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great card, extremely powerful stats with an ability that can be turned at your advantage
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On May 15 2014 05:40 serum321 wrote:Show nested quote +On May 15 2014 05:13 rd wrote: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. No you do not LITERALLY get a 3rd engineer or si agent, I didn't know anyone could possibly take my post that way, it should be pretty clear, unless as I said there is a language barrier.
Ok, lets just ignore the essentially part. If backstab was deal 2 damage for 3 mana no one would play it. People play SI agent because it's a backstab ontop of a 3/3 body, which is both card and mana efficient. By bouncing it back to your hand you're negating the first 3/3 body, in effect turning your "original" SI agent play into a 3 mana for 2 damage spell. When you replay it, that lone SI agent is not a 6/6 for 4 damage, it is 3/3 for 4 damage, for a total of 6 mana.
So again, tl;dr, you might have dealt 3-6 damage directly if that SI was allowed to live that long before it was bounced back, maybe even killed a minion for free with it, but the moment it is bounced back you've "lost" the opportunity to play an additional minion ontop of the 3/3 body, and the 3/3 body is more valuable than another 2 direct damage outside of very rare circumstances. The ambusher deathrattle, even in the best case scenario (minus leeroy), is both tempo and board loss.
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On May 15 2014 04:21 NovaTheFeared wrote:Show nested quote +On May 15 2014 03:30 Hryul wrote: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 c.o.n.f.u.s.e.d.
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Shadowstep/Leeroy was to weak, so the blizz adds another card that if used well can create a good sinergy with leeroy
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Wonder if the friendly minion will be random.
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On May 15 2014 06:32 Sufinsil wrote: Wonder if the friendly minion will be random.
It pretty much has to be because the deathrattle can trigger on your opponent's turn and thus far nothing in the game lets you make active plays when it's not your turn.
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Are you sure this is a random bounce?
It doesn't state it on the card.
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On May 15 2014 06:21 semantics wrote:Show nested quote +On May 15 2014 05:51 Hryul wrote:On May 15 2014 04:21 NovaTheFeared wrote:On May 15 2014 03:30 Hryul wrote: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 c.o.n.f.u.s.e.d. ? Class cards the borders of the card, non picture, text, mana etc are color coordinated. + Show Spoiler +The card is def rouge bordered. Another thing to notice is that creature card have a S styled nameplate and spells have a arch styled name plate. Deliberate visual consistency. thank you for clarification  + Show Spoiler +although I just wanted to emphasize that i have been confused and didn't look at the borders because I didn't pay attention
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I don't love the effect but the stats are incredible. Since it's a deathrattle, I can't control when the effect goes off and I feel like it'll hurt me about just as often as it helps.
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This card is always a net loss of tempo if the deathrattle goes off which is pretty shitty in tempo rogue. Its not much more of a threat than a yeti and the only advantage is it "counters" yeti.
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On May 15 2014 05:49 rd wrote:Show nested quote +On May 15 2014 05:40 serum321 wrote:On May 15 2014 05:13 rd wrote: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. No you do not LITERALLY get a 3rd engineer or si agent, I didn't know anyone could possibly take my post that way, it should be pretty clear, unless as I said there is a language barrier. Ok, lets just ignore the essentially part. If backstab was deal 2 damage for 3 mana no one would play it. People play SI agent because it's a backstab ontop of a 3/3 body, which is both card and mana efficient. By bouncing it back to your hand you're negating the first 3/3 body, in effect turning your "original" SI agent play into a 3 mana for 2 damage spell. When you replay it, that lone SI agent is not a 6/6 for 4 damage, it is 3/3 for 4 damage, for a total of 6 mana. So again, tl;dr, you might have dealt 3-6 damage directly if that SI was allowed to live that long before it was bounced back, maybe even killed a minion for free with it, but the moment it is bounced back you've "lost" the opportunity to play an additional minion ontop of the 3/3 body, and the 3/3 body is more valuable than another 2 direct damage outside of very rare circumstances. The ambusher deathrattle, even in the best case scenario (minus leeroy), is both tempo and board loss.
I agree lets drop the essentially part. I never said it was another card, we agree it isn't another card.
I don't know that it is a "very rare circumstance" for a free 2 direct damage to be more valuable than a 3/3 body, particularly in the miracle rogue deck. Playing against zoo? well that 2 damage can kill almost any of their minions, especially ones behind void walkers and shield bearers and you just saved your 3/3 body. Do you have a deadly poisoned dagger and blade furry in your hand while your opponent has any number of the 5 toughness minions on the board? again you just saved the life of a 3/3 minion. Your opponent have a 4/1 yeti left behind a 4/6 taunt?, is it more valuable to have a 3/3 body on the board or a si:agent in your hand? These are circumstances that happen nearly every game, hardly "very rare circumstances".
And as far as the card is concerned you have that double threat with this card. Its a fucking bigger yeti for the same cost AND if you have something like a engineer or si agent on the board well not only does your opponent have to consider well how do I deal with this big threat at this stage of the game? Now they must also consider, do I really want to kill this big threat AND give him another card draw or free arcane shot?
