whyyyyyy give DH such cheap silence effect...was excited that consume magic was rotating, and now this? It allows DH to accumulate damage in hand, and be sure they can hit face next turn...really op
Exactly this. Giving silence to a class like Demon Hunter is the dumbest thing ever.
The fact that this is more powerful than any Priest silence ever ... infuriating.
If you can stick a board and use this to end the game, it's a clunky Savage Roar, which is fine.
With Twinspell rotating out, it's going to be hard to get a ton of value, and there's no way this guy is sticking at any point in the game when it really matters. Seems like most often you'll do your power turn, get cleared, then have no follow-up because you played all your spells trying to get Guff value.
So I guess I'm not as impressed as everyone else seems to be.
You might expect the Rogue to use this to clear a big Taunt now that Sap is gone, but that's not how it's going to work. Rogue still wants every precious charge of every weapon to hit face if at all possible, so they will just shift to tools like Assassinate and Battlecry- or Combo-based removal to clear the way.
This card might see play as yet another damage booster, but the Immune thing isn't very relevant. Paralytic Poison will be the first card cut as Rogue gets better ways to contest the board.
Not sure why the Risky Skipper comparisons. This guy doesn't kill your own board -- that's all the difference in the world.
Murlocs ... are going to be a problem. At least Flurgl is a legendary. As long as there's no way to tutor him, their ability to clear boards will be somewhat inconsistent.
What do you mean "so much for"? This is exactly why they had to rotate Frost Nova and Blizzard. It wasn't because they were ditching that part of the Mage identity. I'm not sure why anyone would believe that.
I'm a little surprised they added back a board-wide freeze, but it's on a legendary, so it's less of a big deal.
I'm hoping it counts which cards you have owned previously (like the duplicate protection), because I did have all the Scholomance cards until I dusted some after nerfs. I don't really want to re-craft Alura if I can avoid it.
It does not work that way. You have to have them all at the same time (though you only need one copy of each).
I had dusted Edwin when he was nerfed, and I later obtained one final Classic card that I'd been missing. I did not get credit for that achievement until I re-crafted Edwin.
HOWEVER i still am not sure about all the stuff you can do with it, it might be too easy to remove or too hard to benefit from it early into the game.
You would almost never play it early in the game or expect it to stick. You need to wait until:
You have managed to stick a Beast that will work with the Beasts remaining in your deck, or
You can play it on the same turn as such a Beast and that Beast has Rush, or
You can play it on the same turn as such a Beast that doesn't have Rush, and follow that up with something like a Broomstick.
When you have a powerful card that is part of a combo or has other conditions to meet, it is usually far more important to wait for guaranteed value than to play on curve.
The card seems to have a lot of potential, but the question is: imagine you attack with a 5 mana beast and you don't have a 4 mana beast in your deck, will Tavish Stormpike search for a 3 mana beast or will he fizzle out?
It will fizzle. Otherwise they would have written "at least (1) less."
Exactly this. Giving silence to a class like Demon Hunter is the dumbest thing ever.
The fact that this is more powerful than any Priest silence ever ... infuriating.
In Paladin, for example, spells that summon minions have no school.
If Druid follows that pattern (and I believe it will), everyone's Token dreams for Guff are shattered.
If you can stick a board and use this to end the game, it's a clunky Savage Roar, which is fine.
With Twinspell rotating out, it's going to be hard to get a ton of value, and there's no way this guy is sticking at any point in the game when it really matters. Seems like most often you'll do your power turn, get cleared, then have no follow-up because you played all your spells trying to get Guff value.
So I guess I'm not as impressed as everyone else seems to be.
You might expect the Rogue to use this to clear a big Taunt now that Sap is gone, but that's not how it's going to work. Rogue still wants every precious charge of every weapon to hit face if at all possible, so they will just shift to tools like Assassinate and Battlecry- or Combo-based removal to clear the way.
This card might see play as yet another damage booster, but the Immune thing isn't very relevant. Paralytic Poison will be the first card cut as Rogue gets better ways to contest the board.
1-mana 1/3 is a playable card. That stat line becomes less impressive every time they add another one to the game.
So yes, this will see play, but it's not going to knock anyone's socks off.
Not sure why the Risky Skipper comparisons. This guy doesn't kill your own board -- that's all the difference in the world.
Murlocs ... are going to be a problem. At least Flurgl is a legendary. As long as there's no way to tutor him, their ability to clear boards will be somewhat inconsistent.
Well, if we're making wishes, I hoped they'd cut Brawl, but classes are what they are.
The two aren't in competition. They are supposed to work together. This Freeze Mage isn't going to work the same as the one you are used to.
I love this new direction for Freeze Mage, and I really love that Glacier Racer is totally playable now.
What do you mean "so much for"? This is exactly why they had to rotate Frost Nova and Blizzard. It wasn't because they were ditching that part of the Mage identity. I'm not sure why anyone would believe that.
I'm a little surprised they added back a board-wide freeze, but it's on a legendary, so it's less of a big deal.
Ohhh, if you already have the achievement, you're probably fine. I didn't realize you did have them all at once and already got the achievement.
With all these Coin options available, we REALLY need the ability to assign them per deck instead of just picking a universal favorite.
It does not work that way. You have to have them all at the same time (though you only need one copy of each).
I had dusted Edwin when he was nerfed, and I later obtained one final Classic card that I'd been missing. I did not get credit for that achievement until I re-crafted Edwin.
You will regret treating Mr. Bigglesworth with such disregard for his station.
You would almost never play it early in the game or expect it to stick. You need to wait until:
When you have a powerful card that is part of a combo or has other conditions to meet, it is usually far more important to wait for guaranteed value than to play on curve.
It will fizzle. Otherwise they would have written "at least (1) less."
Firebat is such good people. I love that he doesn't mind cheesing it up for the game.
Designing new cards is easy!
Just put some random abilities on a random body and give it a random name that vaguely fits the theme of the expansion. *dusthands*
It's another ranked spell in disguise* ... I am enjoying this trend.
*a cheap card that gains additional value in the late game
I predict a price point of about $20 - $25 per non-Core legendary in a given deck.
Anything lower would cut into sales of their predatory loot boxes randomized packs.
(Obviously, they are going to try to use as many Core legendaries as possible to give the illusion of value.)