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A new Rogue Card being released with the Curse of Naxxramas was announced today!
What we've got is a 4 mana 5/5! with a Deathrattle that serves as a random bounce on one of your minions (if you have any). Seems pretty strong to me.
Twitter Announcement
![[image loading]](http://i.imgur.com/79Aw1L9.jpg)
What are your thoughts?
Poll: To you think pokersites are rigged?Yes (90) 40% No (87) 39% Maybe (47) 21% 224 total votes Your vote: To you think pokersites are rigged? (Vote): No (Vote): Yes (Vote): Maybe
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Even more Rogue combos?? The stats are great as well, definitely a strong and viable card, just like every class card Naxx that was announced.
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Looks interesting enough. Being 5/5 for 4 is above stats but it's DR is a loss in tempo so it makes sense. However this may be an advantage as it allows rogue to reapply some combos without losing resources.
Will also be a great boost for Arena.
Keep in mind that DR's cannot target so the effect is random even if it doesn't currently say so.
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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.
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Feels stronger than anything else they've shown.
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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
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I don't get it. It seems too good to be true.
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In combo with cards that have battle cries this will be disgustingly good. Card got bounced? Oh I get tho use the battle cry again.
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I like it! Can't wait to play with it.Looks like Paladin got the worst new card from what we've seen so far.
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how is this card remotely balanced at all?
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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:Show nested quote +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
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This seems quite strong...
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combo with SI:7 Agent for maximum pain
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rogue is pretty well known for getting a lot of tempo , not for getting a lot of value out of its cards this card gives very good value, but slows down tempo so its not as imbalanced as the first impressions makes you think, probably..
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Seems decent, but do not combo with Baron Rivendare!
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On May 15 2014 02:52 Zaros wrote: Seems decent, but do not combo with Baron Rivendare!
I wonder if it bounced Rivendare first, would it still bounce another minion?
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I actually can't see this card being played much in the current tempo rogue decks, its too slow and unreliable.
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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.
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That seems really good. Statwise its the strongest 4 drop in the game (barring niche stuff like Emerald Drake), and the drawback can actually be beneficial if you play it right. Drop Leeroy and charge with him, then sacrifice Ambusher and you get a free shadowstep out of the deal.
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Yeti in tempo rogue just got replaced?
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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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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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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. I feel like the people commenting on this have never actually played miracle rogue. I've never talked about tempo rogue, I said in my very first post miracle rogue. What would miracle rogue possibly have on their board turn 4? Either a loot hoarder or si agent. I suggested replacing the loot hoarders with novice engineers so that in this deck there is no downside to playing this turn 4.
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On May 15 2014 08:02 serum321 wrote:Show nested quote +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. I feel like the people commenting on this have never actually played miracle rogue. I've never talked about tempo rogue, I said in my very first post miracle rogue. What would miracle rogue possibly have on their board turn 4? Either a loot hoarder or si agent. I suggested replacing the loot hoarders with novice engineers so that in this deck there is no downside to playing this turn 4.
For a miracle specifically, the novice engineer is not as bad, but to bounce something like an SI is still as unjustifiable as it would be in tempo. Granted, this card is pretty good in miracle rogue decks. The 5/5 for 4 on an empty board is good alone, and the dream of getting an extra shadow step for a leeroy is there, but that doesnt change the fact that its deathrattle is a detriment in any other circumstance. Having an ambusher on the board while you contemplate playing auctioneer/van cleef; If you intended to shadow step them (which is pretty drastic) then it works out for you if you're able to get the ambusher deathrattle to go your way. Otherwise, its deathrattle is nothing but a downside in every other case.
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On May 15 2014 07:55 rd wrote:Show nested quote +On May 15 2014 06:58 serum321 wrote: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.
Yes he could have attacked for 3 and possibly sacrifice his life, undoubtedly there are many cases where a 3/3 > arcane shot, but there are also many cases where arcane shot would give you a lot more benefit than if you had a 3/3 on the board, like I said basically any time you've said to yourself, "if I only had 1 more damage I could save this card/minion." I would never feel good about giving my opponent a free card draw rather than him having a 1/1 on the board.
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On May 15 2014 08:02 serum321 wrote:Show nested quote +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. I feel like the people commenting on this have never actually played miracle rogue. I've never talked about tempo rogue, I said in my very first post miracle rogue. What would miracle rogue possibly have on their board turn 4? Either a loot hoarder or si agent. I suggested replacing the loot hoarders with novice engineers so that in this deck there is no downside to playing this turn 4. Why would you want to play this in miracle? What are you replacing? Seems that if miracle rogue wanted something like this you'd run yeti already, which you don't.
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On May 15 2014 08:09 serum321 wrote:Show nested quote +On May 15 2014 07:55 rd wrote:On May 15 2014 06:58 serum321 wrote: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. Yes he could have attacked for 3 and possibly sacrifice his life, undoubtedly there are many cases where a 3/3 > arcane shot, but there are also many cases where arcane shot would give you a lot more benefit than if you had a 3/3 on the board, like I said basically any time you've said to yourself, "if I only had 1 more damage I could save this card/minion." I would never feel good about giving my opponent a free card draw rather than him having a 1/1 on the board.
The point isnt having the 3/3 on the board, it's having the 3/3 on the board AS WELL AS another minion that you could have played but lost the opportunity to by spending the mana on REPLAYING the SI7. From the perspective of a miracle rogue -- you're right, this isn't as relevant as theres few to no minions anyways. But everywhere else, especially in places like arena, it's going to be extremely relevant. Though my original intention wasn't to say the card is bad, just that the deathrattle is actually a downside a vast majority of the time -- even for a miracle rogue.
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Why do people say this combos with leeroy? It does 1 more damage for 4 more mana if you manage to double leeroy and kill this off in the same turn...
I mean, daggering up is 1 damage for 2 mana so the chances of this working well isn't very high. In situations of if your oppenent has a taunt, leeroy doesn't get to actually attack when its played first anyways.
