to be fair, that was in a class without weapon tutors, whereas this gets searched by Sandbinder, which is a huge plus.
Priest's setup was also much more difficult and required very specific spells you wouldn't run in any other deck, whereas Mage gets better draw and more flexible low cost spellls.
The real issue is the same as Flamewaker Mage right now. You build an entire deck around a singlle combo that needs to win you the game on the spot or else your opponent will just come back and kill you.
It's decent, but people tend to forget Cyclone Mage FUCKING DIED after they nerfed CC.
It has potential because Sandbinder can tutor it alongside Cyclone.
I'M assuming it only counts spells cast after it was played so no Elemental Evocation shenanigans.
The earliest Mage can really snowball with this is turn 5 and that's assuming they also drew Apprentice, Evocation, Cyclone and a couple other cheap spells....which just sounds like a worse version of current Flamewaker Mage (which is garbage)
I don't believe the hype, probably going to end up as a meme deck
I'd say it's better than Shambler on account of not requiring a target. Shambler is a dead card if your mountain Giant or Twilight Drake doesn't stick, making it clunky on curve.
This will usually be at least a 6/6 taunt, which is enough in matchups where you can't just tap endlessly.
given that this was revealed prematurely I suppose there will be more synergy cards to justify its effect.
We haven't seen the Warrior Invokers yet, but I doubt we get ones that actually allow you to play this on turn 3...meaning the true strength of this comes from
a) being drawn with Galakrond
or
b) synergizing with some other dragon related mechanic that has yet to be revealed for Warrior
Either way, I doubt they'd waste an epic slot on a card that's just a worse Restless Mummy at face value.
It's too early to properly evaluate this, but I could see it in Dragon-Quest Shaman (if that becomes a thing). Zola was an amazing value card and this is practically the same as long as you're playing a dedicated dragon deck.
Also a 2/3 vanilla with an upside is always a good choice for most decks
On one "hand" drawing 4 while also increasing Handsize in a class that likes to draw a lot is pretty strong. This makes both Plot twist and the Quest a lot better.
On the other hand, this is a 7-mana 4/4 that does nothing the turn it's played, meaning you'll usually have to set up a Doomsayer turn to play this and even then it's a pretty weak play by itself.
Although we finally get to play 1-mana Mountain Giants.
The real question is whether this works in combination with a dragon package, because otherwise I don't see Controllock working out.
Would pre-nerf Ancient of Lore still be an auto-include? Yes obviously because of Ossirian Tear, but even standalone it's still a good effect. Creating card advantage while putting any body on the field is a great ability. The extra hand space is just icing.
pre nerf Ancient would probably not even see play these days. Spending 7-mana on a vanilla with only a card draw effect just isn't a good play anymore. there's a reason why Countess Ashmore saw no play whatsoever, despite The Curator causing people to run suboptimal Murlocs just to make use of him.
Card draw is no longer as much of a luxury as it was 2 years ago, and Warlock already draws a lot, so the real appeal of the card is the handsize increase and all the benefits that come with it.
That being said, revert my boy Ancient of Lore, he doesn't deserve to be trash forever because of sins from the past
would be interesting to see how the different classes compare to each other.
Hunter for instance wouldn't fare to well because you might run into the two class dragons which are a bit underwhelming, whereas Rogue has a chance of discovering Waxadred, which is a very good result.
Might be a fun gimmick for stuff like Shaman or Rogue, but overall probably a meme
Pretty good, even without the legendary. Getting a 8/8 or 9/9 with taunt on turn 6 is both strong and realistic. Also a buff to Plot Twist Questlock.
However, once again the Warlock set looks disconnected as hell. On one hand we got galakrond Zoo, then we have Dragon Control and now we have...this? I hope the legendary dragons and neutral dragon support make up for this, otherwise Warlock is doomed to another set of mediocrity
On one "hand" drawing 4 while also increasing Handsize in a class that likes to draw a lot is pretty strong. This makes both Plot twist and the Quest a lot better.
On the other hand, this is a 7-mana 4/4 that does nothing the turn it's played, meaning you'll usually have to set up a Doomsayer turn to play this and even then it's a pretty weak play by itself.
Although we finally get to play 1-mana Mountain Giants.
The real question is whether this works in combination with a dragon package, because otherwise I don't see Controllock working out.
I mean, it'S definitely good (removal on a stick is always good) but in what scenario does it really pay off? Best case scenario you're going to target a regular minion and preemptively remove the second copy in your opponent's deck, which is obviously good, but not terribly exciting.
The only scenario where this REALLY shines is against Quest Druid, where you can use it to kill both Oasis Surgers at once while also killing the one in the deck (and possibly Floop if they have it in hand at that time)
Maybe it can act as a pseudo board clear against token decks that some multiple tokens of the same type (like treants) and you get to screw over the 3 people that still play Holy Wrath Paladin.
It's good, and it will definitely be a staple in most Rogue decks just for the tempo alone, but I feel like the effect just won't be as....exciting....as it looks.
Obviously there's the Time OUt synergy (although I doubt spending 5 total mana on a 3/6 taunt is worth it)
I'd probably run this in Nozdormu Paladin since that deck needs non-minion early plays.
At the end of the day this works similar to Rat trap. Your opponent will be forced to damage you each turn or else you get a huge tempo/defense boost, meaning you might be able to stop them from value trading.
Downside is that you spend 2-mana and your opponent will always know what awaits him.
