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League of Explorers Card Review: Wing Two

Forum Index > Hearthstone General
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Daisyx
Profile Joined May 2015
0 Posts
Last Edited: 2015-11-18 15:32:25
November 18 2015 15:23 GMT
#1
Turn off Focus ModeFocus Mode
















Liquidhearth Presents

League of Explorers Card reviews

part two

by Daisyx

Introduction


You can find part one of the card review here.

Hello everyone and welcome to the League of Explorers card reviews. This will follow a similar format to the TGT card review where myself and a few other high-level players gave our initial takes on each card. We have changed our rating system somewhat after the feedback we got during TGT to hopefully make it more clear.

  • 1=Unplayable
  • 2=Almost certainly unplayable
  • 3=Bad
  • 4=Meh
  • 5=Decent
  • 6=Playable
  • 7=Good
  • 8=Very Good
  • 9=Extremely Good
  • 10=Overpowered

While this scale is far from ideal -- and still somewhat subjective -- it allows us to differentiate more between low-quality cards than the previous scale and it makes it more clear just what a certain rating means. As a result, our average ratings are a lot higher than in TGT. Having said that, we are a lot more optimistic about this incoming set than about TGT so even if we would be using the old rating system, the average rating would still be higher. We are also no longer use the ‘’possible rating’’ we used in TGT because we have already seen all the cards coming out. This set of cards is less combo-oriented than the Inspire effects of TGT.

Today’s guests are:
  • Deathstar v3, creator of the Midrange Hunter with Deathlord [image loading] [image loading]
  • SenX, creator of the SenX Hunter [image loading] [image loading]
  • Ersee, creator of the Midrange Shaman with Neptulon [image loading]
  • Modernleper, Team Archon writer [image loading]

This Week's Powerlevel


If we were to rate the different wings based on which ones you should buy if you are on a budget, this one is absolutely the best. It introduces some of the best cards in the set through Keeper of Uldaman, Mounted Raptor, Unearthed Raptor and Tunnel Trogg. All of these cards have the ability to strongly affect and shift the meta so there will be a lot of experimentation being done.

Here are the individual rankings for each player:
+ Show Spoiler +


Card Rankings


[image loading]

Playable In



Current Rating: 4


Brann Bronzebeard


This card just has all around poor stats -- 3/4 is the benchmark for three-drops nowadays -- and the effect suffers from significant diminishing returns. Most Battlecries aren’t really giving you extra benefit if they are triggered twice. That said, there is some excitement around this card. For a full list of meta cards which activate this card see this list.




[image loading]

Playable In



Current Rating: 4


Ethereal Conjurer


The closest comparison for this card is Azure Drake but with a slightly different stat budget and no Spell Power. Generally speaking, three health is bad because there are so many two mana spells that deal three damage. Even if Discover turns out to be significantly better than draw, the lack of Spell Power will still probably make this creature worse than Azure Drake.




[image loading]

Playable In



Current Rating: 4


Excavated Evil


This card is in the same slot as Holy Nova and we honestly wonder if this card isn’t simply worse than Holy Nova: the healing that Holy Nova provides is very frequently used and can't be undersold. This is ignoring the fact that it also gives your enemy a board clear, which is generally strong against Priests because they rely on board control.




[image loading]

Playable In



Current Rating: 4


Fierce Monkey


While this card looks really good on paper -- he is after all a Silverback Patriarch on steroids -- in reality there are no current Warrior decks that would want to run this card. A new more midrange Warrior would have to appear for this card to become played.




[image loading]

Playable In

Midrange Paladin

Current Rating: 8


Keeper of Uldaman


This card is also up for best card in the set since it can be used to buff your own tokens or bring a big enemy to a much more manageable size. In a way, this card works similar to the pre-nerf Tinkmaster Overspark only much less random. Tinkmaster also suffered -1/-2 stats for its effect compared to the stats of a normal minion at three mana, this card only gets -1/-1 as compared to a yeti. If you combine this with the fact that 3/4 in stats are really good, this card is shaping itself up for awesomeness all around. The only downside of this card is that it crowds the already busy four-slot for Paladins with Shredder and Truesilver -- both of which really can’t be cut -- so having six turn four plays might be too much.