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In arena, I would still prefer a Yeti. On turn 4, I play this/Yeti, and on turn 5 I want to play my 5drop. This new card would force me to play smaller minions instead, which may a) not benefit from the bounce or b) make my board weak to AoE effects. It's worse against Priests, too.
I don't play constructed at all, but I can see this being incorporated in decks that most of the time only have 1 minion on the field, but I'd say it's a niche card.
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This card could easily be used late game when combo'd with something like Leeroy. It basically gives rogues 3 shadow steps with 1 of them returning the monster at a full cost of mana rather than -2 mana. or 4 if 2 of them are ran int he deck.
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On May 15 2014 08:26 Came Norrection wrote: Why do people say this combos with leeroy? It does 1 more damage for 4 more mana if you manage to double leeroy and kill this off in the same turn...
I mean, daggering up is 1 damage for 2 mana so the chances of this working well isn't very high. In situations of if your oppenent has a taunt, leeroy doesn't get to actually attack when its played first anyways.
the big boon from comboing this with leroy is that the leroy doesn't have to remain on the board vulnerable and hopefully your spider traded with a minion that you would of wanted to remove in the first place. pop leroy hit face trade with minion that will kill your spider and suddenly leroy isn't strictly speaking just a finisher any more but something that can be used at the middle game as well. it's situational of course but it has it's uses.
of course i don;t think leroy is the best thing to try and get the death rattle of on.i think it would be better to use on agent of stormwind hit a minion with only 2 attack with your three/three kill your spider against a really big minion and than recast your three/three with the combo boost to hopefully finish of the big minion.
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On May 15 2014 09:39 Advantageous wrote: This card could easily be used late game when combo'd with something like Leeroy. It basically gives rogues 3 shadow steps with 1 of them returning the monster at a full cost of mana rather than -2 mana. or 4 if 2 of them are ran int he deck. if you wanted to do that you could use panda already, it's reliable and costs less mana.
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On May 15 2014 09:39 Advantageous wrote: This card could easily be used late game when combo'd with something like Leeroy. It basically gives rogues 3 shadow steps with 1 of them returning the monster at a full cost of mana rather than -2 mana. or 4 if 2 of them are ran int he deck.
No, not that easily. It has to survive until the turn you play leeroy, and even then, your opponent has to have something with 5 attack or an effect which destroys minions, and it -cannot- have taunt if it doesnt have 5 or less health, otherwise leeroy would get no benefit. All of this to delay your turn for an extra 6 damage which miracle rogue is quite capable of putting out in that time span. The idea of comboing this with Leeroy is a pipe dream.
You'd be much better off playing the ambusher on turn 4 and getting an attack in for 5, so that the standard leeroy combo has lethal later on. Or not running it at all just concealing a mana addict and dealing 5 or more damage when you let your combo loose.
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On May 15 2014 03:08 Maand wrote: Yeti in tempo rogue just got replaced? Yep! This card looks great, and I like what Blizzard is sort of saying with it. I doubt this will see much play in a Miracle Rogue, but for things like tempo rogue, this card may see some play, and keep the two iterations of rogue on par with each other. It's awesome!
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The death rattle is the intended downside, but a lot of the times it's actually great to bounce minions that are low health or have a battlecry effect. Basically a better chillwind yeti version of youthful brewmaster.
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I think blizzard can't add another low cost spell to support miracle rogue, so this is the alternative.
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On May 15 2014 09:59 LunarDestiny wrote: I think blizzard can't add another low cost spell to support miracle rogue, so this is the alternative. If Blizzard really thinks "we cannot add more low cost spells", then that sounds like a good reason to change Gagdetzan Auctioneer.
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On May 15 2014 10:25 S1eth wrote:Show nested quote +On May 15 2014 09:59 LunarDestiny wrote: I think blizzard can't add another low cost spell to support miracle rogue, so this is the alternative. If Blizzard really thinks "we cannot add more low cost spells", then that sounds like a good reason to change Gagdetzan Auctioneer.
I doubt Gadgetzan will go unchanged for a year. I wouldn't go so far as to say it's OP, but I wouldn't recommend disenchanting extras.
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On May 15 2014 10:58 jrkirby wrote:Show nested quote +On May 15 2014 10:25 S1eth wrote:On May 15 2014 09:59 LunarDestiny wrote: I think blizzard can't add another low cost spell to support miracle rogue, so this is the alternative. If Blizzard really thinks "we cannot add more low cost spells", then that sounds like a good reason to change Gagdetzan Auctioneer. I doubt Gadgetzan will go unchanged for a year. I wouldn't go so far as to say it's OP, but I wouldn't recommend disenchanting extras. the card needs a change, same with leeroy. no questions asked. what that change should be is something I'm not sure of.
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Maybe I am completely off, but I feel like this card is too situational to be good. It synergizes rather poorly with rogue cards. This card is, by itself, solid. It is most likely going to be a 2 for 1 and is a yeti killer. It's deathrattle is so incredibly lackluster that I just cannot justify using it, though. My logic:
As tempo rogue: It kills your tempo. The card will be cleared as quickly as possible, and your minion will return to your hand causing you to lose damage and a body on the board. The mana to replay it might be too much to justify this, and chances are this deathrattle will not be activated on your turn. Even if it was, your turn, you might have a few minions on the board and a bad one will be bounced back. If you have an onslaught of minions, chances are you are winning and this card wouldnt be great anyway. Also, I do not feel like SI is a justifiable bounce back to your hand since a) it will cost you 3 mana to put that body back on the board which will really hurt your early game, and b) it needs to be combo'd to get the 2 extra damage. Generally, this is done around turn or 4 or 5 when you'd want to play this card, maybe turn 3 or 2 depending on if you have coin/backstab. It being on the board before Anu'bar Ambusher means that SI will probably be dead before this were an opportunity anyway.
