Basically its a card that grants Inner Fire for every buff, because in general most good minion's health are larger than their attack.
The most obvious inclusion would be in naga priest, but at some point it would probably also enable another form of combo priest with Shadow Word: Devour. But the card has more applications than that, because any spell will trigger it, so you can theoretically make a big minion with something like Flash Heal
Certainly a very strong card, and impossible to ignore on board.
The fact is at turn 9 you'd probably want to play to win, and removing 3 targets won't really accomplish that. It does generate a massive boi but hearthstone in 2022 tends to demand more than just a stats stick.
In my opinion, outclassed by Abominable Lieutenant, and that card barely saw any play outside of druid. Nuff said I think.
At least it'll probably be banned from arena, a feather in its cap, small that it is.
I don't think you need to even set up all that much, since at a base level it's +1/+1. Giving a Flame Imp a +2/+2 buff on curve probably isn't the biggest thing in the world, but still seems like a decent play if that (now) 5/4 is going face.
I think in most cases you;d rather just develop another minion on board turn 2, Demonfire hasn't really been that great even back then with Voidwalker on 1.
Perhaps it will still see play, because of the imp synergy you'd probably just play it anyway. But I feel that really on the fringes. If I need to make space for other cards, I'd probably dump this one.
You'd have to respect the amount of stats this card is presenting, at very least. Even if it summons nothing but four 1/1s its still going to be insane, simply because its likely played by an aggro deck that can rapidly wipe that smile off your face left alone.
If by some reason you're able to play the infused version by turn 6, then the game is over if your opponent isn't a control deck. Even more so if the imps summoned are anything more than the usual 1/1s.
At some point team5 would probably silently wish they never printed this bs card.
Its not merely the fact that this stalls a turn for mage, its also the fact that you can discover multiple copies of it. And in wild you can perfectly stall 4 turns without relying on discovers, so at what point does mage ever go down?
Not to mention that this card has barely any counters. The only thing it can't do is stopping token decks and lethal at low hp, but that's besides the point. Mage is just one of those classes that should never be given stalls because they tend to scam wins out of nowhere, and this card just enables these cheeses to happen more often.
Imagine facing this card more than 4 times in a game. I think I'd uninstall hearthstone before I wake up from a haze with social services knocking on my door.
If zoo is back, it would be because team5 printed one very snowbally one drop, and this card may be it.
Play on turn 1, and if somehow you manage to get even 2 imps on turn 2 this card is doing 3 damage. Fiendish Circle on turn 3 and suddenly this card is doing 5. In other words, if this isn't removed the next turn after its played the opponent is very likely dead.
With Runed Mithril Rod this card is just nuts. In fact, the paltry requirement doesn't even remotely slow it down. All it does is making it a little more conditional on cards like Fiendish Circle or Wicked Shipment.
Curselock might well just go up to tier 1 because of this card. And warlock's draw being as shit as it is, this card is an instant winner no matter how you cut it. The only reason why this card would be shit is because warlock as a class is shit.
The only problem I have with this card is the fact that you need to pay 2 mana to set it all up, and zoolock missing a turn might as well be death.
Perhaps it might see some play, simply because of synergy, but I wouldn't be too surprised if it never does. Buffing one minion is one thing, but requiring imps before it does anything useful? Too inconsistent for my taste.
This card is scary as hell. Schooling and Ram Commander + Goldshire Gnolls already make it easy to include into a deck, and now this card incentivize swarming too?
Basically all we need now is dopplegangsters or desert hares. Even without, this card is just a stronger evolve after infusion. Ive no doubt it'll be viable, the only question is whether it'll be the next meta tyrant.
Probably not good enough, unless you can consistently infuse this, and you're playing a slower midrange deck.
In big beast hunter, its too much of a minnow, and in aggro/face hunter its simply redundant. Its only saving grace is that if you do manage to infuse it, then its good in midrange decks that focuses on boards. Outside of that, I dont expect this to see any play, barring some crazy card synergy later in the reveal list.
Its probably not hard to get this infused on curve, but three 3/3s on 4? That's hardly a winner in my opinion.
The only saving grace is that it'll probably see play as long as zoolock is viable, simply because having this infused by 4 is a trivial requirement, and it does curve into Shady Bartender on 5 which can be insane.
The last niche it has is the fact that this is copies, so it does summon the buffed original, but there really isn't many demon buffs in warlock right now. Perhaps one would be revealed later, that'll bump up this card's power level for sure.
If you fully infused it then this card is insane on curve. Not necessarily impossible, but really hard even for token decks. Its weakness is definitely being topdecked, more so than other infuse cards, since its requirement (8) is massive
Probably an aggro card at best. That way, you'd really dont need to care about fully infusing this, so long as rng goes your way 2/3 times. The reason why Call of the Wild was good in face hunter back then was because hunters pressure face, so where else if not face hunter?