[image loading]

Playable In

Aggro Druid
Midrange Druid

Current Rating: 7


Mounted Raptor


This card is a superior version of Harvest Golem: a 3/2 is better than 2/3 because it trades with Shredder the next turn. The Deathrattle is equal or slightly worse than that of Harvest Golem but some one drops can completely blow your opponent out of the water such as Injured Kvaldir and Dust Devil. To make up for those, however, there are plenty of 1/1 and 1/2s that are strictly worse. Also Druid doesn’t currently have any other 3-drop -- besides Shade of Naxxramas -- which has already been cut in some Druid lists.




[image loading]

Playable In



Current Rating: 1


Reliquary Seeker


We have no idea what Blizzard was thinking with designing this card as it's just never going to trigger. Gormokk the Impaler -- which same some play during TGT and was rated well by some card reviews -- saw very little play after being tried out for a while because the effect is just too inconsistent.




[image loading]

Playable In

Beast Hunter

Current Rating: 4


Tomb Spider



This is essentially a worse version of the Gorillabot: it has a worse stat point and generally speaking beasts have fewer good cards so there is a smaller chance to get something good from this guy.




[image loading]

Playable In

Midrange Shaman

Current Rating: 7


Tunnel Trogg


With this card, and the many other low-mana Shaman cards introduced in TGT, Blizzard really seems to be making an effort to give the Shaman early game some much needed boost. Cards with 1/3 for one mana are generally extremely strong in the proper archetype -- see Voidwalker and Mana Wyrm -- so this guy will probably fit in there just fine as well. Another reason why 1/3’s are becoming more powerful is that we are gradually seeing 3/2s fall off in favor of 2/3 two-drops.

The effect looks nice but in reality it will probably not be strong enough to build a full overload deck off of. That said, it can still be nice to play this and then get the +2 attack from Feral Spirits on turn three or +1 from a Totem Golem. Where this card is a significant step-up from the other one mana 1/3’s is that this card is also quite good in the late game. There are plenty of Shaman cards with two overload that can be nicely combo’d with this Tunnel Trogg to create a pretty decent 3/3 creature. With the addition of Desert Camel, people will start running both Tunnel Trogg and Zombie Chow.

The question will be whether this effect will double dip: the wording would suggest that if you play Tunnel Trogg into a turn two Totem Golem and turn three Totem Golem, since you have two locked mana crystals on turn three, you might get a total of +3 attack for two overloads paid. Overall will this card be enough to bring Shaman back? Probably not but it will go some way to make the deck more competitive.




[image loading]

Playable In

Tempo Rogue

Current Rating: 8


Unearthed Raptor


This one is another of the top cards released in this set and it might be enough to turn Tempo Rogue into something viable. While this card looks really win-more on paper, its stats are still really strong. Even if this cards gets the Haunted Creeper Deathrattle it is already absurd value. Alternatively, you can play turn two Nerubian Egg into this since Rogue has plenty of ways activate eggs.

Unearthed Raptor just screams value and stickiness. The question is if this -- and some of the other cards introduced in TGT -- are enough to make a tempo-style Rogue viable again since this card won’t fit in the current oil rogue.



Thanks everyone for your time and if you have any questions/comments feel free to ask and we hope to see you again for the next evaluation of a batch of cards.

