On the face of it, it doesn't look all that threatening because there's no obvious win-con, but the idea of the relics constantly improving is at least interesting.
But since this is a leak, we cannot conclusively say that this is exactly all the available relics and how many generation cards there will be for it. We also don't know the extent of the improvement: relic of extinction may very well at some point allow for face damage. So it would be premature to write it all off completely,
But based on what I can see currently, there's potential for control dhunter to be back, especially since relic of phantasm activates Sire Denathrius very neatly, and relic of dimensions can very well be an unnerfed Skull of Gul'dan at some point, maybe even before turn 5.
Despite its power its only ever going to terrorize arena. In standard, this card is simply too slow to do anything useful; even in classes like druid it may be too inconsistent compared to cards like Raid Boss Onyxia or even neptulon.
I wouldn't even rate it pass something like Abominable Lieutenant, which though weaker, can at least snowball and cannot be suitably dealt with by debuffs or freezes.
Great card art though. I'll give it that if nothing else.
Machadogps's interpretation is interesting but I doubt the power level will ever go that far. Whatever it is, we can surmise from the Relic Vault being 3 mana means that the relics are likely generated, and the generator is either 2 mana or 4 mana.
The card power level would not be on par with the DK cards but not as weak as lackeys. I'd say that the mana cost would be in the realms of 2-4. The legendary will simply be to repeat all relics played this game, and would likely be 8 mana, or plain 6 mana discover 2-3 relics.
As to what the relics themselves would do? Since its dhunter, we know its not going to be buffs. If I were to guess, its likely draw, AoE, and token generation.
Im not too sure even if that was the case. If my opponent would like to waste their attack on a token, then pretty much sure we're still okay at the end. Of all the classes paladin is the most resistant to burn tactics, so I dont expect this weapon to pressure face as much.
Besides which if this weapon is indeed s-tier as we think it would be then surely nearly every deck would be playing viper, so the weapon damage is likely too limited. There are times, particularly against paladin, you'd rather this stay a big minion on board.
But of course, we dont know the extent of how much dude pally would be pushed. Team5 have tried practically everything except making them singular but big, and looking at steward that may be the next destination.
We don't know yet, since there's nothing stopping team5 from making dudes taller instead of swarming or divine shields. If the dudes get big enough technically this weapon will crash and burn into them which is still a plus.
I dont see why pally would be disincentivized to keep generating dudes even if this does come out. It will remove 3 minions at best, and a deck that swarms dudes out would probably not care too much about that.
It probably does have rush after you swing, if we follow conventional rules, because technically the minion is 'resummoned' after you swing.
But the description does read 'return this to the battlefield' so maybe team5 have configured it so it can only attack once per turn no matter what. Only testing will provide evidence for this.
Its confirmed. The blade has rush again after you swing. Just watched the video in reddit.
That makes the card all the more consistent. One of warrior's best card so far, and it'll take a lot to dislodge this one off.
Because blizzcon is an iconic event that tends to attract many viewers by its namesake alone. I cant even remember if mircosoft ever did a conference. Activision may have merged with blizz long ago, but for very obvious reasons its never called acti-blizz con.
Besides, microsoft rules the roost and would probably call the shots anyway.
Just a solid minion that incidentally allows you to deal 4 additional damage after the first rush. With 10 health chances are good you'll be swinging at least twice before this dies off naturally, which is a lot of value in comparison with something like Gorehowl
I can't see why all warriors, barring aggro, wouldn't play it. Having some many cards nerfed from before, this is probably one of the best cards so far anyway.
Buffed up, this card can be really dangerous, and its not like warrior is struggling to do it. Get this upwards to 6-8 attack and suddenly the game is practically over unless your opponent has a viper.
Very dangerous with buffs. Basically every warrior will be playing this card because why not? Worst case scenario would be to remove one minion, swing once, and then this minion dies next turn. But it would already dealt 8 damage and develop a 4/x minion in the process.
Its plausible to simply hold on to the swing, and then rinse and repeat the next turn until this minion dies off naturally, since as a weapon its only real counter is viper anyway.
The only question would be whether warrior can exist as a class at all next time round. Whatever the case, this is one solid card. Pray your opponent never gets it from juggernaunt.
Edit: As highlighted by Hazemaster, you cant get it from juggernaunt because its a minion. Only gorehowl to worry about then
Not to digress, but I've currently beaten every heroic bounty except for Drakkisath and Rend in Blackrock Mountain. I have no trouble with the map, but those 2 bosses are just insanely OP. Anyone have any tips?
Gruul (fire resistance treasure) does well against Drak, since the double dragons he brings along cannot really damage your team allowing you to ignore them and focus fire on the boss. But deathwing does the job better as long as you can get the fire resistance passive because then you have both a taunt and fire resistance. Just bring two blues with at least one healing along and you shouldn't have a problem focusing drak down.
