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On May 15 2014 02:37 NovaTheFeared wrote:That's a very strong card. It's over budget on stats and the death rattle can either be negated or turned into an advantage. Show nested quote +On May 15 2014 02:19 Hryul wrote:On May 15 2014 02:12 Eggi wrote: There pretty much is no downside to this card.
5/5 minion for 4? move over yeti. Combo it with Argus defender, its disgustingly good. all I see is zoo :D It's a Rogue card so it would be a very different zoo deck  damn it. that was mean! there was no mention about a class in the op, so i was confused.
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Like the card but don't know if it's good. By itself it's just a 5/5 for 4 which is amazing.
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On May 15 2014 03:30 Hryul wrote:Show nested quote +On May 15 2014 02:37 NovaTheFeared wrote:That's a very strong card. It's over budget on stats and the death rattle can either be negated or turned into an advantage. On May 15 2014 02:19 Hryul wrote:On May 15 2014 02:12 Eggi wrote: There pretty much is no downside to this card.
5/5 minion for 4? move over yeti. Combo it with Argus defender, its disgustingly good. all I see is zoo :D It's a Rogue card so it would be a very different zoo deck  ...there was no mention about a class in the op, so i was confused. Good point -- fixed.
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On May 15 2014 03:06 rd wrote: Seems like it'd be most ideal in a tempo rogue deck, but it doesn't sound as great as it looks. Removing this minion against a tempo rogue removes two minions from their board. At turn 5 or later, most of the cards rogue might replay aren't going to be as impactful by that point in specific match-ups. By turn 5 if it's removed vs a zoo lock, you're probably already dead; by turn 5 vs a number of control decks the impact of the battlecries a rogue might play diminishes greatly, especially if two turns worth of board presence in mana is removed all at once, those battlecries (SI, scrubs, etc) are MUCH weaker. As a miracle rogue, the card has a condition which you don't completely control. It can't be expected to be used in conjunction with a leeroy combo outside of very special circumstances.
Strong card on stats, but the effect is overrated, imo. It'd be way better if they just ditched the deathrattle and made it a combo. Without drastic shifts in the meta following naxx, ambusher is counter intuitive to both win conditions of current rogue decks.
probably all correct, but rogue has a lot of extremely useful battlecry effects, and a lot of new cards are coming into play so it's not unlikely that the meta is going to become a lot less certain. for awhile there'll be elbow room for people to try to build a deck that takes advantage of this effect. i mean if a "control" deck can make use of a card that discards half your hand in exchange for criminally cheap stats, i'm pretty sure the possible hit to tempo here can be compensated for.
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On May 15 2014 03:51 Doc Daneeka wrote:Show nested quote +On May 15 2014 03:06 rd wrote: Seems like it'd be most ideal in a tempo rogue deck, but it doesn't sound as great as it looks. Removing this minion against a tempo rogue removes two minions from their board. At turn 5 or later, most of the cards rogue might replay aren't going to be as impactful by that point in specific match-ups. By turn 5 if it's removed vs a zoo lock, you're probably already dead; by turn 5 vs a number of control decks the impact of the battlecries a rogue might play diminishes greatly, especially if two turns worth of board presence in mana is removed all at once, those battlecries (SI, scrubs, etc) are MUCH weaker. As a miracle rogue, the card has a condition which you don't completely control. It can't be expected to be used in conjunction with a leeroy combo outside of very special circumstances.
Strong card on stats, but the effect is overrated, imo. It'd be way better if they just ditched the deathrattle and made it a combo. Without drastic shifts in the meta following naxx, ambusher is counter intuitive to both win conditions of current rogue decks. probably all correct, but rogue has a lot of extremely useful battlecry effects, and a lot of new cards are coming into play so it's not unlikely that the meta is going to become a lot less certain. for awhile there'll be elbow room for people to try to build a deck that takes advantage of this effect. i mean if a "control" deck can make use of a card that discards half your hand in exchange for criminally cheap stats, i'm pretty sure the possible hit to tempo here can be compensated for.