Just another tech card. But potentially important, as there are some locations that can really pop off hard like Muck Pools or Hedge Maze
Like all tech cards, its inclusion is predicated by the importance of what its countering. A so-so card that may be as important as ooze, or be as useless as E.M.P. Operative
It certainly provides incentive to run locations, but I dont think its good enough a reason for inclusion even if the locations itself are played.
The only reason why'd youre playing this at all is a chance to get a copy of a card from your deck that has an enormous win rate, like Wildheart Guff, where being able to play on curve almost guarantees victory, than without.
I just dont think many decks need something like this. It doesn't even thin down the deck.
Possibly the best incentive to running a location, but the cost may be a little to high for a tracking for 4 mana, even with vanilla stats.
Still, an option to consider. If the deck is heavy with very specific stuff like how shaman would be with Convincing Disguise, or any infuse cards for that matter, then this card may be worth an inclusion even with that cost.
Its not flashy but might get the job done in an aggro/face deck. Call of the Wild only really worked because hunters tend to pressure face alot so having to spend a turn clearing board means you're not healing face which can mean a world of difference.
The card is very slow though, and requires a setup, so I don't imagine it being a high win rate card. But if by some chance you do have it infused by turn 7 its going to win you the game, assuming you're playing face hunter.
Solid Alibi - For 2 mana you practically gain immunity, which is insane. Mage being one of those classes which regularly gets to scam wins out of nowhere meaning this card will see play, and I will hate it a lot
Convincing Disguise - Here to haunt everyone's dreams because evolve shaman might make a comeback and is nastier than ever. I can't imagine this card not getting nerfed at some point, either because team5 has gotten tired of all the death threats, or because the meta has now become 'draw this early and win' with shaman at the forefront.
Imp King Rafaam - Our supreme archeologist has now added imps into his resume. Im not exactly sure if this is good enough. Aggro token decks have taken quite a beating as of late, so unless the imps rapidly scale hard and can consistently present a threat this deck may well be dead on arrival.
Red Herring - Even if this stealths your entire board forever in quest rogue I would still rate it as trash. Basically if you're playing a turn 7 minion that has no rush or taunt you're asking for trouble. This card goes one further by actively removing your taunts on board.
Probably see it more often out of evolve shenanigans rather than any actual inclusion.
Edit: As helpfully pointed out, because I cant seem to read, red herring does have taunt itself. But nevertheless I dont expect it to see play regardless. It does somewhat reminds me of Robes of Protection
Basically its a card that grants Inner Fire for every buff, because in general most good minion's health are larger than their attack.
The most obvious inclusion would be in naga priest, but at some point it would probably also enable another form of combo priest with Shadow Word: Devour. But the card has more applications than that, because any spell will trigger it, so you can theoretically make a big minion with something like Flash Heal
Certainly a very strong card, and impossible to ignore on board.
Its just trash in constructed.
The fact is at turn 9 you'd probably want to play to win, and removing 3 targets won't really accomplish that. It does generate a massive boi but hearthstone in 2022 tends to demand more than just a stats stick.
In my opinion, outclassed by Abominable Lieutenant, and that card barely saw any play outside of druid. Nuff said I think.
At least it'll probably be banned from arena, a feather in its cap, small that it is.
I think in most cases you;d rather just develop another minion on board turn 2, Demonfire hasn't really been that great even back then with Voidwalker on 1.
Perhaps it will still see play, because of the imp synergy you'd probably just play it anyway. But I feel that really on the fringes. If I need to make space for other cards, I'd probably dump this one.
You'd have to respect the amount of stats this card is presenting, at very least. Even if it summons nothing but four 1/1s its still going to be insane, simply because its likely played by an aggro deck that can rapidly wipe that smile off your face left alone.
If by some reason you're able to play the infused version by turn 6, then the game is over if your opponent isn't a control deck. Even more so if the imps summoned are anything more than the usual 1/1s.
I'd give it 1 star, but I think we have to respect the massive taunt alone so it earns one more from me.
If Robes of Protection saw fringe play, what makes any of us certain this card would do better?
At some point team5 would probably silently wish they never printed this bs card.
Its not merely the fact that this stalls a turn for mage, its also the fact that you can discover multiple copies of it. And in wild you can perfectly stall 4 turns without relying on discovers, so at what point does mage ever go down?
Not to mention that this card has barely any counters. The only thing it can't do is stopping token decks and lethal at low hp, but that's besides the point. Mage is just one of those classes that should never be given stalls because they tend to scam wins out of nowhere, and this card just enables these cheeses to happen more often.
Imagine facing this card more than 4 times in a game. I think I'd uninstall hearthstone before I wake up from a haze with social services knocking on my door.
If zoo is back, it would be because team5 printed one very snowbally one drop, and this card may be it.
Play on turn 1, and if somehow you manage to get even 2 imps on turn 2 this card is doing 3 damage. Fiendish Circle on turn 3 and suddenly this card is doing 5. In other words, if this isn't removed the next turn after its played the opponent is very likely dead.
With Runed Mithril Rod this card is just nuts. In fact, the paltry requirement doesn't even remotely slow it down. All it does is making it a little more conditional on cards like Fiendish Circle or Wicked Shipment.
