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My understanding is that once drawn, those are not counted as regular cards, and instead just directly produce their effects (instead of consume your card-draw). For example, it's similar to Ambush (from Beneath the Grounds). If you draw X cards, and any of them are Ambush, those cards do not count for your card draw. You will still draw X of your own cards, provided that you still have X cards in your deck that are yours to draw (and that are not Ambush or Spider Mine.
Actually I already tested this sort of thing using Chromaggus. If you draw a mine and have Chromaggus on the field, he puts a mine into your hand, it doesn't explode or anything of the sort, and you can even play the mine as a spell that does nothing. I don't see why the tea would do anything differently.
#Wisp=Concede
Edwin fuel
good card for mill rogue, but will mill rogue be playable without healbot, thats the question
Aggro is getting massivly nerfed as well since most of the sticky stuff is getting removed.
Sure hope they do, for the sake of diversity
Dont forget they are losing deathlord as well
Cult Apothecary might be a good replacement for Antique Healbot with standard comes out.
Not a good replacement, but a replacement.
This card kinda seems like a combination of Arcane Intellect and Gang Up. Intellect is 3 manna draw 2 and gang up is 2 mana put 3 copies of a minion in play into your deck. Thistle Tea however is a 6 mana draw 1 and copy it twice and draw those 2 immediately. If you value 1 card draw at 1.5 mana and the effect of copying a card at .6 mana(based on value of gang up) then this card is can be valued at (3*1.5) + (.6*2)= 5.7 mana. However, Gang Up's estimated value is based on the fact that you can only copy minions that are in play. Thistle Tea copies spells though, and minions that do not have to be played first. The fact that this can copy spells too is what really make it valuable for rogue and the fact that the cards are drawn immediately.
Regardless if it is good or not I am definitely gonna try to make it work!
This card should cost 5 instead of 6. With similar effect of increasing the cards in your hand by 2, both Nourish and Cabalist's Tome cost 5. I don't see any reason for this card costing 6.
this card give to your hand 3 new cards and add only one to you fadigue countdown, that's why it cost 1 more than Nourish and to Cabalist's Tome there a diference in between you get 3 random cards who may be not usefull(shield slam, deadly poison, blade furry, renounce darkness...) and 3 cards what have sinergy with your deck
Cabalist's Tome : 3 random Mage spells*
Cabalist's Tome gives mage spells only and most mage spells are valuable, so your Shield Slam example is not correct.
Currently only mill rogue relies on the fatigue advantage, but this card even isn't good in mill rogue. If mill rogue draws Preparation, Bloodmage Thalnos, Fan of Knives or Vanish, it won't be really helpful (if you play mill rogue you should know). The only great card for mill rogue to draw is Gang Up.
On the other hand, fatigue isn't a problem for oil rogue or miracle rogue. They just need the card draw to get the damage cards and win. So only damage cards like Eviscerate and Deadly Poison would be helpful.
Probably a great card for Mill Rogue, when you've ganged up your Coldlight Oracle just before fatigue and you know you're going to draw it. That is, if you're not gonna die too.
This card could be REALLY good in Mill Rogue, but the RNG makes it bad.
If it would work like Tracking and let you choose which card to get 3 of (without discarding the other cards ofcourse) this would be a great card.
Cus gang up doesn't draw cards
if it was same as your idea it will be more than great, its already a great addition to rogues.