As miracle: Maybe a little better but still pretty bad. Novice Engineer becomes better than Loot Horder. Earthen Ring might benefit from this. This synergizes poorly with Auctioneer or Azure Drake (their 5 mana costs to replay is too detrimental) and even worse with Vancleef.
Also, this really does not create an extra Leeroy shadowstep. What makes shadowstep good? It costs 0 mana, and reduces the cost of that cards replay by 2 mana. So for Anu'bar Ambusher to SS Leeroy, it a) cannot happen any earlier than turn 8 since Leeroy will cost 4 mana to replay b) would have to be be already be on the board alone to even gaurantee a Leeroy shadow step (12 mana to play Anu'bar Ambusher, Leeroy x2) c) you would have to run it into a minion to kill Anu'bar Ambusher to activate the deathrattle. If the board were clear, you would have to kill off your own Anu'bar Ambusher which will most likely be better used to burn down the opponent.
Until the patch comes out, I am a skeptic. I would argue that this is the weakest card released so far, and unless Blizzard has some other cool cards for rogues that help make this better than I do not see it being played at the pro level.
I really would like to hear someone's in depth analysis on why the card is good though.
tl;dr - Does not synergize with rogue... not great for miracle, even worse for tempo and is in no way a Shadowstep for Leeroy
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Doesnt sound like a card that can be consistently viable
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On May 15 2014 11:24 djtiii wrote: tl;dr - Does not synergize with rogue... not great for miracle, even worse for tempo and is in no way a Shadowstep for Leeroy
Agreed. I don't see it working in either the miracle or tempo deck archetypes without some additional deathrattle-shenanigans card reveals. Maybe in some sort of weird rogue control deck.
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Wow another MILL DECK CARD woot! Meta Watch Out!
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For anyone who's wondering, yes it will be random.
Hopefully they would rewrite it the way it should read, e.g. Sylvanas Windrunner.
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People are seriously underestimating just how good 55/4 actually is. Even if the deathrattle isn't great those stats force you to play it. Will probably 2/1 75% of the time.
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On May 15 2014 14:02 Green_25 wrote: People are seriously underestimating just how good 55/4 actually is. Even if the deathrattle isn't great those stats force you to play it. Will probably 2/1 75% of the time. I don't see people play Pit Lord. Do you?
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On May 15 2014 14:05 S1eth wrote:Show nested quote +On May 15 2014 14:02 Green_25 wrote: People are seriously underestimating just how good 55/4 actually is. Even if the deathrattle isn't great those stats force you to play it. Will probably 2/1 75% of the time. I don't see people play Pit Lord. Do you? Different scenario. That battlecry is potentially really bad in constructed since most games turn into a race at some stage. This one is at worst mildly bad, usually it doesn't matter, occasionally its good. At least thats how I see it
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On May 15 2014 14:48 Green_25 wrote:Show nested quote +On May 15 2014 14:05 S1eth wrote:On May 15 2014 14:02 Green_25 wrote: People are seriously underestimating just how good 55/4 actually is. Even if the deathrattle isn't great those stats force you to play it. Will probably 2/1 75% of the time. I don't see people play Pit Lord. Do you? Different scenario. That battlecry is potentially really bad in constructed since most games turn into a race at some stage. This one is at worst mildly bad, usually it doesn't matter, occasionally its good. At least thats how I see it You can easily lose your whole turn 6 (or 5) when you drop this on turn 4. What I'm saying is: there is no "the stats force you to play it" when there's a significant downside to it.
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What card are you so scared of losing in rogue? The only thing I can think in my tempo would be another yeti, which are probably getting replaced by this guy now anyway.
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Well I dont think its that strong, and fits the rogue decks well.
Would you play a 4/5 with that deathrattle over a Yeti, sure, its good sometimes, but more often than not it wont benefit your board.
Additionally its very easy to play around that deathrattle too. Its a deathrattle, you cant attack in the same turn, if your opponent already has board control, he will be able to work around this deathrattle easily.
I agree though, 5 life minions are a pain to play around, and the stats themselves make it a good card.
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On May 15 2014 14:57 Green_25 wrote: What card are you so scared of losing in rogue? The only thing I can think in my tempo would be another yeti, which are probably getting replaced by this guy now anyway. You won't be able to play anything unless you are able to lose it. Playing this into an azure drake and losing turn 5 because of this is just going to lose you the game.
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On May 15 2014 02:19 Hryul wrote:Show nested quote +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 You mean to counter? It's a rogue card
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On May 15 2014 14:02 Green_25 wrote: People are seriously underestimating just how good 55/4 actually is. Even if the deathrattle isn't great those stats force you to play it. Will probably 2/1 75% of the time. I cant really think of any situations when my yeti having 5 attack instead of 4 would lead to it trading for a whole additional card, this thing dies to the same things yeti dies to, and it has the tempo butchering deathrattle.
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we will see if rogue would play it. we just need to see if there are any other cards in the set where we can abuse his deathrattle effect
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On May 15 2014 16:11 the`postman wrote:Show nested quote +On May 15 2014 14:02 Green_25 wrote: People are seriously underestimating just how good 55/4 actually is. Even if the deathrattle isn't great those stats force you to play it. Will probably 2/1 75% of the time. I cant really think of any situations when my yeti having 5 attack instead of 4 would lead to it trading for a whole additional card, this thing dies to the same things yeti dies to, and it has the tempo butchering deathrattle. vs other yetis if you dont have dagger or dont want to waste life, vs sunwalkers on turn 5 so you can use the dagger to pop the shield , vs fel creepers in arena... There are at least some occasions where 5 attack is a bonus Its not as great as people pretend it to be, thats for sure
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i'm thinking of it being sort of like Mad Bomber - good stats for the mana, with an uncontrollable battlecry that could gain you more of an advantage or alternatively set you behind.
in arena, saying "i'd rather just have a Yeti" is kind of meaningless because it only applies if two of the three cards you're choosing from are this and Yeti. more likely you're choosing between this and some other card, and there may or may not already be a Yeti in your deck. in a way this doubles the number of Yetis you have the opportunity to pick if you're running arena as rogue.
i also think it's kind of presumptuous to assume that the optimized decks will stay the same after 30 brand new cards are introduced, considering meta changes not insignificantly on a weekly basis using the same cards we've had for nine months.
