YourPrivateNightmare's Avatar

YourPrivateNightmare

Skeleton
Joined 03/25/2019 Achieve Points 2010 Posts 4741

YourPrivateNightmare's Comments

  • It's a good card stat-wise, but I have no idea how to make it work for paladin (outside of just being cheaper Equality, and I'm speaking mainly about pure Paladin since I don't see any other version of Control Paladin being a thing)

     

    Warrior can perhaps combine it with some provider of Rush (Rocket Boots playable POGGERS)

  • Ysiel Windsinger exists. Imprisoned Satyr twice can discount either of the two. and you can basically play at least 11 spells (of any cost) in a single turn, which, while not necessarily giving you lethal can at least create a board so large that only Plague of Death can get rid of it.

  • Satyr is better because you're not required to play them both at the same time. Just play Satyr and make sure no other minions are in hand two turns later.

  • I don't know why they would print something like this, but screw it, it's combo time I guess.

     

    I'd like to point out the very VERY concerning potential with Ysiel Windsinger. Basically all you need to do is have both in hand and playing two Invalid Deck ID. No matter how they land you are now able to get out both Ysiel at the same time, then play any spell and have 10-mana to cycle through your deck and play every high cost spell under the sun.

    Now maybe that's not too scary right now but it basically improves every single high-cost spell they print until this year rotates from standard.

     

    Sure, we don'T have a real OTK with this, but just think something as silly as The Forest's Aid + Soul of the Forest, + the 10-mana buff spell (or any other permanent buffs) while also cycling through your deck via Overflow.

    We're talking about a 4-card base combo that allows you to get through your entire deck while being able to set it up throughout the game without too much of a tempo loss.

  • Kun 2: Gone but no forgotten

     

    NOTHING THAT COULD POSSIBLY GO WRONG WITH THIS, RIGHT?

  • Quote From DoubleSummon

    OTK enabler -> need The Coin or any discount on a combo piece that is a minion or [Hearthstone Card (potion of illusions) Not Found]

    there are 2 ways both require a set up turn and an execution turn.. in wild it's even easier cause of [Hearthstone Card (emperor thaurisan) Not Found]

    6 cards OTK The Coin, Archmage Antonidas, 2 Sorcerer's Apprentice, 2 [Hearthstone Card (potion of illusions) Not Found].

    In standard you can get the coin via Licensed Adventurer (just play Elemental Allies without elementals in your deck).

    So it's 8 slots in the deck to have the combo in your deck.

    Path 1:

    Setup:

    play Archmage Antonidas +The Coin + Potion of Illusion

    Execution:

    play 2 Sorcerer's Apprentice (4 mana) + Potion of Illusion (2 mana) + 3 1 cost 1/1s (3 mana)  in total 9 mana. then you should have 2 fireballs from last turn or any 4 or less cost spell and you spam fireballs.

    Path 2:

    Setup:

    play 2 Sorcerer's Apprentice (4 mana) and double Potion of Illusion (4 mana) = 8 mana

    Execution(order is important if you don't have another 4 cost or less spell):

    play Archmage Antonidas + The Coin + 4 1 cost Sorcerer's Apprentice, then blast away..

    In conclusion:

    HOF Sorcerer's Apprentice already.

    while that sounds plausible you have to consider that:

    a) Mage doesn't really draw as well as it once used to

     

    b) any combo Mage is vulnerable to being bursted down since no more Ice Block (the main reason no real  combo deck has been a thing for a while

     

    c) you're talking about a 7-card combo that needs at least 2 turns of set up: one for the Adventurer (the easier one) and one for the Antonidas one, which is essentially skipping a turn and leaving yourself open (which is extremely hard to do in the current meta seeing how even slamming down Alexstrasza is a chore these days)

     

    Also, I don't get why you think Sorcerer's Apprentice is the issue. Mage has always been about discounting spells and throwing out lots of them. Archmage Antonidas is the real culprit because he provides infinite damage. Rework Antonidas (or replace him like Velen) and you won't have to worry about Exodia MAge in Standard ever again.

  • Quote From NegativeNemsy

    This card will do better in aggro with Savage Roar as a board controller and finisher.  I think there will be better cards than this for non aggro decks.  This card reminds me of Wardruid Loti.  When Loti was revealed, it was thought to be a flexible swiss army knife that would go in any deck.  In reality it didn't find a home in that many decks.  I'm getting the same vibe here.  This seems like a bait card, but with interesting effects nonetheless.

    Loti saw plenty of play in Quest Druid. The only reason she didn't before was because there was just no deck that needed her (and she was a bitt too flexible...as in you only ever played her in specific scenarios)

  • that'S the point though, you have no idea if you get the boardclear you want and you're not gonna play this as a boardclear fetch.

    It's kinda like Grand Archivist and that card needed a very specific deck to function.

  • Alright, now that the Soul Shard mechanic is out this is suddenly pretty good.

    Tapping into soul shards can give you multiple discounts so it's not unlikely to get this out fairly early.

  • perhaps this might be the thing that makes Big demon Warlock playable. If you draw a big demon off the Dark Portal or Quest Hero power you can do some crazy things (and the Outcast isn't really relevant and just a bonus).

    It's also currently the only efficient way to duplicate Kanrethad Prime, which would be the win condition for that deck.

  • there's always one class that gets most of their cardpool revealed at the final dump.

     

     

  • are we really going to pretend this is good?

     

    As demonstrated in the video, you cannot run this in any deck that runs spell removal or symmetricaly board clears. You also can't run in it with situational spells you need later (aka Consecration). You'd have to build a full buff deck (meaning one that has no possible ways of coming back into the game) for a ONE TIME effect that hopefully results in a really big minion on turn 4 (or later)

    I really can't see it happening.

  • I really don't see this being a thing.

    Basicallly every Paladin or Priest deck has to run spells that don't want to get pulled by this. Even in  Paladin, where there's basically no straight-up negative effects you wouldn't want this to pull something like Libram of Justice of Consecration because 9/10 times it would be wasted.

     

    Even if, hypothetically, we can build a Paladin or Priest deck that runs ONLY buffs (or other benefitial spells) it would be for a single 4-drop with a one-time effect.

     

    I can't see this being played legitimately in any deck...at least not with the current cards.

     

    Man Paladin really is getting the short end of the stick...again. Let's hope Pure Paladin is good enough with some of the new additions.

  • only works if your opponent lets it live. Against aggro you have no board and againsst control you'll likely be met with removal.

    This was definitely intended to be used in the same turn

  • Ramp to 10. Play this + Overflow

     

    it's like Ultimate Infestation never left

  • probably two instances, since the first battlecry will continue if you cast the spell.

  • this is why we can't have nice things.

     

    At least that's unreliable enough to not work out.

  • Not too impressed, but it's better than nothing. Small Spell mage appreciates any 1-cost spell that can stall or clear the board.

    Idk what the point would be in Rogue though (outside of a combo activator that's also a combo card by itself)

  • Magma Rager and Silverback are unplayable now, gg the meta is ruined