Imp-losion
Card Text
Deal 2-4 damage to a minion. Summon a 1/1 Imp for each damage dealt.
Flavor Text
The shrapnel is waaaaay worse than the explosion.
Additional Information
Name | Type | Class | Cost | Attack | Health |
---|---|---|---|---|---|
Jungle Panther | Minion | 3 | 4 | 2 | |
Twilight Drake | Minion | 4 | 4 | 1 | |
Murloc Tidecaller | Minion | 1 | 1 | 2 | |
Hungry Crab | Minion | 1 | 1 | 2 | |
Puddlestomper | Minion | 2 | 3 | 2 | |
Imp-losion | Ability | Warlock | 4 | 0 | 0 |
Dragon Egg | Minion | 1 | 0 | 2 | |
Black Whelp | Minion | 1 | 2 | 1 | |
Dragon Egg | Minion | 1 | 0 | 2 | |
Scarab | Minion | Warrior | 1 | 1 | 1 |
Jeweled Scarab | Minion | 2 | 1 | 1 | |
Xaril, Poisoned Mind | Minion | Rogue | 4 | 3 | 2 |
Princess Huhuran | Minion | Hunter | 5 | 6 | 5 |
Skeram Cultist | Minion | 6 | 7 | 6 | |
Nether Breath | Ability | 4 | 0 | 0 | |
Jinyu Waterspeaker | Minion | Shaman | 4 | 4 | 6 |
Pterrordax | Minion | Warlock | 1 | 1 | 1 |
Raptor Hatchling | Minion | Hunter | 1 | 2 | 1 |
Raptor Patriarch | Minion | Hunter | 1 | 4 | 5 |
Feeding Time | Ability | Warlock | 4 | 0 | 0 |
Brrrloc | Minion | Shaman | 2 | 2 | 2 |
Spellweaver | Minion | 6 | 4 | 4 | |
Ice Fishing | Ability | Shaman | 2 | 0 | 0 |
Gnosh the Greatworm | Hero | Warrior | 0 | 0 | 40 |
Swallow Whole | Hero Power | 2 | 0 | 0 | |
Imp | Minion | Warlock | 1 | 1 | 1 |
Dark Pharaoh Tekahn | Minion | Warlock | 5 | 4 | 4 |
Armagedillo | Minion | Warrior | 6 | 4 | 8 |
Backstage Security | Minion | 2 | 4 | 5 | |
Backstage Security | Minion | 2 | 8 | 10 | |
Veranus | Minion | Hunter | 6 | 7 | 6 |
Mindflayer Kaahrj | Minion | Priest | 3 | 3 | 3 |
Reliquary of Souls | Minion | Priest | 1 | 1 | 3 |
Reliquary Prime | Minion | Priest | 7 | 6 | 8 |
Ancient Void Hound | Minion | Demon Hunter | 9 | 10 | 10 |
G'huun the Blood God | Minion | Priest | 8 | 8 | 8 |
Dark Inquisitor Xanesh | Minion | Priest | 5 | 3 | 5 |
Humongous Owl | Minion | 7 | 8 | 4 | |
Deep Breath | Ability | Mage | 5 | 0 | 0 |
Firemancer Flurgl | Minion | Shaman | 4 | 2 | 3 |
no, no its not
Imp-losion + spell damage = more imps
This card always hits 4 in my experience. I've had it used against me a lot in ranked and I've used it in arena myself. In my arena run I used it about 10 times and it hit a 2 once the rest were 4.
One sad feature is that it's too random to play in the actual competitive scene. Rolling 2 or 4 makes a huge difference. Why not apply a compensation that if you hit 2 you get 4 imps and hit 4 you get 2 imps? Well but that seems to overpowered too. Right now Blizzard can balance this card by setting an internal distribution like 50% for 2, 30% for 3 and 20% for 4, making the expectation under 3.
It's actually being run in most zoo decks right now, the randomness of the damage hurts a bit, but most of the time zoo is able to compensate with using an extra minion to get the additional damage off. Furthermore, the Imps synergize with Argus and Sea Giant.
This card always seemed hilarious too me. Even before it proved itself to be a very good card, I always wanted to play with this.
Do not use against divine shield as it will deal zero damage and not summon any imps.
I am not sure its correct to play this card. For 4 mana, you should be doing 5-6 damage with a spell. So, to get even 4 damage off of it and then have 4 damage delayed until next turn is not exactly great. If you compare to a Yeti, it can usually participate in combat 2 times and do a total of 8 damage, although not always. But that happens more often compare to the frequency of this card's highest roll. They are not exactly the same, because spells have 'charge', but I am still not a fan.
I have the worst RNG with this.
Not exaggerating at all when I say this, every time I have used this so far, I've gotten 2 damage. Honestly, I don't think the imps like me very much.
At first it looked bad; turns out to be excellent in arena.
I suppose that might be because AoE is now slightly less common, so clearing a board full of 1/1's is rather hard.
This in turn makes it much easier for a Warlock who is losing board control, to get right back into the game by extracting full value from buff delivering cards.
Even in a vacuum, the card is quite aggressively costed; avg 3dmg ~= 2 mana. avg 3 imps ~= 2 mana.
Combine it with the obvious synergies (Knife Juggler, Cult Master, Flesheating Ghoul etc etc), and you'll likely end up far ahead.
This might give me just enough demon fodder and bonus synergy healing to bother with Sacrificial Pact
Fun card.
the relationship between the damage and the imps should be inverted. for ex deal 2 damage, get 4 imps, 3 damage, get 3 imps, deal 4 damage get 2 imps. this would mitigate the rng. but we all know that'll never happen.
Good idea, though the cost might have to be adjusted?
This is an incredible idea and an extremely simple way to get rid of the RNG extremes without removing the RNG entirely.
Great card to use just before summoning Mal'Ganis, especially if you have spell power on the board. All those imps turning to 3/3's ... aww yiss.
Because 1/1 imps in round 8 can surely survive until Mal'ganis comes up in round 9... Inner Fire/Divine Spirit-combo seems far more consistent than them.
Looks pretty bad. You can fantasize about some fancy combos, but still, pretty bad.
Imp-ressive card!
Spellpower is a great consideration. Malygos => Imp-plosion for 6 imps! Ancient mage => Imp-plosion for 4-6 imps!