Daisyx is the most prolific writer on Liquidhearth and you can follow him here:

[image loading]

Writer: Daisyx
Panelists: Deathstarv3 Ersee Modernleper SenX
Graphics: Hayl
Editors: Hayl
HolydaKing
Profile Joined February 2010
21254 Posts
November 18 2015 15:40 GMT
#2
Brann is probably gonna be really good. Expecting it to bring up some new decks. It might not fit in current decks, but I have no doubt it will be good in some new decks. I'd rate it 7-10 for that reason, though it's just a prediction. I think there are plenty really good battlecries.
Cricketer12
Profile Blog Joined May 2012
United States13973 Posts
November 18 2015 15:44 GMT
#3
Keeper hype! Midrange pally is gonna be insane with that :D i wonder ifnsecrets will use it....
Kaina + Drones Linkcro Summon Cupsie Yummy Way
Daisyx
Profile Joined May 2015
0 Posts
November 18 2015 15:52 GMT
#4
On November 19 2015 00:40 HolydaKing wrote:
Brann is probably gonna be really good. Expecting it to bring up some new decks. It might not fit in current decks, but I have no doubt it will be good in some new decks. I'd rate it 7-10 for that reason, though it's just a prediction. I think there are plenty really good battlecries.


What you need to keep in mind though is that the card itself probably wont live longer than 1 turn so you need to combo it with a battlecry. Also just because your battlecry works twice doesn't actually mean that it will be twice as good since quite a lot of time a part of the extra effect will be redundant.
Zaros
Profile Blog Joined September 2010
United Kingdom3692 Posts
Last Edited: 2015-11-18 15:59:44
November 18 2015 15:57 GMT
#5
Hoping Raptor Rogue becomes a thing, I think it will hinge on whether nerubian egg can be activated easily without adding in too many cards that only benefit the egg. Brann looks pretty good in warlock and priest decks the double stat gain on the dragon cards with Brann seems pretty powerful.

Keeper and mounted raptor seem a little overhyped to me keeper is a 4 drop that I think is too slow for secret and in midrange is competing against murloc knight, shredder, consec, truesilver and does similar things to quartermaster/aldor/equality/bgh maybe you use 1 for a reno jackson version though. Raptor is on average a 3/2 + 1.5/1.5, I don't think its that great apart from the blowout flame imp/kvaldir drops.
Hayl_Storm
Profile Joined April 2011
The Shire633 Posts
November 18 2015 16:08 GMT
#6
On November 19 2015 00:57 Zaros wrote:
Keeper and mounted raptor seem a little overhyped to me keeper is a 4 drop that I think is too slow for secret and in midrange is competing against murloc knight, shredder, consec, truesilver and does similar things to quartermaster/aldor/equality/bgh maybe you use 1 for a reno jackson version though. Raptor is on average a 3/2 + 1.5/1.5, I don't think its that great apart from the blowout flame imp/kvaldir drops.

What I like about Raptor is how he slots into Midrange Druid. Shade of Naxxramas really isn't great right now since the meta is so aggressive but he's the best three to you have. Raptor gives a more active tool for games without Wild Growth or Aspirant.
Editor@TL_Hayl // Return of the (Marine)King
Slydie
Profile Joined August 2013
1913 Posts
Last Edited: 2015-11-18 16:16:44
November 18 2015 16:12 GMT
#7
I think you missed the mark on Brann! That card will be bonkers in mill rogue, possibly bringing the deck high on the tier list! Brann+Healbot, Brann+SI7 and not the least Brann+Coldlight, combining them with gang ups and shadowstep... sounds like a serious boost to the archetype!
Buff the siegetank
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
Last Edited: 2015-11-18 16:19:24
November 18 2015 16:18 GMT
#8
On November 19 2015 01:12 Slydie wrote:
I think you missed the mark on Brann! That card will be bonkers in mill rogue, possibly bringing the deck high on the tier list! Brann+Healbot, and Brann+Coldlight, combining them with gang ups and shadowstep... sounds like a serious boost to the archetype!

