More Discard support for Wild is always a good thing. I guess it's the egg part that's relevant for Standard (for now)
At the end of the day whether you discard this or play it to kill it the result is essentially the same (minus the mana discount from Discarding I guess)
not really powercreeped, just expanded upon if you really think about it. Keli'dan is still good in Plot Twist...and who says you can't run him alongside these? Extra removal with tempo never hurts....well I guess you have to hurt yourself first.
I don't think it needs extremely powerful synergy to be good, just a bit more.
I'm not really intending to hold on to this until Galakrond. If you just run another weapon (like Scimitar, which is far from bad, but just didn't have areason to be run so far) or weapon buffs (if necessary or plausible) you will occasionally get value out of it. If that doesn't happen you can keep it around til galakrond (since you have enough other stuff to do anyways) and if you draw it off him it's even better.
For Warlock it's basically [Hearthstone Card (Kel'idan the Breaker) Not Found] except you also draw a card (and you don't get the occasional boardwipe, but w/e). Kel'idan is good enough to see play in Questlock despite his secondary effect rarely activating....so being able to run two more is huge. It's essentially Siphon Soul, but instead of healing for 3 you get a minion...which is usually better.
If Warlock gets more ways to damage themselves for cheap this will be a staple for the class...probably even in Zoo.
Priest is a bit harder to justify....Granted, once you take damage there are multiple ways to use this efficiently (Renew for instance), but if we're being honest Priest doesn't really need that much removal anyways. I guess we'll see how consistent it is. Control or combo decks can easily play around it by just not damaging Priest so I don't see it being as much of an auto include.
So on one hand Imprisoned Felmaw was massively underestimated because of the randomness. This falls into a similar category. It has great stats and it will always have an impact even if your opponent gets rid of it.
Really the only issue with it is where to put it. I'm assuming it needs to go in an aggro version seeing how that's the only deck where it won't matter as much if the deathrattle goes face or hits a minion.
Either way it's not going to be enough to really push pure Stealth Rogue.
Maybe, it will be just good enough as an annoyance to see play in whatever build Galakrond ends up using. Sherazin, Corpse Flower basically got treated the same way until it got replaced by better cards.
Guess we're back to barely above average statsticks that somehow qualify as legendaries for Rogue. Myra, Gral and Sherazin welcome you to join them in obscurity.
Too difficult to evaluate at the moment. We can make better judgement calls ocne we've seen the whole set and what other support there is.
In any case, weapons are always strong and if you ssomewhat reliably can curve into this with on it's a huge tempo boost. All Rogue really needs atm is a genuine finisher
I don't see why people think it won't see play as long as Galakrond is still around.
First of all that guy got nerfed pretty hard, so it's not like he will automatically outclass every other archetype anymore. Secondly, why not consider this with a Galakrond package? Secrets aren't nearly as good as they used to be and Stealth is also more of an engine by itself instead of a legit archetype (for now).
I'm assuming Weapon Rogue will get at least some more synergy in this expansions and then you can just throw it into Galakrond and make use of this. Not to mention it has synergy with the Claw from Galakrond, even if you don't get to play it immediately.
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.
oh okay. that would seem like a relatively difficult combo though because you rely on having a board (or have Kel stick for a turn which doesn't seem plausible either)
Yeah this is going to be huge for control decks, especially ones with cheap big removal. Can see this being used in Mage, Warrior, Warlock Priest and Shaman (maybe even Rogue)
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?
if it said summon he would continuusly destroy his own spawns
oh god
OH GOD
I'll use it in my Wild Discolock and you can't stop me.
In Standard I feel like it'll only be used as more self destruct fodder (although we don't have a ton of support for it as of now).
All the Discard support we have right now are the ones that discard the highest cost card (which this most likely will never be, so no point there).
Would have been sick with the Rastakhan's rumble stuff, but I guess that wasn't meant to be.