Curselock might well just go up to tier 1 because of this card. And warlock's draw being as shit as it is, this card is an instant winner no matter how you cut it. The only reason why this card would be shit is because warlock as a class is shit.
The only problem I have with this card is the fact that you need to pay 2 mana to set it all up, and zoolock missing a turn might as well be death.
Perhaps it might see some play, simply because of synergy, but I wouldn't be too surprised if it never does. Buffing one minion is one thing, but requiring imps before it does anything useful? Too inconsistent for my taste.
This card is scary as hell. Schooling and Ram Commander + Goldshire Gnolls already make it easy to include into a deck, and now this card incentivize swarming too?
Basically all we need now is dopplegangsters or desert hares. Even without, this card is just a stronger evolve after infusion. Ive no doubt it'll be viable, the only question is whether it'll be the next meta tyrant.
Probably not good enough, unless you can consistently infuse this, and you're playing a slower midrange deck.
In big beast hunter, its too much of a minnow, and in aggro/face hunter its simply redundant. Its only saving grace is that if you do manage to infuse it, then its good in midrange decks that focuses on boards. Outside of that, I dont expect this to see any play, barring some crazy card synergy later in the reveal list.
Its probably not hard to get this infused on curve, but three 3/3s on 4? That's hardly a winner in my opinion.
The only saving grace is that it'll probably see play as long as zoolock is viable, simply because having this infused by 4 is a trivial requirement, and it does curve into Shady Bartender on 5 which can be insane.
The last niche it has is the fact that this is copies, so it does summon the buffed original, but there really isn't many demon buffs in warlock right now. Perhaps one would be revealed later, that'll bump up this card's power level for sure.
If you fully infused it then this card is insane on curve. Not necessarily impossible, but really hard even for token decks. Its weakness is definitely being topdecked, more so than other infuse cards, since its requirement (8) is massive
Probably an aggro card at best. That way, you'd really dont need to care about fully infusing this, so long as rng goes your way 2/3 times. The reason why Call of the Wild was good in face hunter back then was because hunters pressure face, so where else if not face hunter?
Just another tech card. But potentially important, as there are some locations that can really pop off hard like Muck Pools or Hedge Maze
Like all tech cards, its inclusion is predicated by the importance of what its countering. A so-so card that may be as important as ooze, or be as useless as E.M.P. Operative
It would have been nice flavorwise, but entrapped sorceress is an elf, and this is clearly a human.
It certainly provides incentive to run locations, but I dont think its good enough a reason for inclusion even if the locations itself are played.
The only reason why'd youre playing this at all is a chance to get a copy of a card from your deck that has an enormous win rate, like Wildheart Guff, where being able to play on curve almost guarantees victory, than without.
I just dont think many decks need something like this. It doesn't even thin down the deck.
Possibly the best incentive to running a location, but the cost may be a little to high for a tracking for 4 mana, even with vanilla stats.
Still, an option to consider. If the deck is heavy with very specific stuff like how shaman would be with Convincing Disguise, or any infuse cards for that matter, then this card may be worth an inclusion even with that cost.
A card that needed to exist.
If you need an answer to locations, this would be it. A tech card with subpar but nevertheless good enough stats, nothing more nothing less.
Its not flashy but might get the job done in an aggro/face deck. Call of the Wild only really worked because hunters tend to pressure face alot so having to spend a turn clearing board means you're not healing face which can mean a world of difference.
The card is very slow though, and requires a setup, so I don't imagine it being a high win rate card. But if by some chance you do have it infused by turn 7 its going to win you the game, assuming you're playing face hunter.
I'll just touch on interesting cards here;
Solid Alibi - For 2 mana you practically gain immunity, which is insane. Mage being one of those classes which regularly gets to scam wins out of nowhere meaning this card will see play, and I will hate it a lot
Convincing Disguise - Here to haunt everyone's dreams because evolve shaman might make a comeback and is nastier than ever. I can't imagine this card not getting nerfed at some point, either because team5 has gotten tired of all the death threats, or because the meta has now become 'draw this early and win' with shaman at the forefront.
Imp King Rafaam - Our supreme archeologist has now added imps into his resume. Im not exactly sure if this is good enough. Aggro token decks have taken quite a beating as of late, so unless the imps rapidly scale hard and can consistently present a threat this deck may well be dead on arrival.
Impending Catastrophe - is very dangerous, because Runed Mithril Rod is still in standard. In curselock you can easily play stuff like Fiendish Circle or Wicked Shipment along with this card and thaurisan your hand twice in one turn.
Red Herring - Even if this stealths your entire board forever in quest rogue I would still rate it as trash. Basically if you're playing a turn 7 minion that has no rush or taunt you're asking for trouble. This card goes one further by actively removing your taunts on board.
Probably see it more often out of evolve shenanigans rather than any actual inclusion.
Edit: As helpfully pointed out, because I cant seem to read, red herring does have taunt itself. But nevertheless I dont expect it to see play regardless. It does somewhat reminds me of Robes of Protection