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Vancouver14381 Posts
I wonder how it will interact with Sylvanas and the order of the two deathrattles.
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On May 15 2014 02:41 Fi0na wrote: combo with SI:7 Agent for maximum pain
This could be quite damaging! I can already feel the pain
Maybe it could squeeze into Miracle Rogue as being 5/5 early pressure, with a DR that arguably benefits rogue highly.
On May 15 2014 13:29 ColossalTitan wrote: Wow another MILL DECK CARD woot! Meta Watch Out!
Haha yeah, this with coldlight oracle has potential to be fun
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On May 15 2014 18:37 JBright wrote: I wonder how it will interact with Sylvanas and the order of the two deathrattles. The same way it does with 2 Sylvanas: completely bugged and random
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On May 15 2014 19:32 S1eth wrote:Show nested quote +On May 15 2014 18:37 JBright wrote: I wonder how it will interact with Sylvanas and the order of the two deathrattles. The same way it does with 2 Sylvanas: completely bugged and random Isnt it the order of the cards being played ?
You have Anub and 1 minion, he has sylvanas, sylvanas attacks into anub 1) Sylvanas was played before anub this means he takes your minion and you get nothing returned to your hand 2) aub was played before sylvanas your minion gets returned to your hand and sylvanas gets nothing
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On May 15 2014 19:44 Kleinmuuhg wrote:Show nested quote +On May 15 2014 19:32 S1eth wrote:On May 15 2014 18:37 JBright wrote: I wonder how it will interact with Sylvanas and the order of the two deathrattles. The same way it does with 2 Sylvanas: completely bugged and random Isnt it the order of the cards being played ? You have Anub and 1 minion, he has sylvanas, sylvanas attacks into anub 1) Sylvanas was played before anub this means he takes your minion and you get nothing returned to your hand 2) aub was played before sylvanas your minion gets returned to your hand and sylvanas gets nothing There was a post on reddit about 2 people who made hundreds of tests with sylvanas vs sylvanas (with playing order: A before B, B before A, attacking or being attacked: A attacks B, B attacks A), sylvanas vs harvest golem and so on. And the results were not consistent at all. (except that Sylvanas can never take the Damaged Golem / Baine Bloodhoof )
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On May 15 2014 19:52 S1eth wrote:Show nested quote +On May 15 2014 19:44 Kleinmuuhg wrote:On May 15 2014 19:32 S1eth wrote:On May 15 2014 18:37 JBright wrote: I wonder how it will interact with Sylvanas and the order of the two deathrattles. The same way it does with 2 Sylvanas: completely bugged and random Isnt it the order of the cards being played ? You have Anub and 1 minion, he has sylvanas, sylvanas attacks into anub 1) Sylvanas was played before anub this means he takes your minion and you get nothing returned to your hand 2) aub was played before sylvanas your minion gets returned to your hand and sylvanas gets nothing There was a post on reddit about 2 people who made hundreds of tests with sylvanas vs sylvanas (with playing order: A before B, B before A, attacking or being attacked: A attacks B, B attacks A), sylvanas vs harvest golem and so on. And the results were not consistent at all. (except that Sylvanas can never take the Damaged Golem / Baine Bloodhoof ) does this also count for sylvanas vs other deathrattle or is it only random in the sylvanas mirror
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I'm almost ready to say that outside of miracle rogue, this card is worse than yeti. The risk of wiping your own board for an extra 1 attack leaves me inclined to pick a 4/5 that will consistently die without the gamble of losing my board.
On May 15 2014 18:06 Doc Daneeka wrote: i'm thinking of it being sort of like Mad Bomber - good stats for the mana, with an uncontrollable battlecry that could gain you more of an advantage or alternatively set you behind.
in arena, saying "i'd rather just have a Yeti" is kind of meaningless because it only applies if two of the three cards you're choosing from are this and Yeti. more likely you're choosing between this and some other card, and there may or may not already be a Yeti in your deck. in a way this doubles the number of Yetis you have the opportunity to pick if you're running arena as rogue.
i also think it's kind of presumptuous to assume that the optimized decks will stay the same after 30 brand new cards are introduced, considering meta changes not insignificantly on a weekly basis using the same cards we've had for nine months.
It's only going to be 30 cards. How many of them are going to be class cards? Some of the neutrals we already know aren't game breaking yet, and the synergy they could have with other new cards we haven't found out. Most of our current decks probably are only going to see 2-3 cards swapped out (assuming the next cards to be released are amazing). Although the meta might change before naxx arrives, it's going to change based on the cards we have now. So unless someone figures out a rogue deck that relies on virtually no minions at all (even less than miracle), this card, as much as it appears on paper to be synergetic, is anti-synergetic to anything rogue that we currently know of.
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On May 15 2014 20:02 Kleinmuuhg wrote:Show nested quote +On May 15 2014 19:52 S1eth wrote:On May 15 2014 19:44 Kleinmuuhg wrote:On May 15 2014 19:32 S1eth wrote:On May 15 2014 18:37 JBright wrote: I wonder how it will interact with Sylvanas and the order of the two deathrattles. The same way it does with 2 Sylvanas: completely bugged and random Isnt it the order of the cards being played ? You have Anub and 1 minion, he has sylvanas, sylvanas attacks into anub 1) Sylvanas was played before anub this means he takes your minion and you get nothing returned to your hand 2) aub was played before sylvanas your minion gets returned to your hand and sylvanas gets nothing There was a post on reddit about 2 people who made hundreds of tests with sylvanas vs sylvanas (with playing order: A before B, B before A, attacking or being attacked: A attacks B, B attacks A), sylvanas vs harvest golem and so on. And the results were not consistent at all. (except that Sylvanas can never take the Damaged Golem / Baine Bloodhoof ) does this also count for sylvanas vs other deathrattle or is it only random in the sylvanas mirror
Read here: http://www.hearthpwn.com/forums/hearthstone-general/general-discussion/4637-how-deathrattle-activation-order-works
On May 15 2014 20:08 rd wrote: It's only going to be 30 cards. How many of them are going to be class cards?