Okay I love mill. I think most people understand that. But even I know that Mill will never have a place on the hearthstone ladder due to how many aggressive decks are run. Brann + Coldlight still isn't enough to keep us alive and its not like you can use Reno either

That said both Djinn and Brann are huge buffs to mill so who knows
Beamo
Profile Joined March 2003
France1279 Posts
Last Edited: 2015-11-18 16:32:50
November 18 2015 16:29 GMT
#9
Keeper should be ok but :
<<
In a way, this card works similar to the pre-nerf Tinkmaster Overspark only much less random
>>
That is not exactly true, one big advantage of Tinkermaster was the fact it would silence the target (at the time, Sylvanas, Cairn, Ragnaros, etc.)...

On November 19 2015 01:12 Slydie wrote:
I think you missed the mark on Brann! That card will be bonkers in mill rogue, possibly bringing the deck high on the tier list! Brann+Healbot, Brann+SI7 and not the least Brann+Coldlight, combining them with gang ups and shadowstep... sounds like a serious boost to the archetype!


Brann + SI7 does not work, it's a combo not a battlecry.
Daisyx
Profile Joined May 2015
0 Posts
November 18 2015 16:46 GMT
#10
Yep, combo effects don't work as far as I know ( could be wrong, this is the first battlecry modificator).

Also I agree that brann will be cool in mill decks, just not sure how viable that is in the long run.

Also yea I agree that it lacks the silence of pre-nerf tinkmaster, but it adds a lot more consistency and a lot better stat budget
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
November 18 2015 16:49 GMT
#11
On November 19 2015 01:46 Daisyx wrote:
Yep, combo effects don't work as far as I know ( could be wrong, this is the first battlecry modificator).

Also I agree that brann will be cool in mill decks, just not sure how viable that is in the long run.

Also yea I agree that it lacks the silence of pre-nerf tinkmaster, but it adds a lot more consistency and a lot better stat budget

Like 90% sure I read a tweet saying Combos aren't effected unless its like Perdition's Blade where the Combo modifies the Battlecry which only really effects Perdition's Blade anyway...

GulpyBlinkeyes
Profile Joined October 2009
United States1449 Posts
Last Edited: 2015-11-18 17:09:45
November 18 2015 17:09 GMT
#12
On November 19 2015 01:46 Daisyx wrote:
Yep, combo effects don't work as far as I know ( could be wrong, this is the first battlecry modificator).



This is the first battlecry modifier, but we do have Nerub'ar Weblord. Since it does not increase the casting cost of SI and other combo minions, I think that pretty much confirms that combo =/= battlecry.
Slydie
Profile Joined August 2013
1913 Posts
Last Edited: 2015-11-18 17:32:39
November 18 2015 17:30 GMT
#13
My bad on SI7, did not do proper research. Especially since I have already been annoyed a lot of other misinterpretations of the card (bgh, faceless, choose-one etc.)

However, not even mentioning mill decks in the OP is worse imo! The other 4 mill-synergies (healbot, coldlight, gang-up, shadowstep) are still very strong!
Buff the siegetank
Ryzel
Profile Joined December 2012
United States528 Posts
November 18 2015 18:01 GMT
#14
Having played Mill Rogue for a little bit I will say that it is EXTREMELY draw dependent in that there are some cards you absolutely have to draw in order to stand a chance in certain match ups (healbot and deathlord vs. aggro, coldlight vs. anything, etc.), and adding extra card draw to make the deck more consistent has two problems...

1) Given the deck aims to mill both of you quickly, it's hurting yourself in the long run
2) If you end up drawing your key cards early, the rest of the card draw cards are weak and redundant

More than anything else, I think this is the main issue holding back the deck. The answers and win conditions that are in there are fantastic when you draw them; it's just not consistent, and there's no way to make it consistent without making it very weak. Brann would function as a win-more card in this deck; it makes your win-cons even more powerful, but honestly weak win-cons aren't the issue. What the deck needs are cards like Tracking.
Hakuna Matata B*tches
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
Last Edited: 2015-11-18 18:24:35
November 18 2015 18:23 GMT
#15
On November 19 2015 03:01 Ryzel wrote:
Having played Mill Rogue for a little bit I will say that it is EXTREMELY draw dependent in that there are some cards you absolutely have to draw in order to stand a chance in certain match ups (healbot and deathlord vs. aggro, coldlight vs. anything, etc.), and adding extra card draw to make the deck more consistent has two problems...