Rogue really only has a few useful battlecry effects, which is more than most classes. But it's not guaranteed that the deathrattle will be able to bounce a minion that even has a battle cry -- you might not have one. Also, you don't need the ambusher to build a deck around taking advantage of it's effect. Theres already plenty of cards that do what an ambusher does and better, and its the entire reason for miracle rogue existing. The only thing new the ambusher could provide is if better deathrattle synergy comes out, but if you think about it, in order for the synergy to work, you couldn't play the battlecry minions, at least not on curve, and such a deck is completely outside of the realm of the current meta game if it were to even exist. Theres only so many more cards they're going to reveal/release, so...
Best case scenario is the ambusher is not removed at all and is allowed to get the full value for its stats, or its played on an empty board and draws removal. It's effect is not completely controllable and will more often than not be a downside than an upside if the current meta is to be a guide. Bouncing back an SI Agent to replay it into a board which is likely now empty on your side to deal 2 damage is not an upside.
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For a card to have higher stats than it should for its mana cost there needs to be a downside, I see no downside to this card in many situations. This card in miracle rogue? Replace loot hoarders with novice engineers and now the "downside" is returning an engineer or si agent to your hand, essentially giving you a free card. 5 toughness is hard enough to remove on its own at that stage of the game and now suddenly you also need to deal with that 1/1 before you can even remove the 5/5. So now miracle has this serious threat you have to deal with and it also means you have less removal for auctioneer later.
Succinctly put, it is a better yeti, already one of the most valuable cards, and its "downside" will more often than not be beneficial.
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This card seems ridiculous.
5-5 for 4 mana is absurdly powerful and the synergy with Leeroy or SI:7 Agent is extremely high.
Seems broken to me.
Still, the deathrattle's randomness might become troublesome but Rogue generally would only have one other minion on the board anyway.
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On May 15 2014 04:04 serum321 wrote: For a card to have higher stats than it should for its mana cost there needs to be a downside, I see no downside to this card in many situations. This card in miracle rogue? Replace loot hoarders with novice engineers and now the "downside" is returning an engineer or si agent to your hand, essentially giving you a free card. 5 toughness is hard enough to remove on its own at that stage of the game and now suddenly you also need to deal with that 1/1 before you can even remove the 5/5. So now miracle has this serious threat you have to deal with and it also means you have less removal for auctioneer later.
Succinctly put, it is a better yeti, already one of the most valuable cards, and its "downside" will more often than not be beneficial.
In such a case, it's not a free card. When counting card advantage you include both cards on board and hand. All it has done is weakened your board state with the upside of replaying the battle cry (and thus a detriment to tempo by "removing" your next play). The upside is completely in the card's stats and its ability to draw that removal in the first place. Replacing ambusher with yeti and simply playing a different card the turn after ambusher would have died is strictly better in the event that the ambusher is removed and gets to proc its deathrattle, even if it bounces the best card conceiveable (minus leeroy, which is sooo situational).
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On May 15 2014 03:30 Hryul wrote:Show nested quote +On May 15 2014 02:37 NovaTheFeared wrote:That's a very strong card. It's over budget on stats and the death rattle can either be negated or turned into an advantage. On May 15 2014 02:19 Hryul wrote:On May 15 2014 02:12 Eggi wrote: There pretty much is no downside to this card.
5/5 minion for 4? move over yeti. Combo it with Argus defender, its disgustingly good. all I see is zoo :D It's a Rogue card so it would be a very different zoo deck  damn it. that was mean! there was no mention about a class in the op, so i was confused.
You can tell what class the card is from the border: neutrals are grey, black is rogue, green hunter, brown druid etc :D
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Netherlands45349 Posts
4 for 5/5 is ridicilous wiwth an added effect too, going to have to be 5cost minimum. The Deathrattle CAN backfire though, because while Battlecries are nice and all that it does cost you mana to put it up again, can go either way.
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Super yeti and a deathrattle that is mostly an upside? run it in all rogue deck.
EDIT: on the bright side, it is hard to be used in miracle rogue. Tempo rogue is much cooler and fun to play with and play against.
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Best card in Hearthstone? It's better than rag and cairne, imo.