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On May 15 2014 20:10 S1eth wrote:Show nested quote +On May 15 2014 20:02 Kleinmuuhg wrote:On May 15 2014 19:52 S1eth wrote:On May 15 2014 19:44 Kleinmuuhg wrote:On May 15 2014 19:32 S1eth wrote:On May 15 2014 18:37 JBright wrote: I wonder how it will interact with Sylvanas and the order of the two deathrattles. The same way it does with 2 Sylvanas: completely bugged and random Isnt it the order of the cards being played ? You have Anub and 1 minion, he has sylvanas, sylvanas attacks into anub 1) Sylvanas was played before anub this means he takes your minion and you get nothing returned to your hand 2) aub was played before sylvanas your minion gets returned to your hand and sylvanas gets nothing There was a post on reddit about 2 people who made hundreds of tests with sylvanas vs sylvanas (with playing order: A before B, B before A, attacking or being attacked: A attacks B, B attacks A), sylvanas vs harvest golem and so on. And the results were not consistent at all. (except that Sylvanas can never take the Damaged Golem / Baine Bloodhoof ) does this also count for sylvanas vs other deathrattle or is it only random in the sylvanas mirror Read here: http://www.hearthpwn.com/forums/hearthstone-general/general-discussion/4637-how-deathrattle-activation-order-works Thanks, seems that what I have been seeing in play regarding deathrattle was just lucky coincidence
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I don't like how a spider is a Rogue card. However I like the deathrattle. It may be too strong though with those stats. 5/5 for 4mana with built-in random panda is a lot!
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I find it interesting that it's called an ambusher. Do you think it's called that because it allows you to replay the card that got returned to finish the opponent? I'm thinking Leeroy or SI7 Agent.
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On May 15 2014 21:43 LastAergerer wrote: I find it interesting that it's called an ambusher. Do you think it's called that because it allows you to replay the card that got returned to finish the opponent? I'm thinking Leeroy or SI7 Agent. I think its mostly design wise so that it fits in the Rogue theme
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I think Argus is going to be the most realistically used combo, unless of course there are some other Naxx cards that pair well with it.
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But they tailor the card abilities to match the fluff; rather interesting conceptually. I was wondering who it is ambushing and how.
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On May 15 2014 08:10 the`postman wrote:Show nested quote +On May 15 2014 08:02 serum321 wrote: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. I feel like the people commenting on this have never actually played miracle rogue. I've never talked about tempo rogue, I said in my very first post miracle rogue. What would miracle rogue possibly have on their board turn 4? Either a loot hoarder or si agent. I suggested replacing the loot hoarders with novice engineers so that in this deck there is no downside to playing this turn 4. Why would you want to play this in miracle? What are you replacing? Seems that if miracle rogue wanted something like this you'd run yeti already, which you don't. You already have a spot where people sub in earthen or bgh or some other meta choice card, this card would be more versatile in all matchups rather than a niche in one matchup.
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I think this card is gonna be great in a miracle deck.It comes one turn earlier than Azure Drake / Gadgetzan Auctioneer and it will bait removal.5 attack is a lot and with 5 health there are very few minions that can kill it that turn.
If you played SI:7 Agent the previous turn and the opponent for whatever reason did not kill it you will be in a very good spot.You won't lose tempo.I mean what could you possibly play on turns 1-3 that won't die and will be bad if it goes back in your hand?
Since this card only costs 4 mana you can do some pretty cool stuff later in the game and of course we haven't seen all the Naxraamas cards yet,i'm sure there will be cards that will have some synergy with this spider.
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On May 15 2014 22:24 DifuntO wrote: I think this card is gonna be great in a miracle deck.It comes one turn earlier than Azure Drake / Gadgetzan Auctioneer and it will bait removal.5 attack is a lot and with 5 health there are very few minions that can kill it that turn.
If you played SI:7 Agent the previous turn and the opponent for whatever reason did not kill it you will be in a very good spot.You won't lose tempo.I mean what could you possibly play on turns 1-3 that won't die and will be bad if it goes back in your hand?
Since this card only costs 4 mana you can do some pretty cool stuff later in the game and of course we haven't seen all the Naxraamas cards yet,i'm sure there will be cards that will have some synergy with this spider.
You're in a good spot if the SI7 lives, a bad spot if you play the ambusher and the ambusher sends the SI back to your hand. Had the ambusher been a yeti, you'd still have an SI7 which is more valuable on the board than in your hand. The definition of tempo starts with putting threats from your hand to the board, not the other way around.
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On May 16 2014 01:25 rd wrote:Show nested quote +On May 15 2014 22:24 DifuntO wrote: I think this card is gonna be great in a miracle deck.It comes one turn earlier than Azure Drake / Gadgetzan Auctioneer and it will bait removal.5 attack is a lot and with 5 health there are very few minions that can kill it that turn.
If you played SI:7 Agent the previous turn and the opponent for whatever reason did not kill it you will be in a very good spot.You won't lose tempo.I mean what could you possibly play on turns 1-3 that won't die and will be bad if it goes back in your hand?
Since this card only costs 4 mana you can do some pretty cool stuff later in the game and of course we haven't seen all the Naxraamas cards yet,i'm sure there will be cards that will have some synergy with this spider. You're in a good spot if the SI7 lives, a bad spot if you play the ambusher and the ambusher sends the SI back to your hand. Had the ambusher been a yeti, you'd still have an SI7 which is more valuable on the board than in your hand. The definition of tempo starts with putting threats from your hand to the board, not the other way around.