1) Given the deck aims to mill both of you quickly, it's hurting yourself in the long run
2) If you end up drawing your key cards early, the rest of the card draw cards are weak and redundant

More than anything else, I think this is the main issue holding back the deck. The answers and win conditions that are in there are fantastic when you draw them; it's just not consistent, and there's no way to make it consistent without making it very weak. Brann would function as a win-more card in this deck; it makes your win-cons even more powerful, but honestly weak win-cons aren't the issue. What the deck needs are cards like Tracking.


Djinn actually fixes issue 1 since you get 6 cards per gang up rather than 3 making your deck last much longer really we just need more mill cards in the game to solve the inconsistency issue. Another card like Coldlight Oracle / Gang Up would be huge
Viashino_wizard
Profile Joined June 2015
0 Posts
November 18 2015 18:42 GMT
#16
On November 19 2015 00:57 Zaros wrote:
Hoping Raptor Rogue becomes a thing, I think it will hinge on whether nerubian egg can be activated easily without adding in too many cards that only benefit the egg. Brann looks pretty good in warlock and priest decks the double stat gain on the dragon cards with Brann seems pretty powerful.

Keeper and mounted raptor seem a little overhyped to me keeper is a 4 drop that I think is too slow for secret and in midrange is competing against murloc knight, shredder, consec, truesilver and does similar things to quartermaster/aldor/equality/bgh maybe you use 1 for a reno jackson version though.

Consecration and Murloc Knight aren't really 4-drops, in that you don't usually want to play them on curve. Consec is an answer and MK is effectively a 6-drop.

For the card itself, I think youre underestimating how strong the effect is. Use it on a Recruit and its 5/6 worth of stats for 4 mana. Used on a big enemy minion it both deals damage and reduces attack.

The strength of Raptor is that its a sticky minion with competitive stats, which is really good in a deck that runs Savage Roar.
kazooki117
Profile Joined October 2014
0 Posts
Last Edited: 2015-11-18 19:09:28
November 18 2015 19:09 GMT
#17
I foresee many Savannah Highmane draws off of Tomb Spider. Aren't class cards more likely to be discovered by 4x or so? That would at least make the Tomb Spider differ greatly depending on your class.
AsAr
Profile Joined September 2012
Germany52 Posts
November 18 2015 19:30 GMT
#18
On November 19 2015 03:23 Drazerk wrote:
Show nested quote +
On November 19 2015 03:01 Ryzel wrote:
Having played Mill Rogue for a little bit I will say that it is EXTREMELY draw dependent in that there are some cards you absolutely have to draw in order to stand a chance in certain match ups (healbot and deathlord vs. aggro, coldlight vs. anything, etc.), and adding extra card draw to make the deck more consistent has two problems...

1) Given the deck aims to mill both of you quickly, it's hurting yourself in the long run
2) If you end up drawing your key cards early, the rest of the card draw cards are weak and redundant

More than anything else, I think this is the main issue holding back the deck. The answers and win conditions that are in there are fantastic when you draw them; it's just not consistent, and there's no way to make it consistent without making it very weak. Brann would function as a win-more card in this deck; it makes your win-cons even more powerful, but honestly weak win-cons aren't the issue. What the deck needs are cards like Tracking.


