I like this card, not sure if it is good, but it is non-combo hard removal with a body.
As others have mentioned, the mana cost is what hurts this card. I think it needs to have windfury to justify the mana cost. So with rush, this could hard remove 2 minions and leave behind a 3/6 body. Or lower the health and mana cost to make it more flexible.
Does remind me of Sunkeeper Tarim, to some extend. Its a slow single target removal on a 3/9 stick; not grandiose nor bad.
This is the first thing that came to mind as well. I loved mid-range pally years ago, this card sort of gives the vibe of that time for me.
I agree with the assessment that this is in essence poisonous with Rush. With a one difference, It is almost guaranteed to survive (unless target minion is poisonous).
One clarification though, if this attacks a divine shield minion, will the 3/3 transformation persist after the attack? For example, opponent drops Tirion Fordring, then you drop and attack this next turn. Will tirion survive with 6/6, or 3/3?
Only looks like a decent card in Standard. It does synergize with the new card Disciplinarian Gandling, but my main issue with it is how to reliably trigger its discard effect.
I am seeing insane value in zoolock. It essentially converts all tokens to mid sized minions as well as acting as a deathrattle activator. Both of which are staples in zoolock.
It does have an anti-synergy with Magic Carpet and [Hearthstone Card (Scrap Imp) Not Found]. That said I still see it being run in Scrap imp decks as a contingency card if you don't draw a timely scrap imp. As for Magic Carpet, you could swap in [Hearthstone Card (Fluffy Broom) Not Found] instead. If have a lot of tokens in hand, this plus tokens then Fluffy Broom could act as a pseudo board clear.
Really cool synergy with cards like Shadowflame because you resurrect the Shadowflame'd minion and get everything it kills as well. Also, I have a feeling I'm gonna see someone use Coin before playing a 6 Mana spell like Blizzard only to realize the Coin activated the Spellburst.
does that work though? Doesn't Shadowflame kill Kel before the Spellburst activates?
I think he means another minion besides Kel. So drop kel, shadowflame another minion on board. Clear enemy board as well as resurrect all enemy minions, plus the Shadowflamed minion.
In certain decks this is just better than Sylvanas Windrunner. Its basically Mind Control, with the caveat that you need to use a spell to kill the minion you want, which isn't really that hard to imagine.
Same thoughts. A stronger but conditional/combo version of Sylvanas with the exception that you don't deny the opponent's deathrattle effect.
Good with decks with good removal or strong AOE. Insane swing potential.
So far, this is my first must craft card this expansion.
I understand that it looks fun and you'd like to try it (I've played some games myself and yeah, it's fun), but I suggest you to craft Anka only if you're not on a strict budget: she doesn't really see play outside of the deck or in Wild, so that would not be the best investment ever for your dust.
Thanks, sound advice. This is precisely why I didn't craft her despite me wanting to play this deck, she isn't usable outside of meme/fun decks. More especially now that we are nearing the next expansion. So right now I'm down to hoping I unpack her lol.
Tried my hand with a little theorycrafting with this as a centerpiece.
Came up with this.
A bit of all-in on the ramp to get the big minions out with the Kael'thas Sunstrider and [Hearthstone Card (Fluffy Fight) Not Found] combo as the swing turn. I think a big problem of this deck is draw. Not enough draw to build the combo.
Too bad they didnt confirm what happens when it dies buffed to say 15/15 or if it gets hit by something like Hunter's Mark or Repentance and dies as 9/1. I think in either case it will just spawn an 8/8, but not a confirmed interaction yet i think.
I think this has been confirmed as well. New iterations don't retain the buffs.
Not sure about this, do the 5 Golden Scholomance Academy Card Packs have their own pity timer?
Not sure if anything has been officially stated, but as the Golden Classic packs have a separate pity timer to normal Classic packs, I would assume the same would be true here, and for the same reason - to prevent you trying to 'time' a golden legendary. I guess it can be tested easily enough: open 5 normal Scholo packs and then (if you didn't get a legendary in those 5 packs) open your golden packs. If you still get no legendary then they have separate timers. If you do get a legendary then you were probably just lucky. If enough people do this and anyone doesn't get a legendary then they're unlinked.
Edit: these need to be your first 10 Scholo packs for this to be effective
Thanks for the response!
I found a tweet from Celestalon saying that Golden Classic Packs do not have pity timers. I assume these apply to golden scholo packs as well.
Quote From Celestalon
Update: I was wrong, apologies. Golden packs are so rare, with no expectation to get enough of them to hit any pity timers, that we made them completely independent rolls, every time. Source.
I don't think you get a guaranteed legendary from the first 10 packs as well.
I wonder how it will work with N'Zoth, the Corruptor, will it keep the reduced stats or will all copies return as 9/9? Problably return as 9/9, but there's only one way to now for sure. Can't wait to try it.
