaman running Lightning Bolt just to crack their own stuff?
Looks good on paper, but let's be real here this card is shit.
If you have a board, then surely the correct card to play would be stuff like Bloodlust, or Nofin Can Stop Us, or even Bioluminescence, so why bother playing a card that allows your opponent to interact with your board, as opposed to an instant buff for a win?
The only way this card can be redeemed is that shaman gets a card that triggers deathrattles immediately. And by the looks of the cards they might very well get it because if they dont then this is straight up the worst legendary by a fair mile.
Honestly, I dont quite like shaman's theme this time round, because it seems very highrolling. Plenty of ifs, and shaman being what it is today I dont like its chances in the new meta. Seems like if they get the exact curve then they have a good advantage or otherwise they'd just fold.
The current one seems to be Scourge Troll into Deathweaver Aura on turn 2. That's two very exact cards, but the end result can create non-games against certain classes to the extent that the correct move would be to ignore their board until you can starfish on 4. In fact, that might as well be the theme for shaman, just play Smothering Starfish and end the game.
Rotgill may easily be the worst legendary Ive seen so far. Only a board deathrattle trigger can elevate it, and even then not by a game winning amount.
Highlord Fordragon has been viable before and in some handbuff decks hes still good.
But these cards are aggressive cards though, so I wouldn't count on him getting center stage in the next expansion.
Straight up better than all buffs up to 4, with the sole exception of Noble Mount.
But in an aggressive deck, this card is very welcomed. It helps a great deal that Stonehearth Vindicator tutors this and makes a massive minion on 3. Damn, that might actually be OP as hell now that Ive thought about it.
A powercrept Argent Squire. And with 2 attack, it can easily take down nearly every 1 drop that matters.
If aggro pally is in, this card would be an instant pick. That divine shield makes this card relevant even in the mid game.
Paladin got shafted in nathria so here's MoTLK to compensate for all that tomfoolery that is Stewart the Steward and his ilk
Because all these cards are good, great even. There's lots of aggression, initiative, and just plain flexibility. Might bring pure chaddadin to tier 1-2 depending on how OP DK is on day 1.
For once in a long time Im actually looking forward to paladin on day 1.
Deal 3 damage for 1 mana. Sure, why not.
For a slow as hell class that can't make a come back to save its life. 5 stars.
Potentially broken as hell, limited only by paladin's minions. Because if this was in any other class it'll be nerfed within week 1.
So getting The Countess out for free or, better yet, early, seems like a nice choice. But there has got to be something bigger. There's one other legendary left unrevealed so fingers crossed.
Its very likely only ever included for either healing or OTK. The fact is that Mo'arg Artificer is only ever great in those decks and that card costs 2 mana. I can see this in DK for healing, and maybe in dhunter because of the lack of real removal options.
The one upside over its predecessor is that this also include minion damage, so this can help with trading. But I doubt players would include this card in the deck for that sole purpose.