Generates
Clarifications
- Summoned Ambush cards are 'summon a 4/4 Nerubian for your opponent. Draw a card'. (Source)
Shuffle 3 Ambushes into your opponent's deck. When drawn, you summon a 4/4 Nerubian.
Can you hold these eggs for just a second? I promise they're not full of giant enraged undead spider things.
Click on the buttons to change the PopCard background.
Click on the button to hide or unhide popcard elements.
next reason to craft Fel Reaver
This card is bad in mill rogue for many reasons.
1- decreases the consistency to an already inconsistent deck. adding more cards that do nothing immediately when played and doesn't help with getting cold light, surviving, or thinning your opponents deck (the opposite actually).
2- hinders the decks' main win condition. sure adding cards to their deck doesn't matter if when they draw it and it cycles but the whole point it to make them over draw to run out of resources against you so you're coldlights have no positive effect to the opponent with 10 cards in their hand. if you make them overdraw ambushes, you're basically giving them a chance to draw better cards and you are less likely to get them to fatigue beacuase you added the abushes in the their deck while contracting the benefit of deathlord. the card it self could be an alternate win condition but sacrificing the consistency of the main one for an inconsistent one is redundant. i can only see it being played after the opponent is already in fatigue or don't have enough cards in hand to mill it to guarantee the full effect goes off for 3 4/4's in one turn. (which i agree is viable but very situational meaning it has to sit in your hand the whole game. i actually want to see this happen so much) but triple coldlight lethal is enough and you can't even do that if your board is full. let's say you get 6 4/4's that's 24atk but you have to get through taunts and might pop an ice barrier +1 damage through fatigue when they start thier turn. but that requires set up and you usually want to use your mana that late in the game just to survive and actually get them to fatigue. 3 cold light during fatigue is 21 damage + 7 when they start their turn so 28 total and that's with having no board.
3- you don't wan't to vanish/shadow step your 4/4s. every other minion has sub synergy with cards like vanish and shadow step (other than thalnos). even returning a deathlord making it full health with taunt is more valuable as it has more possible health gain or take off a silence. you usually don't want to fill up your board either as it can make you overdraw with vanish.
4- you're usually not looking to be aggressive. 4/4's are versatile bodies for trading but mill has very efficient removal as it is. that's why cards like dancing swords and mukla aren't played in mill anymore other than just plain back firing which this card is capable of doing as well. on the other hand those cards as well as this card can fit in a more aggressive style deck not looking to fatigue but to go face to take advantage of the big-ish bodies. (in theory. they might still be bad)
The issue is, if their hand is full, Ambush might replace the card discarded and not trigger.
2-that's what i meant by replacing it's self. sorry for the confusion.
3- i'm just saying it has no synergy with it. if you want to vanish to reuse an effect and act like a shadow step.
4- that would make it a win more card. i just dont think it's worth the deck space in mill.it needs a deck with a different win condition imo but it is still all theory
I don't think you critics of this card have the proper foresight to understand how it's best used. Your argument is akin to saying "Sylvanas isn't that great, because you drop her on Turn 6 on an empty board and your Mage opponent will just fireball it."
You don't play Beneath The Grounds until AFTER you've milled. When they're at 10 cards, and every other card is giving you a 4/4. Or you wait until you've drawn all of them before going on a mill spree. Mill Rogue will usually chain Oracles at the end of the game, not the beginning. If you have 3 Ambushes in their deck of 24 cards, and you decide to mill 5 of their cards, odds are you burn 1 Ambush at the most. If you want to mill FIFTEEN of their cards, then who cares if 3 of them are Ambushes, you just rekt your opponent..
Silly logic all around.
So this doesn't negate your opponent's draw step right? I assume it's like Juggernaut where the mine pops up, explodes, and then they draw a real card?
Yep, it doesn't negate. They still draw the card, similar to Juggernaut.
I don't think I'd find this card very exciting then. It's a 3-drop that does 0 to impact the board and may do exactly nothing but blow 3 mana and card draw for the entire game. Of course there will be games where you luck-sack it and get multiple Nerubians as early as turn 3, but for every awesome game presumably there will be equal numbers of terrible games. I can see it being a piece in draw/mill rogue, but that seems pretty fringe.
This works well in Mill, even though overdraw will counter your mill plays. It's easy enough to understand if you've actually played Rogue Mill before, that something like that isn't hard to play around.
The card works well in Oil as well, getting an ambush when your opponent least expects it can make it the 1 turn sticky minion you need to win(for this you replace either a fan of knives or farseer).
Works well in control as well, the only version i think other than mill to run 2 copies.
Those are my opinions.
Guys, this is not a mill card. If your opponent discards the Ambush, you don't get the Nerubian and they don't lose a card from their deck.
You mean if you make your opponent draw cards, but not discard cards? Well, that's not how a mill deck wins... You just feed you opponents the cards he need. If you don't make him lose cards and thin his deck out, you don't win.
Its more pushing a fatigue rogue build than anything else, same as Anub'arak and Gang Up (Ganging up Sludge Belchers, healbots, or maybe even bolfs can make the game take a while)
A mill doesn't win by discarding cards, it wins by being far, far ahead in the fatigue race and getting there as fast as possible. This card will be autoinclude in mill rogue, you control when you cast it and you can play around it. For instance if they are in fatigue, you get 3 4/4's immediately, guaranteed. I would try to save one copy for that scenario as a closer.
After playing a few games, I can say this card is insanely good in mill... especially against aggro, which is the bane of mill rogue. Aggro plays faster and has smaller hand sizes, so there's little chance of burning one of your Ambushes. Once the spider mill gets rolling it's hard to deal with.
This could have been an awesome deathrattle or battlecry for Anubarak
Counter Chromaggus Hype
If it like the mine from the warrior legendary, the ambush card just goes to your hand.... No double spider spawn :D
shhhh. they don't need to know that
hopefully the next expension will give th rouge narubian synergy. she got 3 ways to get them now.
Honestly my favorite card from TGT. WHY? I like to have fun, and Mill Rogue is fun. Did Rogues get shafted this expansion? Yes. Is TGT supposed to slow the meta? Yes. Is Mill good against control? Yes. I feel like I'm going to have fun.
Okay, so the big problem people have with this card is its mana cost and the fact that the opponent has to draw the card. The fact that you have to get it into your opponents hand kinda sucks. Because if you'e milling them, you want to burn their draws, rather than fill their hand. But you end up doing both. This feels like an alternate finisher for Mill. Use it during fatigue and get 12/12 in stats when your opponent draws a card. The big reason people hate it is the tempo loss. From my experience, Mill Rogue isn't big on tempo plays. Sure they're important, but the big deal is ganging up your Coldlights, and then playing them 6 times in a row. This card would hurt your opponents draws further. This helps what Mill Rogue is good at, putting out threats while milling. So my only question will be on how many to run.
TLDR: Alternate finisher for Mill, great during fatigue, helps put out threats while milling. Will probably be bad outside of a Mill or fatigue based Rogue.