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On May 15 2014 06:58 serum321 wrote:Show nested quote +On May 15 2014 05:49 rd wrote:On May 15 2014 05:40 serum321 wrote:On May 15 2014 05:13 rd wrote: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. No you do not LITERALLY get a 3rd engineer or si agent, I didn't know anyone could possibly take my post that way, it should be pretty clear, unless as I said there is a language barrier. Ok, lets just ignore the essentially part. If backstab was deal 2 damage for 3 mana no one would play it. People play SI agent because it's a backstab ontop of a 3/3 body, which is both card and mana efficient. By bouncing it back to your hand you're negating the first 3/3 body, in effect turning your "original" SI agent play into a 3 mana for 2 damage spell. When you replay it, that lone SI agent is not a 6/6 for 4 damage, it is 3/3 for 4 damage, for a total of 6 mana. So again, tl;dr, you might have dealt 3-6 damage directly if that SI was allowed to live that long before it was bounced back, maybe even killed a minion for free with it, but the moment it is bounced back you've "lost" the opportunity to play an additional minion ontop of the 3/3 body, and the 3/3 body is more valuable than another 2 direct damage outside of very rare circumstances. The ambusher deathrattle, even in the best case scenario (minus leeroy), is both tempo and board loss. I agree lets drop the essentially part. I never said it was another card, we agree it isn't another card. I don't know that it is a "very rare circumstance" for a free 2 direct damage to be more valuable than a 3/3 body, particularly in the miracle rogue deck. Playing against zoo? well that 2 damage can kill almost any of their minions, especially ones behind void walkers and shield bearers and you just saved your 3/3 body. Do you have a deadly poisoned dagger and blade furry in your hand while your opponent has any number of the 5 toughness minions on the board? again you just saved the life of a 3/3 minion. Your opponent have a 4/1 yeti left behind a 4/6 taunt?, is it more valuable to have a 3/3 body on the board or a si:agent in your hand? These are circumstances that happen nearly every game, hardly "very rare circumstances". you are quoting a lot of situational advantages that hardly ever happens. The 3/3 body will do 3 points of damage in the long run eventually. If you lose tempo by spending 3 mana just for 2 damage, you are wasting your time. Zoo would have killed you. All the situations you said are extremely specify, it doesn't matter how many you name. They occur rarely and even when they do happen, most of the time, this card won't even play out well. SI7 also needs to be combo'ed, which means every one of those times, you would need to be able to combo it 2x to use the effect. Why even play SI7 and try to have these really specific combos? You could just play stormpike commando, its more mana and tempo efficient at that point.
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Yeah, ok, 2 toughness minions behind taunts against zoo are rare, 5 toughness minions are rare, a weakened minion behind a taunt is "very rare", nope, those things never happen. How many times have situations occurred where you are like damn if only I had even *1* more damage I can save this minion/card, it happens practically every game.
Just to be clear I never said the new card is a good tempo play and that it should be included in tempo rogue decks.
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Wow, where to start!? Firstly a vanilla 5/5 for 4 mana would've been fantastic anyway. Arguably the Deathrattle is a drawback but in a lot of situations it can also be a benefit. Restoring a high-health damaged minion to full health again, gaining card draw battle crys again. Also consider the fact that there's most likely going to be a lot of deathrattle synergy in Naxx (Undertaker anyone?). But most of all, IT'S A FREAKING COMMON!! Roll over Mage, Rouge will be the new queen of the arena post Naxx.
It's pretty much a King Mukla for one extra mana with considerably less draw back. The trend of Naxx class cards been awesome continues.
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This card has very interesting synergy with Leeroy.
It deals 5 damage in and of itself, so trading to bounce leeroy will only benefit one damage, and you can't trade it into taunts to get more damage 'cause leeroy needs to attack before getting bounced.
It feels a bit too strong in decks with battlcries however. Engineers, SI:7s, Arguses etc...
Guess we'll have to wait and see.
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I feel like the people commenting on this have never actually played a tuned tempo rogue. This deathrattle absolutely kills your tempo, people are talking about it bouncing back SI:7 like that's a good thing, spending 3 mana for 2 directed damage is not a benefit, especially since it kills the curve you had prepared, and your tempo. Maybe if it was a 4/6 I could see that stat point being worth it but trading the consistency of a yeti for one more attack power, and a random tempo killing downside does not seem worth the risk. For every time you might get value (while losing tempo) from an si:7 getting bounced, you're just straight losing tempo by having a harvest golem returned.
What if you have this+another minion on the board and you want to play a defender, there's a 50/50 chance that it trades and you lose not only the tempo but also the defender buff on your other minion. While there might be a spot for this card in the future tempo rogue is already not seeing play, and this card certainly wouldn't change that.
It's got interesting potential, and could lead to some fun plays, but there's no way its an instant add to any decks we've already seen.