Djinn actually fixes issue 1 since you get 6 cards per gang up rather than 3 making your deck last much longer really we just need more mill cards in the game to solve the inconsistency issue. Another card like Coldlight Oracle / Gang Up would be huge


I'm very sure that Djinn will not work in mill rogue. Since you don't give your minions stealth, you have to play Coldlight Oracle + Djinn + Gang Up, which is very expensive and even more draw dependent. Also, every Djinn drawn after the first is very close to a dead draw.
Seuss
Profile Blog Joined May 2010
United States10536 Posts
Last Edited: 2015-11-18 20:23:20
November 18 2015 20:21 GMT
#19
On November 19 2015 00:52 Daisyx wrote:
Show nested quote +
On November 19 2015 00:40 HolydaKing wrote:
Brann is probably gonna be really good. Expecting it to bring up some new decks. It might not fit in current decks, but I have no doubt it will be good in some new decks. I'd rate it 7-10 for that reason, though it's just a prediction. I think there are plenty really good battlecries.


What you need to keep in mind though is that the card itself probably wont live longer than 1 turn so you need to combo it with a battlecry. Also just because your battlecry works twice doesn't actually mean that it will be twice as good since quite a lot of time a part of the extra effect will be redundant.


It's a good point, he definitely should not be looked at as a 3 drop. There's also a point to be made that as a one-of you can't rely on drawing him, so for aggressive/mid-range decks he's not great.

That said I think 4 is a little low. Even if some battlecries aren't going to be twice as good (e.g. Wyrmrest Agent or Twilight Guardian) decks that run a lot of battlecries have the potential to make good use of him (Dragon Priest being the most obvious). 5-6 seems reasonable.

All your other ratings are spot on. The cards you've cited as good are absolutely good, and outside of the laughably awful Reliquary Seeker none of the other cards are bad, just meh. We might both be overly hopeful about Unearthed Raptor.

On November 19 2015 04:30 AsAr wrote:
Show nested quote +
On November 19 2015 03:23 Drazerk wrote:
On November 19 2015 03:01 Ryzel wrote:
Having played Mill Rogue for a little bit I will say that it is EXTREMELY draw dependent in that there are some cards you absolutely have to draw in order to stand a chance in certain match ups (healbot and deathlord vs. aggro, coldlight vs. anything, etc.), and adding extra card draw to make the deck more consistent has two problems...

1) Given the deck aims to mill both of you quickly, it's hurting yourself in the long run
2) If you end up drawing your key cards early, the rest of the card draw cards are weak and redundant

More than anything else, I think this is the main issue holding back the deck. The answers and win conditions that are in there are fantastic when you draw them; it's just not consistent, and there's no way to make it consistent without making it very weak. Brann would function as a win-more card in this deck; it makes your win-cons even more powerful, but honestly weak win-cons aren't the issue. What the deck needs are cards like Tracking.


Djinn actually fixes issue 1 since you get 6 cards per gang up rather than 3 making your deck last much longer really we just need more mill cards in the game to solve the inconsistency issue. Another card like Coldlight Oracle / Gang Up would be huge


I'm very sure that Djinn will not work in mill rogue. Since you don't give your minions stealth, you have to play Coldlight Oracle + Djinn + Gang Up, which is very expensive and even more draw dependent. Also, every Djinn drawn after the first is very close to a dead draw.


Djinni offers fatigue management. I don't play Mill enough to know if it's worth it, but with Djinni you can afford to slot in more card draw (consistency) without worrying about fatiguing yourself.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Enjun
Profile Joined October 2014
0 Posts
November 18 2015 22:42 GMT
#20
On November 19 2015 02:30 Slydie wrote:
My bad on SI7, did not do proper research. Especially since I have already been annoyed a lot of other misinterpretations of the card (bgh, faceless, choose-one etc.)

However, not even mentioning mill decks in the OP is worse imo! The other 4 mill-synergies (healbot, coldlight, gang-up, shadowstep) are still very strong!

Brann might even make Dark Iron Skulker a thing. Although it would take 8 Mana, Brann to live a turn or some kind of Mana reductions.
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