Incidentally, brann has fire resistance too, but hes weak as hell doing damage. An option to consider
As for Rend, just bring nature bros along with diablo and Cairne. As long as diablo has something to boost his fire damage then the boss is dead from fire stomp nearly every time
That's because getting to the boss is tedious at best, and at its very worst involves just clicking the same moves over and over until the enemy is dead.
Dopplegangster aside, the non-boss enemies are trivial. As long as you have AoE, heal, freeze, or just a really good passive the only reason you'd be struggling would be against heroic merc comps, and that's if you bring in a merc that's specifically weak to at least 3 of the enemies present.
The only non-boss enemies that actually needs a specialized team would be in winterspring, where you'd get chewed up pretty easily. In other areas, you'd just queue the same moves over and over and get through without problems.
If the minion didn't have stealth this card is complete garbage. Fortunately it does, so it might factor into plans a little.
You can build around miracle rogue's shell and create a 7/7 on turn 4-5 along with Field Contact to reload. Then Battleground Battlemaster on 6 for the massive damage to face. Since the card has natural stealth, it would persist on board until removed or you unstealth it by attacking, so you can hold out for a good amount of time for battlemaster to work.
There are some problems around this though. Contact rogue only really works when it is uninteractive, i.e. Garrote, and is substantially worse when it doesn't, like in barrens meta. You might argue that creating a big minion that doesn't necessarily end games, and require massive support may not actually make the cut.
But for the potential alone, its good enough for me. Besides, if it all goes up in smoke, at least this card can make up a 4/4 and feel like its done its job.
Im aware of that, hence why I didn't write this card off completely, because unlike the poor biteweed that saw zero play, this one has stealth, substantially making it better.
Before anything start panicking about edwin 2.0, this is Biteweed, a card that saw no play.
Besides, how big are we really looking at here? Even in the old contact rogue, we'd get a 6/6 or a 7/7 at around turn 5 or more, which is hardly a game changer considering you'd probably have to play 2 mana do nothing at some point. And that was miracle rogue at its best, with un-nerfed octobot. Without further help, its rare enough for rogue to go beyond 4 cards now.
That said, this card isn't trash. The key word here is stealth, and with things like Battleground Battlemaster you can get lethal really easily. In fact, there's a likelihood that this card may get nerfed simply because it create a massive uninteractable minion that practically demands an AoE in a game where classes like dhunter can never realistically kill.
Most good beast tend to already have rush so if you're playing it its likely because its still a free 2 damage, up to 6 all in all. In fact, being able to deal damage is likely why this card is even in the deck. Forget the rush, just go face, because its hunter and hunters go face.
Im still not sure where this could ideally fit, because spending two mana to do nothing isn't exactly something hunters can do without dying. But we'll see.
A decent control card, but nothing else Im afraid.
Most aggro pally would not like spending 2 mana to just to change something to a 3/3, and likely one 3/3 isn't really going to do much at all unless there's some crazy card that either duplicates or deals AoE like Sergeant Sally. But its right up in control's alley, because being able to not use one of two equalities are sometimes essential for paladin to control board a little longer than usual. You can even play it early an let it stay there pressuring your opponent, a good option to have.
Perhaps there's something coming along that would justify this card's inclusion into midrange and aggro. Its just too weak on its own.
The setup, tutor, mana cost - all problems this card has. Power is not a problem. Given enough time, this card would probably just win the game if not make it impossible for your opponent to do so.
Despite it power, this card will likely only ever see play in druid and perhaps shaman, assuming it works the way we'd assume with Brilliant Macaw. Other classes either have problems drawing it, can win without it, or swarming boards, making this card just a weaker Raid Boss Onyxia for the most part.
But seriously, this is a druid card thats incidentally neutral. Swarming boards with spells like Scale of Onyxia, cheap tutoring with Capture Coldtooth Mine, mana ramp. In what respect is any other class able to replicate or match these at all? Hopefully the deck isn't that good on ranked or this might be the straw that breaks the camels back and we'd actually nerf druid to the ground...again
Great Hall - Potentially dangerous without some interaction card for locations. You can just put this down and your opponent has to play around it 3 times. Its basically removal for 0 mana. It can also buff your stuff as an added bonus but I suspect it'll rarely be used for this reason.
Not likely to set the world on fire, but it does have it uses especially as a control card. There's only two equalities in the game and this card represent flex removal if nothing else.
Castle Kennels - Unless hunter gets really nice beasts to play this with, its likely just not much more than a + 2 to attack. Most good beasts tend to already have rush anyway.