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On May 15 2014 06:58 serum321 wrote:Show nested quote +On May 15 2014 05:49 rd wrote:On May 15 2014 05:40 serum321 wrote:On May 15 2014 05:13 rd wrote: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. No you do not LITERALLY get a 3rd engineer or si agent, I didn't know anyone could possibly take my post that way, it should be pretty clear, unless as I said there is a language barrier. Ok, lets just ignore the essentially part. If backstab was deal 2 damage for 3 mana no one would play it. People play SI agent because it's a backstab ontop of a 3/3 body, which is both card and mana efficient. By bouncing it back to your hand you're negating the first 3/3 body, in effect turning your "original" SI agent play into a 3 mana for 2 damage spell. When you replay it, that lone SI agent is not a 6/6 for 4 damage, it is 3/3 for 4 damage, for a total of 6 mana. So again, tl;dr, you might have dealt 3-6 damage directly if that SI was allowed to live that long before it was bounced back, maybe even killed a minion for free with it, but the moment it is bounced back you've "lost" the opportunity to play an additional minion ontop of the 3/3 body, and the 3/3 body is more valuable than another 2 direct damage outside of very rare circumstances. The ambusher deathrattle, even in the best case scenario (minus leeroy), is both tempo and board loss. I agree lets drop the essentially part. I never said it was another card, we agree it isn't another card. I don't know that it is a "very rare circumstance" for a free 2 direct damage to be more valuable than a 3/3 body, particularly in the miracle rogue deck. Playing against zoo? well that 2 damage can kill almost any of their minions, especially ones behind void walkers and shield bearers and you just saved your 3/3 body. Do you have a deadly poisoned dagger and blade furry in your hand while your opponent has any number of the 5 toughness minions on the board? again you just saved the life of a 3/3 minion. Your opponent have a 4/1 yeti left behind a 4/6 taunt?, is it more valuable to have a 3/3 body on the board or a si:agent in your hand? These are circumstances that happen nearly every game, hardly "very rare circumstances". And as far as the card is concerned you have that double threat with this card. Its a fucking bigger yeti for the same cost AND if you have something like a engineer or si agent on the board well not only does your opponent have to consider well how do I deal with this big threat at this stage of the game? Now they must also consider, do I really want to kill this big threat AND give him another card draw or free arcane shot?
As opposed to dealing 2 extra direct damage you could have simply attacked for 3. The body of an SI agent is not as important if it's going to cost 1 extra turn playing other cards which probably could have more impact on the game than just an SI agent. The situations you quote with the SI having to get around a taunt are ideal to abuse a replaying the SI agent for, but given the 4/6 taunt, how do you plan to kill your own ambusher?
Also, it's a yeti with 1 more attack. It's a great body but it's not double the threat. Your opponent should be very happy if hes considering removing your ambusher with an engineer or an SI agent. He's effectively gotten a 2 for 1 value on removing minions from the board, and now knows that he has (possibly) subtracted 3 attack damage from his opponents' next play. His alternative would be to leave the SI agent on board and take 3 damage THAT turn rather than 2 damage the following turn with the opportunity to play another creature that the SI can't reactively attack because it has summoning sickness -- ontop of the lost opportunity to play something more threatening than an SI.
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I'm not sure that this card is terribly good, though I'd be happy to be convinced otherwise. In Miracle Rogue the best-case scenario is if Ambusher gets played on turn 4 with no friendly minions. Miracle Rogues don't play many creatures or establish board control early, so the opponent can probably remove it with spells/minions. That's fine, and probably a 2-for-1 in the rogue's favor, but the Ambusher probably won't survive the turn and the deathrattle won't matter.
In tempo rogue it's riskier. Tempo rogue emphasizes board presence over card advantage and so bouncing a minion back to hand is a setback, even minions with good battlecries like SI7. It's almost like "Deathrattle: Double the cost of a random friendly minion" except you get to use the battlecry again. Paying 3 mana for another backstab is terrible (Ambusher->SI7). Ambusher->Argus would be pretty good, but Argus usually has the minions he buffed with him, so he might not be the one randomly bounced. Bouncing minions back just draws the game out longer and to the benefit of more control-oriented opponents. Could still be useful (it's a yeti-slayer!), and who knows what other deathrattle wackiness might appear, but at least on first glance the card doesn't look imbalanced.
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On May 15 2014 07:45 the`postman wrote: I feel like the people commenting on this have never actually played a tuned tempo rogue. This deathrattle absolutely kills your tempo, people are talking about it bouncing back SI:7 like that's a good thing, spending 3 mana for 2 directed damage is not a benefit, especially since it kills the curve you had prepared, and your tempo. Maybe if it was a 4/6 I could see that stat point being worth it but trading the consistency of a yeti for one more attack power, and a random tempo killing downside does not seem worth the risk. For every time you might get value (while losing tempo) from an si:7 getting bounced, you're just straight losing tempo by having a harvest golem returned.
What if you have this+another minion on the board and you want to play a defender, there's a 50/50 chance that it trades and you lose not only the tempo but also the defender buff on your other minion. While there might be a spot for this card in the future tempo rogue is already not seeing play, and this card certainly wouldn't change that.
It's got interesting potential, and could lead to some fun plays, but there's no way its an instant add to any decks we've already seen. Rogue has all these cards that generate insane tempo and then they have bad cards that generate little tempo like shiv and fan of knives and assasin's blade (which is somewhat weak on the turn it's played unless comboed with like a deadly poison).
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