Ambush & Token
Card Clarification
- If you get this in your hand somehow (Thoughtsteal for example) they are castable spells that summon a 4/4. (Source)
- When you draw an Ambush it doesn't cost any mana. They cast automatically for 0 mana. They don't trigger Auctioneer or Pyromancer when this happens. (Source)
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Strong against priest. I like.
You shuffle it into your deck or are you saying it's strong because of the 4/4 statline
It dodges the shodow words and it survives Duskbreaker a meta defining card. Yes, The 4/4 stat line matters.
When i first saw this card I assumed the Ambush cards gave the 4/4's to your opponent. So yeah. Wow.
A very interesting Mill Rogue tool for sure! Like good ol' Beneath The Grounds, but with a 4/4 body! :D
You can draw all of them with Hemet, Jungle Hunter but it means all in.Aggro decks cant handle with that board but against control it is suicide.
How would you draw them if they get destroyed? Or do you mean you play Hemet, Jungle Hunter and then this, which would be a dumb, hard to pull off combo
Hemet, Jungle Hunter destroys cards that cost less than 3 or less, Spider Ambush! costs 4 mana (although it is cast for free upon drawing it) so it wouldn't be destroyed. Not to say that the Hemet combo would be viable.
Dr 4
meta-defining.
Perfect card.10/10
So will the 4/4 tokens get buffed by Keleseth as well?
Why would they? They aren't minions while in the deck, it's a spell that happens to summon a minion.
Arcane Giant is discounted by spells you cast. These are auto-cast spells, so you aren't casting them. So I assume no discount to Giant.
This is awesome card design. Bouncing this with shadowcasters, shadowstep, Vanish, Valeera, the new rogue legendary, etc could make a kind of deck archtype of its own, a sort of spider rogue deck that just draws free value out thier deck with card draw that the opponent has to constantly keep clearing in the mid to late game until they can't keep up the control and lose, it's like an automatic Zoo that gets faster the more spider combo's you can pull of.
Playing both of these and bouncing them just twice will put 12 spiders in your deck, that's a lot for your opponent to deal with in addition to the normal rogue tempo stuff like Vancleef and SI:7's! If you built you deck specifically to support spiders, I could see rogues easily filling up 15+ spiders in a game.
I don't think the new priest board clear counters this either, that card is played on 7 which delays fatigue and these are still 4 attack minions which inherently counter priest. If I have Valeera on I wouldn't be mad about drawing a 4/4 against a priest, not to mention the deck likley still has automatic spiders in it after the aoe.
Seems like a fun card and I'm crazy enough to try and make a spider archtype work.
Trying to come up with a viable Mill Rogue deck that uses these cards as well as The Darkness. Work in progress, but take a look if you want.
http://www.hearthpwn.com/decks/981361-mill-rogue-kac
EDIT: The Kingsbane inclusion may need to be taken out, but I put it in because I really love that weapon design and want to play it. It feels like the only weapon of the set that is truly Legendary!
Could also probably lose the Darkness and utlize the return to hand or minion copies to focus on playing more Striders too. I just feel like Darkness gives you some insurance for late game as the dormant token cannot be removed, and if they use too much removal (or it burns from milling) then once Darkness activates it could win you the game. I mean, good luck to Razakus Priest on removing it if the don't have Shadow Word: Death anymore.
I can see 2 of these, along with bounce, being great in a control-Rogue ish deck, like miracle or something.
Love the design, even if it might be OP
Smell of balance: 16/16 vs 4 mana...
They don't trigger Auctioneer or Pyromancer, but what about Counterspell? I'm guessing no, but just curious.