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Hey, free shadowstep and a better yeti? Nice.
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On May 15 2014 04:39 figq wrote: Best card in Hearthstone? It's better than rag and cairne, imo.
It does seem strangely strong. Most of the new cards have struck me as interesting and useful, but not overly powerful. This, however, seems like if some fan online had made it and was like "hey guys check out my new idea for a rogue card", everyone would be calling him out for how OP it is. In a majority of cases it is strictly better than any other 4 drop in the game, and its "drawback" can even be considered a strength in rogue decks which tend to run some minions with really good battlecries. "Hey tempo rogues, would you like a stronger Yeti with a free shadowstep thrown in? Yeah? cool."
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I'm worried about whether they though this through....
5/5 is too good for 4 mana, I would think, so I would assume they meant the death rattle as a downside to balance that out. But it really doesn't seem that hard to make decks where it's much more often upside than downside.
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On May 15 2014 04:16 rd wrote:Show nested quote +On May 15 2014 04:04 serum321 wrote: For a card to have higher stats than it should for its mana cost there needs to be a downside, I see no downside to this card in many situations. This card in miracle rogue? Replace loot hoarders with novice engineers and now the "downside" is returning an engineer or si agent to your hand, essentially giving you a free card. 5 toughness is hard enough to remove on its own at that stage of the game and now suddenly you also need to deal with that 1/1 before you can even remove the 5/5. So now miracle has this serious threat you have to deal with and it also means you have less removal for auctioneer later.
Succinctly put, it is a better yeti, already one of the most valuable cards, and its "downside" will more often than not be beneficial. In such a case, it's not a free card. When counting card advantage you include both cards on board and hand. All it has done is weakened your board state with the upside of replaying the battle cry (and thus a detriment to tempo by "removing" your next play). The upside is completely in the card's stats and its ability to draw that removal in the first place. Replacing ambusher with yeti and simply playing a different card the turn after ambusher would have died is strictly better in the event that the ambusher is removed and gets to proc its deathrattle, even if it bounces the best card conceiveable (minus leeroy, which is sooo situational). I love it when you say something is essentially something and someone says its not that thing. I didn't say it was a free card, I said it was essentially a free card in that the 1/1 or 3/3 body they leave behind isn't as important as the battlecry itself. The battlecry effect is the free card, a free 0 mana draw a card or a backstab with no targeting limits. In cases such as sending back a damaged golem or bandit it absolutely gives you a free card because it just added a 31st card to your deck and now you have a new 1 mana spell to combo with.
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On May 15 2014 05:03 serum321 wrote:Show nested quote +On May 15 2014 04:16 rd wrote:On May 15 2014 04:04 serum321 wrote: For a card to have higher stats than it should for its mana cost there needs to be a downside, I see no downside to this card in many situations. This card in miracle rogue? Replace loot hoarders with novice engineers and now the "downside" is returning an engineer or si agent to your hand, essentially giving you a free card. 5 toughness is hard enough to remove on its own at that stage of the game and now suddenly you also need to deal with that 1/1 before you can even remove the 5/5. So now miracle has this serious threat you have to deal with and it also means you have less removal for auctioneer later.
Succinctly put, it is a better yeti, already one of the most valuable cards, and its "downside" will more often than not be beneficial. In such a case, it's not a free card. When counting card advantage you include both cards on board and hand. All it has done is weakened your board state with the upside of replaying the battle cry (and thus a detriment to tempo by "removing" your next play). The upside is completely in the card's stats and its ability to draw that removal in the first place. Replacing ambusher with yeti and simply playing a different card the turn after ambusher would have died is strictly better in the event that the ambusher is removed and gets to proc its deathrattle, even if it bounces the best card conceiveable (minus leeroy, which is sooo situational). I love it when you say something is essentially something and someone says its not that thing. I didn't say it was a free card, I said it was essentially a free card in that the 1/1 or 3/3 body they leave behind isn't as important as the battlecry itself. The battlecry effect is the free card, a free 0 mana draw a card or a free backstab. In cases such as sending back a damaged golem or bandit it absolutely gives you a free card because it just added a 31st card to your deck and now you have a new 1 mana spell to combo with.