I played the SI:7 Agent and probably did 2 dmg.He stays alive.I can attack something the opponent played or do 3dmg to him and play the spider.
The opponent probably spends a lot or resources/mana to kill the spider so i get the SI:7 Agent back,i am the one who puts stuff on the board and i can use SI:7 Agent's battlecry again whenever i want.
Yeah,i could have a 3/3 on the board instead but it's not really a big difference in this case.Of course there will be some situations where you would prefer to have a yeti but the spider is a 5/5 which makes it amazing with so many popular 4/4 and 4/5 minions.
We'll have to wait and see it in action.To me it looks like a very good card.
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well lets say you trade a 4/4 with your 5/5 Ambusher(5/1 then) in your opponents turn he can trade the spider easily and may get a free bounce which is obv horrible
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On May 16 2014 02:10 DifuntO wrote:Show nested quote +On May 16 2014 01:25 rd wrote:On May 15 2014 22:24 DifuntO wrote: I think this card is gonna be great in a miracle deck.It comes one turn earlier than Azure Drake / Gadgetzan Auctioneer and it will bait removal.5 attack is a lot and with 5 health there are very few minions that can kill it that turn.
If you played SI:7 Agent the previous turn and the opponent for whatever reason did not kill it you will be in a very good spot.You won't lose tempo.I mean what could you possibly play on turns 1-3 that won't die and will be bad if it goes back in your hand?
Since this card only costs 4 mana you can do some pretty cool stuff later in the game and of course we haven't seen all the Naxraamas cards yet,i'm sure there will be cards that will have some synergy with this spider. You're in a good spot if the SI7 lives, a bad spot if you play the ambusher and the ambusher sends the SI back to your hand. Had the ambusher been a yeti, you'd still have an SI7 which is more valuable on the board than in your hand. The definition of tempo starts with putting threats from your hand to the board, not the other way around. I played the SI:7 Agent and probably did 2 dmg.He stays alive.I can attack something the opponent played or do 3dmg to him and play the spider. The opponent probably spends a lot or resources/mana to kill the spider so i get the SI:7 Agent back,i am the one who puts stuff on the board and i can use SI:7 Agent's battlecry again whenever i want. Yeah,i could have a 3/3 on the board instead but it's not really a big difference in this case.Of course there will be some situations where you would prefer to have a yeti but the spider is a 5/5 which makes it amazing with so many popular 4/4 and 4/5 minions. We'll have to wait and see it in action.To me it looks like a very good card.
Your opponent would have had to use the same resources to kill a yeti, and with a yeti the turn would conclude with you having the additional 3/3 on board, which is better than 2 more direct damage. Not to mention, if your goal was to be on the play (playing minions first), you have a much stronger board presence with the SI7 agent on board to play an additional minion, rather than just a lone SI7 agent.
I think people confuse why battle cry cards like SI7 agent and dark iron are so good. They're ultra mana efficient, giving you effects that impact the board immediately ontop of the vanilla body. The entire point is to play a minion on the board and have it do more work than a vanilla 3/3 or 4/4. Replaying the same card makes it extremely mana inefficient, and reduces your board.
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I don't get this card. So far we've seen cards in naxx give some beneficial effect to each class. Paladins love playing around with minions so Avenge makes sense. Druids lack hard removal and don't have too much trouble dealing with tokens or abusing tokens so Poison Seeds make sense. Warrior can play around with massively dealing damage to his own minions (Whirlwind yo!) so Death's Bite makes sense.
What does this card give to a rogue? Pretty much the reason why Shadowstep is viable is because it's target not random, it reduces the cost and probably most importantly - its a 0 mana spell. This card's effect makes no sense. The only good Battlecry minion a rogue has is SI:7 Agent. The Ambusher's effect is random so it doesn't allow for reliable combo. Trying to combo it with Scrub is also unreliable as you might get the Defias Bandit returned and that does nothing for you. I don't see this card being viable in Tempo Rogue as it will just slow you down that works against the deck.
In the end the only reason for this card to be powerful is that it's a 4 mana 5/5. I don't see its effect being strong in rogue decks in any way - this type of effect is a lot more useful for paladin or priest who are probably the only classes that ever consider running Youthful Brewmaster. So i see this card ending up only in Miracle Rogue as a 4 mana 5/5 with no drawback as Miracle Rogue doesn't play much with minions. That's stupid. You can create the same type of card for almost any class. It just doesn't really add anything new to the rogue IMO. Seems really dumb to me...
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On May 15 2014 22:24 DifuntO wrote: I think this card is gonna be great in a miracle deck.It comes one turn earlier than Azure Drake / Gadgetzan Auctioneer and it will bait removal.5 attack is a lot and with 5 health there are very few minions that can kill it that turn.
If you played SI:7 Agent the previous turn and the opponent for whatever reason did not kill it you will be in a very good spot.You won't lose tempo.I mean what could you possibly play on turns 1-3 that won't die and will be bad if it goes back in your hand?
Since this card only costs 4 mana you can do some pretty cool stuff later in the game and of course we haven't seen all the Naxraamas cards yet,i'm sure there will be cards that will have some synergy with this spider.
I doubt this will see much play in miracle rogue for the same reason Yeti doesn't, it doesn't really support what the deck is trying to do. Pretty much all the minions in normal miracle decks bring either card draw, spell power, or both. This card has none of those, and is just a big body with a potentially significant downside.
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Id just like to remind everybody this is a single card out of the new rogue cards.
we might not even have miracle rogue anymore in the meta after the new pack.
trying to shoe-horn this card into the current meta isnt going to be particularly effective imo.
i rather speculate on what kind of cards might be coming into synnergize with this.
although the new cards seem to have an emphasis on deathrattle.
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I think they're crypt lords, not spiders. Don't they even have 6 legs?
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On May 16 2014 06:05 gostunv wrote: Id just like to remind everybody this is a single card out of the new rogue cards.
There's only one new card per class.
