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Comments
Oh boy, if this comes from a Faceless Lackey I assume it wouldn't be dormant right? because that would be OP. Or would it since its not a Battlecry? I'm confused on this.
While I'm generally skeptical of the dormant cards, the 2-cost ones seem good/strong to me. Anything that can be played in lieu of a hero power seems good enough. Sometimes pinging for one is great, and sometimes it's just a way to pass a turn. There's a lot of situations where the 3/5 rush coming online in two turns is absolutely worth it. It seems more a question of whether or not it's worth a deck slot than if the card's power level is strong enough on its own.
If it was a mech it would be good. Guarantees a magnetic on a minion with rush that already has decent stats and 4 mana 3/5 rush mech just sounds like a card that would exist. But a demon? We'll have to see the whole set to tell for sure but it sounds really bad so far...
before we say „too slow” we need to know all the cards from the set.
let’s see if:
- are cards that let you take advantage of playing dormant minions
- interact with dormant minions (battlecry: free your dormant minions)
big 'ol MEH
At least this demon looks like one ..!
* Cough : Mo'arg Artificer *
So far the Dormant minions look preeety bad. The way is see "Dormant for 2 turns":
- we play a minion on turn X,
- minion can't attack on turn X + 1,
- minion can't attack on turn X + 2 (it just woke up, therefore it can't attack),
- minion can finally attack on turn X + 3...
Therefore I think IF Dormant minions are played at all (quite a big IF) - then we will play them for EFFECTS on them and not for stats. Like Imprisoned Satyr - could be ok for Combo decks... But played on turn 3, it will attack on turn 6...
Imprisoned Vilefiend is little different. Rush effect means it can probably attack when it wakes up (X + 2). So, played on 2, its 3/5 Rush on turn 4. Seems average, so I think it's not good enough.
The biggest problem is - if you play them later than "on curve" (the first turn you can play them on), you can only pray to survive, to ever see the effect. So they are probably too slow...
But If you build whole deck around it, like Imprisoned Satyr in a Combo - it can work.
Even if Dormant looks bad at first, I still like that they experiment with it. Those Dormant cards revealed so far, can be build-around or support cards, this way they can be decent I think.
This card is not as bad as people say. Don't think of it as a 2-mana 3/5 Rush, think of it as a 0-mana 3/5 Rush. The turn it awakens, you can play a 4 drop alongside it for a major tempo swing. It's kinda like a Sidequest, where you're paying a small surcharge for a free effect later. 3/5 is big enough to threaten basically any 2 drop, and lots of 3 drops. That might stop your opponent from establishing their board for fear of free removal.
All that said, I don't think this card is spectacular. You need to play it on exactly turn 2. Still, it might see some use in a slower midrange Highlander-type deck.
Slow and bad, will not see play.
is this supposed to be some artificial way to slow down the game by trying to coax people into sacrificing tempo early for BEEG NUMBA later on? If so I don't believe it's gonna work.
I think this might be good in Control Warlock in particular, since you can play it a turn before you're going to AoE the board. Warlock AoE tends to hit friends and foes, but not dormant minions. So it sets up nicely for Dark Skies, Crazed Netherwing, Twisting Nether etc.
Its never safe to withhold an AoE for value. If it needs to be out, it goes out. Also, your opponent will be able to see your dormant minion and will play against it accordingly.
Controlock has better stuff to play than a 2 mana, freeze for two turns 3/5 rush minion. In my opinion Imprisoned Vilefiend is more important for swinging tempo in your favor. Control decks tend to eliminate opponent's tempo, not swing it.
In the early turns it's not a question of withholding, as you may simply not have the mana yet to use the AoE. In later turns, you may have the choice between clearing the most imminent threats with trades and single-target removal or using AoE; you'll probably want to cash in on those trades before blowing up the entire board.
I think Vilefiend waking up after Twisting Nether is more of a pre-paid removal than a tempo swing: since the opponent gets a full turn to rebuild their board after Nether, you'll probably be behind in tempo, just less so than if you had to start from nothing.
It’s ok, and probably viable in standard. As a wild player though, this seems really bad in comparison to what stuff you can do turn two instead
I mean this dormants kinda counter Doomsayer
As it's name is not official yet I think it's name should be Imprisoned fluffyfiend*
What is rotating?
If you can afford to play Imprisoned Vilefiend on 2, then getting a 3/5 on 4 with rush is pretty good. The fact that this can help you retake the board in the midgame certainly makes it interesting, but if you want to take control of the board in the midgame, why not spend your second turn playing a minion that can help you to do that immediately?
So slow...
Pretty meh. Don't think that a Tempo Deck wants a 2 Mana do something later. You can play it on t2 and give it Blessing of Kings or Power Infusion on t4, but outside of that it's a terrible Topdeck.