On the face of it, it doesn't look all that threatening because there's no obvious win-con, but the idea of the relics constantly improving is at least interesting.
But since this is a leak, we cannot conclusively say that this is exactly all the available relics and how many generation cards there will be for it. We also don't know the extent of the improvement: relic of extinction may very well at some point allow for face damage. So it would be premature to write it all off completely,
But based on what I can see currently, there's potential for control dhunter to be back, especially since relic of phantasm activates Sire Denathrius very neatly, and relic of dimensions can very well be an unnerfed Skull of Gul'dan at some point, maybe even before turn 5.
Despite its power its only ever going to terrorize arena. In standard, this card is simply too slow to do anything useful; even in classes like druid it may be too inconsistent compared to cards like Raid Boss Onyxia or even neptulon.
I wouldn't even rate it pass something like Abominable Lieutenant, which though weaker, can at least snowball and cannot be suitably dealt with by debuffs or freezes.
Great card art though. I'll give it that if nothing else.
Machadogps's interpretation is interesting but I doubt the power level will ever go that far. Whatever it is, we can surmise from the Relic Vault being 3 mana means that the relics are likely generated, and the generator is either 2 mana or 4 mana.
The card power level would not be on par with the DK cards but not as weak as lackeys. I'd say that the mana cost would be in the realms of 2-4. The legendary will simply be to repeat all relics played this game, and would likely be 8 mana, or plain 6 mana discover 2-3 relics.
As to what the relics themselves would do? Since its dhunter, we know its not going to be buffs. If I were to guess, its likely draw, AoE, and token generation.
Im not too sure even if that was the case. If my opponent would like to waste their attack on a token, then pretty much sure we're still okay at the end. Of all the classes paladin is the most resistant to burn tactics, so I dont expect this weapon to pressure face as much.
Besides which if this weapon is indeed s-tier as we think it would be then surely nearly every deck would be playing viper, so the weapon damage is likely too limited. There are times, particularly against paladin, you'd rather this stay a big minion on board.
But of course, we dont know the extent of how much dude pally would be pushed. Team5 have tried practically everything except making them singular but big, and looking at steward that may be the next destination.
Hmmm...would be good if relics are viable.
What is a relic?
*We'll be back in three days...maybe*
We don't know yet, since there's nothing stopping team5 from making dudes taller instead of swarming or divine shields. If the dudes get big enough technically this weapon will crash and burn into them which is still a plus.
I dont see why pally would be disincentivized to keep generating dudes even if this does come out. It will remove 3 minions at best, and a deck that swarms dudes out would probably not care too much about that.
It probably does have rush after you swing, if we follow conventional rules, because technically the minion is 'resummoned' after you swing.
But the description does read 'return this to the battlefield' so maybe team5 have configured it so it can only attack once per turn no matter what. Only testing will provide evidence for this.
Its confirmed. The blade has rush again after you swing. Just watched the video in reddit.
That makes the card all the more consistent. One of warrior's best card so far, and it'll take a lot to dislodge this one off.
Because blizzcon is an iconic event that tends to attract many viewers by its namesake alone. I cant even remember if mircosoft ever did a conference. Activision may have merged with blizz long ago, but for very obvious reasons its never called acti-blizz con.
Besides, microsoft rules the roost and would probably call the shots anyway.
Just a solid minion that incidentally allows you to deal 4 additional damage after the first rush. With 10 health chances are good you'll be swinging at least twice before this dies off naturally, which is a lot of value in comparison with something like Gorehowl
I can't see why all warriors, barring aggro, wouldn't play it. Having some many cards nerfed from before, this is probably one of the best cards so far anyway.
Buffed up, this card can be really dangerous, and its not like warrior is struggling to do it. Get this upwards to 6-8 attack and suddenly the game is practically over unless your opponent has a viper.
Very dangerous with buffs. Basically every warrior will be playing this card because why not? Worst case scenario would be to remove one minion, swing once, and then this minion dies next turn. But it would already dealt 8 damage and develop a 4/x minion in the process.
Its plausible to simply hold on to the swing, and then rinse and repeat the next turn until this minion dies off naturally, since as a weapon its only real counter is viper anyway.
The only question would be whether warrior can exist as a class at all next time round. Whatever the case, this is one solid card. Pray your opponent never gets it from juggernaunt.
Edit: As highlighted by Hazemaster, you cant get it from juggernaunt because its a minion. Only gorehowl to worry about then
Gruul (fire resistance treasure) does well against Drak, since the double dragons he brings along cannot really damage your team allowing you to ignore them and focus fire on the boss. But deathwing does the job better as long as you can get the fire resistance passive because then you have both a taunt and fire resistance. Just bring two blues with at least one healing along and you shouldn't have a problem focusing drak down.