I assume each iteration is a separate minion in the res pool.
Say for example, this was killed 8 times in the board.
So when you drop N'Zoth, it summons a 9/9, 8/8, 7/7, ..., 1/1.
This effect has been confirmed by Blizz.
Quote From Celestalon
You'd get a 9/9, an 8/8, a 7/7, etc. Kind of like a series of Jade Golems, but in reverse.
I agree with Regis' assessment:
Not a must craft card for me but it's on the next tier.
F
I like this card, not sure if it is good, but it is non-combo hard removal with a body.
As others have mentioned, the mana cost is what hurts this card. I think it needs to have windfury to justify the mana cost. So with rush, this could hard remove 2 minions and leave behind a 3/6 body. Or lower the health and mana cost to make it more flexible.
This is the first thing that came to mind as well. I loved mid-range pally years ago, this card sort of gives the vibe of that time for me.
I agree with the assessment that this is in essence poisonous with Rush. With a one difference, It is almost guaranteed to survive (unless target minion is poisonous).
One clarification though, if this attacks a divine shield minion, will the 3/3 transformation persist after the attack? For example, opponent drops Tirion Fordring, then you drop and attack this next turn. Will tirion survive with 6/6, or 3/3?
Only looks like a decent card in Standard. It does synergize with the new card Disciplinarian Gandling, but my main issue with it is how to reliably trigger its discard effect.
At face value, it looks really good to me.
I am seeing insane value in zoolock. It essentially converts all tokens to mid sized minions as well as acting as a deathrattle activator. Both of which are staples in zoolock.
It does have an anti-synergy with Magic Carpet and [Hearthstone Card (Scrap Imp) Not Found]. That said I still see it being run in Scrap imp decks as a contingency card if you don't draw a timely scrap imp. As for Magic Carpet, you could swap in [Hearthstone Card (Fluffy Broom) Not Found] instead. If have a lot of tokens in hand, this plus tokens then Fluffy Broom could act as a pseudo board clear.
So far, my #2 must craft card of the set.
Interesting. I forgot this card existed for Rogue lol
Interesting card. Though seems to benefit the Warrior more than the Rogue.
I want to try this out in a weapon heavy Hack the System deck.
I wonder if this can fit in a pirate warrior deck.
I think he means another minion besides Kel. So drop kel, shadowflame another minion on board. Clear enemy board as well as resurrect all enemy minions, plus the Shadowflamed minion.
I too miss Day9 and Noxious.
They weren't the best, but they made me laugh the most.
Just to clarify, does this split the excess damage to the neighbors? or deals the same damage to both? (though I assume it's the latter).
Example:
You hit a 2/2, will the neighboring minions receive 1 damage each ? or be deal 2 each?
This card makes me think of reverse Betrayal positioning where you should not place the weakest minion in the center lol.
Same thoughts. A stronger but conditional/combo version of Sylvanas with the exception that you don't deny the opponent's deathrattle effect.
Good with decks with good removal or strong AOE. Insane swing potential.
So far, this is my first must craft card this expansion.
Thanks, sound advice. This is precisely why I didn't craft her despite me wanting to play this deck, she isn't usable outside of meme/fun decks. More especially now that we are nearing the next expansion. So right now I'm down to hoping I unpack her lol.
Dang, I seriously want to try this deck but don't have Anka, the Buried :(
Solid, albeit boring, card.
Very good good buff target early game. I wonder if Blizz will push buff priest this expansion.
Trying to think up the biggest burst without random shenanigans.
Came up with this 9 card combo (lol) for 26 damage:
This can be higher if you factor in Vashj Prime or Far Sight discounts.
Realistically though, the damage this generates will be spread across different turns rather than as an OTK.
Tried my hand with a little theorycrafting with this as a centerpiece.
Came up with this.
A bit of all-in on the ramp to get the big minions out with the Kael'thas Sunstrider and [Hearthstone Card (Fluffy Fight) Not Found] combo as the swing turn. I think a big problem of this deck is draw. Not enough draw to build the combo.
The current meta card draw of druid doesn't fit:
Settled with Nourish since it gives flexibility of more ramp or card draw.
I want to try it out but doesn't look great lol. This card might be better as a top end card of a token druid.
I think this has been confirmed as well. New iterations don't retain the buffs.
Thanks for the response!
I found a tweet from Celestalon saying that Golden Classic Packs do not have pity timers. I assume these apply to golden scholo packs as well.
I don't think you get a guaranteed legendary from the first 10 packs as well.
This effect has been confirmed by Blizz.
Source: https://twitter.com/Celestalon/status/1283118328932732930
Not sure about this, do the 5 Golden Scholomance Academy Card Packs have their own pity timer?