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On May 16 2014 06:05 gostunv wrote: Id just like to remind everybody this is a single card out of the new rogue cards.
we might not even have miracle rogue anymore in the meta after the new pack.
trying to shoe-horn this card into the current meta isnt going to be particularly effective imo.
i rather speculate on what kind of cards might be coming into synnergize with this.
although the new cards seem to have an emphasis on deathrattle.
Ironically, if there were multiple class cards in naxx, there'd be almost half as many new cards for rogue to work with compared to the current reality where theres only 1 class card and 21 other neutrals for rogue to play with. Nonetheless, it's only 30 cards. The metagame is going to be heavily influenced most by the current 300+ cards that exist now.
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So it's an imba yeti with free brewmaster effect? Sick
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On May 16 2014 06:48 rd wrote:Show nested quote +On May 16 2014 06:05 gostunv wrote: Id just like to remind everybody this is a single card out of the new rogue cards.
we might not even have miracle rogue anymore in the meta after the new pack.
trying to shoe-horn this card into the current meta isnt going to be particularly effective imo.
i rather speculate on what kind of cards might be coming into synnergize with this.
although the new cards seem to have an emphasis on deathrattle. Ironically, if there were multiple class cards in naxx, there'd be almost half as many new cards for rogue to work with compared to the current reality where theres only 1 class card and 21 other neutrals for rogue to play with. Nonetheless, it's only 30 cards. The metagame is going to be heavily influenced most by the current 300+ cards that exist now.
ah i see.
well than the true potential of this card is much harder to gauge than the other classes it seems.
also only 1 class card per is pretty wack.
hopefully these neutrals are more interesting.
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meh, seems reasonable for a small set of cards. they probably don't want to completely reconfigure the game so early in its life. i'm sure there'll be more per class when the first proper expansion comes around.
On May 16 2014 06:48 rd wrote: Ironically, if there were multiple class cards in naxx, there'd be almost half as many new cards for rogue to work with compared to the current reality where theres only 1 class card and 21 other neutrals for rogue to play with. Nonetheless, it's only 30 cards. The metagame is going to be heavily influenced most by the current 300+ cards that exist now.
yeah, those are the base the meta has been building off of since the start. but at the same time, any one of those 30 cards could completely change the game. imagine the game just didn't have defender of argus in it, or leeroy, or i dunno, pick any widely used neutral.
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On May 16 2014 22:52 Doc Daneeka wrote:meh, seems reasonable for a small set of cards. they probably don't want to completely reconfigure the game so early in its life. i'm sure there'll be more per class when the first proper expansion comes around. Show nested quote +On May 16 2014 06:48 rd wrote: Ironically, if there were multiple class cards in naxx, there'd be almost half as many new cards for rogue to work with compared to the current reality where theres only 1 class card and 21 other neutrals for rogue to play with. Nonetheless, it's only 30 cards. The metagame is going to be heavily influenced most by the current 300+ cards that exist now.
yeah, those are the base the meta has been building off of since the start. but at the same time, any one of those 30 cards could completely change the game. imagine the game just didn't have defender of argus in it, or leeroy, or i dunno, pick any widely used neutral.
Yeah, even a small number of great cards can completely upend the meta, and until we see them in action its hard to know exactly how things will play out.
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On May 16 2014 08:22 FueledUpAndReadyToGo wrote: So it's an imba yeti with free brewmaster effect? Sick While the stats/effect do seem ridiculous and I agree, you have to realize how Rogue is played. This card doesn't fit into a single one of the current decks, and building a new style around this and whatever other new Rogue cards come out, may turn out to be imba as fuck, or it may just be one of those cards that's good but doesn't fit anywhere.
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On May 16 2014 22:52 Doc Daneeka wrote:meh, seems reasonable for a small set of cards. they probably don't want to completely reconfigure the game so early in its life. i'm sure there'll be more per class when the first proper expansion comes around. Show nested quote +On May 16 2014 06:48 rd wrote: Ironically, if there were multiple class cards in naxx, there'd be almost half as many new cards for rogue to work with compared to the current reality where theres only 1 class card and 21 other neutrals for rogue to play with. Nonetheless, it's only 30 cards. The metagame is going to be heavily influenced most by the current 300+ cards that exist now.
yeah, those are the base the meta has been building off of since the start. but at the same time, any one of those 30 cards could completely change the game. imagine the game just didn't have defender of argus in it, or leeroy, or i dunno, pick any widely used neutral.
The meta will change, decks might become obsolete and new decks might become viable, but they're still going to be constructed primarily around the base set of cards, so analyzing how the new cards interact with the original release set is even more important than analyzing interactions with most of the new cards.
Especially considering that most of the speculation that the ambusher will be powerful comes from analyzing it's use with current cards that it's deathrattle can synergize with, i.e. battlecries like SI Agent, Bandits, Novice Engineer, Leeroy, etc, and the point I'm primarily making is that the synergy it has with these cards has a cost; it's not free, it's scarcely controllable, and it's counter productive towards the archetypical play style that the rogue's current cards lend themselves to, which is tempo and mana efficiency. To say it's going to be OP before any seeing any card that would yet make it OP is rash.
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is ridiculously op shit not apparent to blizzard by now? why must everyone go through a couple of unnecessary months of one trick insta win crap before they fix the obvious? wasn't uth enough? a 5/5 for 4 mana is stupid as it is... and don't tell me the deathrattle can backfire, it could with most other classes but it actually helps the rogue. more free damage, more wombo combo, fatter edwin, etc.
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On May 18 2014 09:20 Kabras wrote: is ridiculously op shit not apparent to blizzard by now? why must everyone go through a couple of unnecessary months of one trick insta win crap before they fix the obvious? wasn't uth enough? a 5/5 for 4 mana is stupid as it is... and don't tell me the deathrattle can backfire, it could with most other classes but it actually helps the rogue. more free damage, more wombo combo, fatter edwin, etc.