The wording seems off though. "for a turn" could imply your own turn, which means you'd be guaranteed completion the turn you play it as long as you don't slam your face into something. Guess it should be "your opponent's turn"
to be fair, that was in a class without weapon tutors, whereas this gets searched by Sandbinder, which is a huge plus.
Priest's setup was also much more difficult and required very specific spells you wouldn't run in any other deck, whereas Mage gets better draw and more flexible low cost spellls.
The real issue is the same as Flamewaker Mage right now. You build an entire deck around a singlle combo that needs to win you the game on the spot or else your opponent will just come back and kill you.
It's decent, but people tend to forget Cyclone Mage FUCKING DIED after they nerfed CC.
It has potential because Sandbinder can tutor it alongside Cyclone.
I'M assuming it only counts spells cast after it was played so no Elemental Evocation shenanigans.
The earliest Mage can really snowball with this is turn 5 and that's assuming they also drew Apprentice, Evocation, Cyclone and a couple other cheap spells....which just sounds like a worse version of current Flamewaker Mage (which is garbage)
I don't believe the hype, probably going to end up as a meme deck
well...it kinda does
I'd say it's better than Shambler on account of not requiring a target. Shambler is a dead card if your mountain Giant or Twilight Drake doesn't stick, making it clunky on curve.
This will usually be at least a 6/6 taunt, which is enough in matchups where you can't just tap endlessly.
given that this was revealed prematurely I suppose there will be more synergy cards to justify its effect.
We haven't seen the Warrior Invokers yet, but I doubt we get ones that actually allow you to play this on turn 3...meaning the true strength of this comes from
a) being drawn with Galakrond
or
b) synergizing with some other dragon related mechanic that has yet to be revealed for Warrior
Either way, I doubt they'd waste an epic slot on a card that's just a worse Restless Mummy at face value.
very interesting.
It's too early to properly evaluate this, but I could see it in Dragon-Quest Shaman (if that becomes a thing). Zola was an amazing value card and this is practically the same as long as you're playing a dedicated dragon deck.
Also a 2/3 vanilla with an upside is always a good choice for most decks
pre nerf Ancient would probably not even see play these days. Spending 7-mana on a vanilla with only a card draw effect just isn't a good play anymore. there's a reason why Countess Ashmore saw no play whatsoever, despite The Curator causing people to run suboptimal Murlocs just to make use of him.
Card draw is no longer as much of a luxury as it was 2 years ago, and Warlock already draws a lot, so the real appeal of the card is the handsize increase and all the benefits that come with it.
That being said, revert my boy Ancient of Lore, he doesn't deserve to be trash forever because of sins from the past
would be interesting to see how the different classes compare to each other.
Hunter for instance wouldn't fare to well because you might run into the two class dragons which are a bit underwhelming, whereas Rogue has a chance of discovering Waxadred, which is a very good result.
Might be a fun gimmick for stuff like Shaman or Rogue, but overall probably a meme
inb4 it breaks the game on release and we get 3 packs as compensation
Pretty good, even without the legendary. Getting a 8/8 or 9/9 with taunt on turn 6 is both strong and realistic. Also a buff to Plot Twist Questlock.
However, once again the Warlock set looks disconnected as hell. On one hand we got galakrond Zoo, then we have Dragon Control and now we have...this? I hope the legendary dragons and neutral dragon support make up for this, otherwise Warlock is doomed to another set of mediocrity
Torn on this one.
On one "hand" drawing 4 while also increasing Handsize in a class that likes to draw a lot is pretty strong. This makes both Plot twist and the Quest a lot better.
On the other hand, this is a 7-mana 4/4 that does nothing the turn it's played, meaning you'll usually have to set up a Doomsayer turn to play this and even then it's a pretty weak play by itself.
Although we finally get to play 1-mana Mountain Giants.
The real question is whether this works in combination with a dragon package, because otherwise I don't see Controllock working out.
6 Finger Handlock
I mean, it'S definitely good (removal on a stick is always good) but in what scenario does it really pay off? Best case scenario you're going to target a regular minion and preemptively remove the second copy in your opponent's deck, which is obviously good, but not terribly exciting.
The only scenario where this REALLY shines is against Quest Druid, where you can use it to kill both Oasis Surgers at once while also killing the one in the deck (and possibly Floop if they have it in hand at that time)
Maybe it can act as a pseudo board clear against token decks that some multiple tokens of the same type (like treants) and you get to screw over the 3 people that still play Holy Wrath Paladin.
It's good, and it will definitely be a staple in most Rogue decks just for the tempo alone, but I feel like the effect just won't be as....exciting....as it looks.
nope. Since it destroys the copy on board, said minion will always end up in the graveyard
presumably
finally, the much awaited counter to Pogo Hoppers
it's interesting to say the least.
Obviously there's the Time OUt synergy (although I doubt spending 5 total mana on a 3/6 taunt is worth it)
I'd probably run this in Nozdormu Paladin since that deck needs non-minion early plays.
At the end of the day this works similar to Rat trap. Your opponent will be forced to damage you each turn or else you get a huge tempo/defense boost, meaning you might be able to stop them from value trading.
Downside is that you spend 2-mana and your opponent will always know what awaits him.
The wording seems off though. "for a turn" could imply your own turn, which means you'd be guaranteed completion the turn you play it as long as you don't slam your face into something. Guess it should be "your opponent's turn"
probably balancce reasons because if you go first with this you're basically guaranteed a 3/6 taunt on turn 2.
Am I missing something here or is this just filler?
Like sure, Anti Rez tech and maybe Oaken Summons shenanigans, but that's about it.
25% of the time it works every time