"Zodiac" is the official term, selected by the developers. I'm sorry they failed to consult you on the decision. Just as various cultures on Earth have their own various Zodiacs, so does Azeroth.
The first curse starts at 1 damage (it counts itself and immediately ticks up from 0 to 1). Each curse will disappear on its own after 2 turns, or you can "cast" it for 2 mana to get rid of it early. Every additional curse deals 1 more ongoing damage than the last.
So each curse deals one tick of guaranteed damage, which isn't terrible.
Every competitive card does something to the board immediately.
I don't feel shitty at all telling you that's hogwash. The strongest deck in the game right now runs cards like Irondeep Trogg and Peasant. Every Mage deck runs cards that do nothing but draw. Buff Paladin runs Knight of Anointment, which does nothing but draw. The Warlock and Mage quest rewards do nothing to the board -- not even Taunt -- but they have been some of the strongest win conditions in Hearthstone.
On the contrary, I never care about the "lowest" version of Capture Coldtooth Mine when I split it with Jerry Rig Carpenter, and I welcome the opportunity to draw something halfway interesting with it. If you are adding Colossals to the deck, using Carpenter to find the Mine does seem like a good idea.
Besides Aquatic Form, we know of 2 neutral dredge cards at the time I write this. That's six copies of dredge in your 30-card deck. How many more copies do you imagine you'd need to make something like this work?
Also remember that Bottomfeeder can be tutored as a Beast or as your lowest Cost card. You do not have to dredge it to find it.
Dredging either one of those options will create a huge swing. Also, after playing Ambassador Faelin, you'll get a Colossal on your next three dredges.There's no need to pack your deck full of sunken stuff to make the keyword worthwhile.
And let's try to remember that dredging in general is useful even if it doesn't provide an immediate impact.
We've had Showstopper for the past year and a half (and no, it's not that hard to activate), yet no one ever used it.
Turns out, more often than you might think, it's kind of awkward to silence your own minions, and you certainly (usually) don't want to build a deck around stuff that doesn't care about being silenced.
Ah, sorry. It's impossible to calculate exactly without seeing the full set, but assuming Core will have about the same number as it does now, I believe it's still only 10% to 15%.
"Zodiac" is the official term, selected by the developers. I'm sorry they failed to consult you on the decision. Just as various cultures on Earth have their own various Zodiacs, so does Azeroth.
The devs answered all the questions on Twitter:
The first curse starts at 1 damage (it counts itself and immediately ticks up from 0 to 1). Each curse will disappear on its own after 2 turns, or you can "cast" it for 2 mana to get rid of it early. Every additional curse deals 1 more ongoing damage than the last.
So each curse deals one tick of guaranteed damage, which isn't terrible.
Still waiting for an announcement that addresses the excess Merc Coin situation. It feels extremely bad to open packs until that happens.
I don't feel shitty at all telling you that's hogwash. The strongest deck in the game right now runs cards like Irondeep Trogg and Peasant. Every Mage deck runs cards that do nothing but draw. Buff Paladin runs Knight of Anointment, which does nothing but draw. The Warlock and Mage quest rewards do nothing to the board -- not even Taunt -- but they have been some of the strongest win conditions in Hearthstone.
On the contrary, I never care about the "lowest" version of Capture Coldtooth Mine when I split it with Jerry Rig Carpenter, and I welcome the opportunity to draw something halfway interesting with it. If you are adding Colossals to the deck, using Carpenter to find the Mine does seem like a good idea.
Besides Aquatic Form, we know of 2 neutral dredge cards at the time I write this. That's six copies of dredge in your 30-card deck. How many more copies do you imagine you'd need to make something like this work?
Also remember that Bottomfeeder can be tutored as a Beast or as your lowest Cost card. You do not have to dredge it to find it.
Hoping to win through fatigue is a thing of the past, and I say good riddance. It was always a cheesy win condition.
Dredging either one of those options will create a huge swing. Also, after playing Ambassador Faelin, you'll get a Colossal on your next three dredges.There's no need to pack your deck full of sunken stuff to make the keyword worthwhile.
And let's try to remember that dredging in general is useful even if it doesn't provide an immediate impact.
It did not die, so it cannot be found by effects that target minions that "died this game."
Did you watch the reveal video? If you still don't understand it after that, no one can help you.
REIGN supreme. If you're going to draw attention to yourself with that absurd font size, at least learn to spell correctly.
Also, you're wrong.
Is Oracle of Elune a bad card just because you can't use it effectively on turn 3?
No. In fact, it's a build-around card that enables the most powerful deck in the game.
It's going to go in that deck anyway because Mech Mage is going to have plenty of targets for it.
Fun Fact: You can see revealed cards in English on the official site. This one is called Abyssal Wave, and the generated card is Abyssal Curse.
Abyssal Wave: Deal 4 damage to all minions. Give your opponent an Abyssal Curse.
Abyssal Curse: At the start of your turn, take 0 damage. Each Curse is worse than the last. (2 turns remaining.)
The question is: What is that "2 turns remaining" about?
We've had Showstopper for the past year and a half (and no, it's not that hard to activate), yet no one ever used it.
Turns out, more often than you might think, it's kind of awkward to silence your own minions, and you certainly (usually) don't want to build a deck around stuff that doesn't care about being silenced.
If you can't survive even one Guardian without a Starfish, you need more help than the designers can give you.
You mean abandon a design method that has been used in every CCG since the beginning of time? Probably not.
Ah, sorry. It's impossible to calculate exactly without seeing the full set, but assuming Core will have about the same number as it does now, I believe it's still only 10% to 15%.
"Bleh"? You can tutor two very specific minions in a spell-heavy deck. There is nothing bleh about this card.
To discover one specific spell out of all Mage spells? Better after rotation, but not super reliable. Still worth a shot, though.