Its not going to get played. Its basically an ancient brewmaster with 1 more health but for that you lose the ability to choose what minion gets bounced so not worth the extra 1 health and ancient brewmaster is already not played in any decks.
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On May 18 2014 09:20 Kabras wrote: is ridiculously op shit not apparent to blizzard by now? why must everyone go through a couple of unnecessary months of one trick insta win crap before they fix the obvious? wasn't uth enough? a 5/5 for 4 mana is stupid as it is... and don't tell me the deathrattle can backfire, it could with most other classes but it actually helps the rogue. more free damage, more wombo combo, fatter edwin, etc.
As Adreme said, this an uncontrollable ancient brewmaster with 1 more health. The 1 health makes a difference, but the lack of control makes this undesirable. It's deathrattle doesn't make sick wombo combos. It simply kills tempo. You still have to replay the returned card at full mana cost, and only a few cards that rogue currently plays would be worthwhile to do that (Novice Engineers works well though isnt played, Earthen Farseer, and SI... and that's about it in the current meta). This will not create "fat" Vancleef's either. You need to play cards in order to buff Vancleef... this merely returns a card to your hand. If it returns a 2 mana or 3 mana card maybe, but that is situational. It's the Auctioneer mixed with cheap spells that make the fat (sure to be BGH or silenced) Vancleef's.
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On May 18 2014 09:20 Kabras wrote: is ridiculously op shit not apparent to blizzard by now? why must everyone go through a couple of unnecessary months of one trick insta win crap before they fix the obvious? wasn't uth enough? a 5/5 for 4 mana is stupid as it is... and don't tell me the deathrattle can backfire, it could with most other classes but it actually helps the rogue. more free damage, more wombo combo, fatter edwin, etc. That Lightspawn sure is imba as hell!
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On May 18 2014 12:28 Hryul wrote:Show nested quote +On May 18 2014 09:20 Kabras wrote: is ridiculously op shit not apparent to blizzard by now? why must everyone go through a couple of unnecessary months of one trick insta win crap before they fix the obvious? wasn't uth enough? a 5/5 for 4 mana is stupid as it is... and don't tell me the deathrattle can backfire, it could with most other classes but it actually helps the rogue. more free damage, more wombo combo, fatter edwin, etc. That Lightspawn sure is imba as hell! While saying the 5/5 for 4 is imba is in fact dumb, I could entertain the argument that this card is far less situation and dependent on proper circumstances than Lightspawn. Lightspawn gets silenced and it's literally worthless. This thing gets silenced, and it's marginally worse.
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the problem with this card is, mukla is just better imo. If i play this card, i wouldnt be able to follow up if my unit survives since the deathrattle would mean my next unit would be returned. Whereas mukla doesnt have that downside and costs less assumign you can keep the board clear.
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On May 18 2014 13:58 Mortal wrote:Show nested quote +On May 18 2014 12:28 Hryul wrote:On May 18 2014 09:20 Kabras wrote: is ridiculously op shit not apparent to blizzard by now? why must everyone go through a couple of unnecessary months of one trick insta win crap before they fix the obvious? wasn't uth enough? a 5/5 for 4 mana is stupid as it is... and don't tell me the deathrattle can backfire, it could with most other classes but it actually helps the rogue. more free damage, more wombo combo, fatter edwin, etc. That Lightspawn sure is imba as hell! While saying the 5/5 for 4 is imba is in fact dumb, I could entertain the argument that this card is far less situation and dependent on proper circumstances than Lightspawn. Lightspawn gets silenced and it's literally worthless. This thing gets silenced, and it's marginally worse.
It's better if it's silenced really, unless you were hoping for the pipe dream of bouncing leeroy.
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On May 18 2014 13:58 Mortal wrote:Show nested quote +On May 18 2014 12:28 Hryul wrote:On May 18 2014 09:20 Kabras wrote: is ridiculously op shit not apparent to blizzard by now? why must everyone go through a couple of unnecessary months of one trick insta win crap before they fix the obvious? wasn't uth enough? a 5/5 for 4 mana is stupid as it is... and don't tell me the deathrattle can backfire, it could with most other classes but it actually helps the rogue. more free damage, more wombo combo, fatter edwin, etc. That Lightspawn sure is imba as hell! While saying the 5/5 for 4 is imba is in fact dumb, I could entertain the argument that this card is far less situation and dependent on proper circumstances than Lightspawn. Lightspawn gets silenced and it's literally worthless. This thing gets silenced, and it's marginally worse. This card is 10x better once silenced. If this card has no text, it would be the most OP card ever. This card is bad because the effect is a downside.
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Wait, the bounce is not random though, right?
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On May 18 2014 20:15 bananaboy wrote: Wait, the bounce is not random though, right? Of course it is random. It's a deathrattle.
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I'm torn on this card. On the one hand, a 5/5 for 4 mana is a great value. On the other hand, the Deathrattle is a bit dubious, seeing as it can backfire by forcing you to take back a minion you might want on the field, and without the benefit of the mana decrease that you'd otherwise get from using Shadowstep.
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On May 18 2014 13:58 Mortal wrote:Show nested quote +On May 18 2014 12:28 Hryul wrote:On May 18 2014 09:20 Kabras wrote: is ridiculously op shit not apparent to blizzard by now? why must everyone go through a couple of unnecessary months of one trick insta win crap before they fix the obvious? wasn't uth enough? a 5/5 for 4 mana is stupid as it is... and don't tell me the deathrattle can backfire, it could with most other classes but it actually helps the rogue. more free damage, more wombo combo, fatter edwin, etc. That Lightspawn sure is imba as hell! While saying the 5/5 for 4 is imba is in fact dumb, I could entertain the argument that this card is far less situation and dependent on proper circumstances than Lightspawn. Lightspawn gets silenced and it's literally worthless. This thing gets silenced, and it's marginally worse. I know that the argument is not 100% sound. I just felt like this nonsense post didn't deserve more effort. it's not like the arguments aren't already in this thread.
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