Incidentally, brann has fire resistance too, but hes weak as hell doing damage. An option to consider
As for Rend, just bring nature bros along with diablo and Cairne. As long as diablo has something to boost his fire damage then the boss is dead from fire stomp nearly every time
That's because getting to the boss is tedious at best, and at its very worst involves just clicking the same moves over and over until the enemy is dead.
Dopplegangster aside, the non-boss enemies are trivial. As long as you have AoE, heal, freeze, or just a really good passive the only reason you'd be struggling would be against heroic merc comps, and that's if you bring in a merc that's specifically weak to at least 3 of the enemies present.
The only non-boss enemies that actually needs a specialized team would be in winterspring, where you'd get chewed up pretty easily. In other areas, you'd just queue the same moves over and over and get through without problems.
Ah yes, one of the worse brawls.
Just ban pogos team5. Makes life easier for all of us.
If the minion didn't have stealth this card is complete garbage. Fortunately it does, so it might factor into plans a little.
You can build around miracle rogue's shell and create a 7/7 on turn 4-5 along with Field Contact to reload. Then Battleground Battlemaster on 6 for the massive damage to face. Since the card has natural stealth, it would persist on board until removed or you unstealth it by attacking, so you can hold out for a good amount of time for battlemaster to work.
There are some problems around this though. Contact rogue only really works when it is uninteractive, i.e. Garrote, and is substantially worse when it doesn't, like in barrens meta. You might argue that creating a big minion that doesn't necessarily end games, and require massive support may not actually make the cut.
But for the potential alone, its good enough for me. Besides, if it all goes up in smoke, at least this card can make up a 4/4 and feel like its done its job.
Im aware of that, hence why I didn't write this card off completely, because unlike the poor biteweed that saw zero play, this one has stealth, substantially making it better.
Before anything start panicking about edwin 2.0, this is Biteweed, a card that saw no play.
Besides, how big are we really looking at here? Even in the old contact rogue, we'd get a 6/6 or a 7/7 at around turn 5 or more, which is hardly a game changer considering you'd probably have to play 2 mana do nothing at some point. And that was miracle rogue at its best, with un-nerfed octobot. Without further help, its rare enough for rogue to go beyond 4 cards now.
That said, this card isn't trash. The key word here is stealth, and with things like Battleground Battlemaster you can get lethal really easily. In fact, there's a likelihood that this card may get nerfed simply because it create a massive uninteractable minion that practically demands an AoE in a game where classes like dhunter can never realistically kill.
Most good beast tend to already have rush so if you're playing it its likely because its still a free 2 damage, up to 6 all in all. In fact, being able to deal damage is likely why this card is even in the deck. Forget the rush, just go face, because its hunter and hunters go face.
Im still not sure where this could ideally fit, because spending two mana to do nothing isn't exactly something hunters can do without dying. But we'll see.
A decent control card, but nothing else Im afraid.
Most aggro pally would not like spending 2 mana to just to change something to a 3/3, and likely one 3/3 isn't really going to do much at all unless there's some crazy card that either duplicates or deals AoE like Sergeant Sally. But its right up in control's alley, because being able to not use one of two equalities are sometimes essential for paladin to control board a little longer than usual. You can even play it early an let it stay there pressuring your opponent, a good option to have.
Perhaps there's something coming along that would justify this card's inclusion into midrange and aggro. Its just too weak on its own.
The setup, tutor, mana cost - all problems this card has. Power is not a problem. Given enough time, this card would probably just win the game if not make it impossible for your opponent to do so.
Despite it power, this card will likely only ever see play in druid and perhaps shaman, assuming it works the way we'd assume with Brilliant Macaw. Other classes either have problems drawing it, can win without it, or swarming boards, making this card just a weaker Raid Boss Onyxia for the most part.
But seriously, this is a druid card thats incidentally neutral. Swarming boards with spells like Scale of Onyxia, cheap tutoring with Capture Coldtooth Mine, mana ramp. In what respect is any other class able to replicate or match these at all? Hopefully the deck isn't that good on ranked or this might be the straw that breaks the camels back and we'd actually nerf druid to the ground...again
Great Hall - Potentially dangerous without some interaction card for locations. You can just put this down and your opponent has to play around it 3 times. Its basically removal for 0 mana. It can also buff your stuff as an added bonus but I suspect it'll rarely be used for this reason.
Not likely to set the world on fire, but it does have it uses especially as a control card. There's only two equalities in the game and this card represent flex removal if nothing else.
Castle Kennels - Unless hunter gets really nice beasts to play this with, its likely just not much more than a + 2 to attack. Most good beasts tend to already have rush anyway.
Probably good at some point in the next 2 years.