More Discard support for Wild is always a good thing. I guess it's the egg part that's relevant for Standard (for now)
At the end of the day whether you discard this or play it to kill it the result is essentially the same (minus the mana discount from Discarding I guess)
not really powercreeped, just expanded upon if you really think about it. Keli'dan is still good in Plot Twist...and who says you can't run him alongside these? Extra removal with tempo never hurts....well I guess you have to hurt yourself first.
you know what that means: everyone who opens a golden one gets free extra dust down the line.
I periodically forget that that card exists. with a bit more burgle support it could actually be reasonable.
I don't think it needs extremely powerful synergy to be good, just a bit more.
I'm not really intending to hold on to this until Galakrond. If you just run another weapon (like Scimitar, which is far from bad, but just didn't have areason to be run so far) or weapon buffs (if necessary or plausible) you will occasionally get value out of it. If that doesn't happen you can keep it around til galakrond (since you have enough other stuff to do anyways) and if you draw it off him it's even better.
For Warlock it's basically [Hearthstone Card (Kel'idan the Breaker) Not Found] except you also draw a card (and you don't get the occasional boardwipe, but w/e). Kel'idan is good enough to see play in Questlock despite his secondary effect rarely activating....so being able to run two more is huge. It's essentially Siphon Soul, but instead of healing for 3 you get a minion...which is usually better.
If Warlock gets more ways to damage themselves for cheap this will be a staple for the class...probably even in Zoo.
Priest is a bit harder to justify....Granted, once you take damage there are multiple ways to use this efficiently (Renew for instance), but if we're being honest Priest doesn't really need that much removal anyways. I guess we'll see how consistent it is. Control or combo decks can easily play around it by just not damaging Priest so I don't see it being as much of an auto include.
I'm sorry what? So you're telling me I get a 4-mana Vilespine as long as I either punch or heal myself?
Well, Warlock certainly won't be having any issues with single target removal now.
So on one hand Imprisoned Felmaw was massively underestimated because of the randomness. This falls into a similar category. It has great stats and it will always have an impact even if your opponent gets rid of it.
Really the only issue with it is where to put it. I'm assuming it needs to go in an aggro version seeing how that's the only deck where it won't matter as much if the deathrattle goes face or hits a minion.
Either way it's not going to be enough to really push pure Stealth Rogue.
Maybe, it will be just good enough as an annoyance to see play in whatever build Galakrond ends up using. Sherazin, Corpse Flower basically got treated the same way until it got replaced by better cards.
Guess we're back to barely above average statsticks that somehow qualify as legendaries for Rogue. Myra, Gral and Sherazin welcome you to join them in obscurity.
Maybe this means Token DH isn't supposed to be played purely aggressively?
Either way this is pretty strong. Just having another boardclear is a good argument for trying to run Control DH.
Too difficult to evaluate at the moment. We can make better judgement calls ocne we've seen the whole set and what other support there is.
In any case, weapons are always strong and if you ssomewhat reliably can curve into this with on it's a huge tempo boost. All Rogue really needs atm is a genuine finisher
I don't see why people think it won't see play as long as Galakrond is still around.
First of all that guy got nerfed pretty hard, so it's not like he will automatically outclass every other archetype anymore. Secondly, why not consider this with a Galakrond package? Secrets aren't nearly as good as they used to be and Stealth is also more of an engine by itself instead of a legit archetype (for now).
I'm assuming Weapon Rogue will get at least some more synergy in this expansions and then you can just throw it into Galakrond and make use of this. Not to mention it has synergy with the Claw from Galakrond, even if you don't get to play it immediately.
oh okay. that would seem like a relatively difficult combo though because you rely on having a board (or have Kel stick for a turn which doesn't seem plausible either)
It's okay I guess? It wants to be used with Spell damage but Mage doesn#t really run spell damage so it's just Shadowbolt with a rare bonus.
Yeah this is going to be huge for control decks, especially ones with cheap big removal. Can see this being used in Mage, Warrior, Warlock Priest and Shaman (maybe even Rogue)
does that work though? Doesn't Shadowflame kill Kel before the Spellburst activates?
Can't wait for Kripp not reading any card text and ending the match in 5 minutes again :^)