If I said essentially (which I didn't) then it was in error, it's not essentially anything. It's strictly neutral in card gain. Its transferring a card from your board to your hand, which is a net gain of 0 cards to your deck. And it is NOT a free backstab, it is a backstab and a 3/3 body at the EXPENSE of a 3/3 body, a card draw, and a 4/4 body -- aka, the azure drake (or really any additional card) you COULD have played but are now replaying the SI agent instead.
tl/dr keeping the SI agent on the board and playing another minion is more valuable than losing that additional minion to replay the SI agent (or any battle cry effect card) for another 2 damage.
edit: and that is the single -best- case is when you have a battlecry to flip back to your hand. If it bounces anything else (which on average itll probably be bouncing battle cries), it's a complete and utter downside.
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Cool card but I think it's too strong. I think they may have to make the bounced minion cost 2 more or something.
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On May 15 2014 05:13 rd wrote:Show nested quote +On May 15 2014 05:03 serum321 wrote:On May 15 2014 04:16 rd wrote:On May 15 2014 04:04 serum321 wrote: For a card to have higher stats than it should for its mana cost there needs to be a downside, I see no downside to this card in many situations. This card in miracle rogue? Replace loot hoarders with novice engineers and now the "downside" is returning an engineer or si agent to your hand, essentially giving you a free card. 5 toughness is hard enough to remove on its own at that stage of the game and now suddenly you also need to deal with that 1/1 before you can even remove the 5/5. So now miracle has this serious threat you have to deal with and it also means you have less removal for auctioneer later.
Succinctly put, it is a better yeti, already one of the most valuable cards, and its "downside" will more often than not be beneficial. In such a case, it's not a free card. When counting card advantage you include both cards on board and hand. All it has done is weakened your board state with the upside of replaying the battle cry (and thus a detriment to tempo by "removing" your next play). The upside is completely in the card's stats and its ability to draw that removal in the first place. Replacing ambusher with yeti and simply playing a different card the turn after ambusher would have died is strictly better in the event that the ambusher is removed and gets to proc its deathrattle, even if it bounces the best card conceiveable (minus leeroy, which is sooo situational). I love it when you say something is essentially something and someone says its not that thing. I didn't say it was a free card, I said it was essentially a free card in that the 1/1 or 3/3 body they leave behind isn't as important as the battlecry itself. The battlecry effect is the free card, a free 0 mana draw a card or a free backstab. In cases such as sending back a damaged golem or bandit it absolutely gives you a free card because it just added a 31st card to your deck and now you have a new 1 mana spell to combo with. If I said essentially (which I didn't) then it was in error, it's not essentially anything. It's strictly neutral in card gain. Its transferring a card from your board to your hand, which is a net gain of 0 cards to your deck. And it is NOT a free backstab, it is a backstab and a 3/3 body at the EXPENSE of a 3/3 body, a card draw, and a 4/4 body -- aka, the azure drake (or really any additional card) you COULD have played but are now replaying the SI agent instead. tl/dr keeping the SI agent on the board and playing another minion is more valuable than losing that additional minion to replay the SI agent (or any battle cry effect card) for another 2 damage. I don't know if this is a language barrier problem or what because this isn't the first time I've had this problem. No you never said essentially I don't know where that is coming from. From my part of the world when someone says something is essentially something they are not saying it is literally something. I said it was essentially giving you a card in that the only reason why people play those cards are their battlecry effect so you ESSENTIALLY get a 3rd engineer or si agent in your deck because you get to play them again. No you do not LITERALLY get a 3rd engineer or si agent, you are not getting an additional 3/3 or 1/1 body on the board, I didn't know anyone could possibly take my post that way, it should be pretty clear that it is taking the minion on the board and putting it in your hand and not LITERALLY giving you a new card, unless as I said there is a language barrier.
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Definitely seems overpowered (or at the very least, it superseeds yeti) and almost an auto-include in anything that isn't hyper aggressive or extremely controlling.
Oh, it's a rogue card. Nevermind then, it's fine.
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