2 4/4 at worst and can get even bigger, i love discolock but forcing the play style with both legendaries is not adding to the amount of ways to play. I like it, but i wanted something else.
A very good point. Same thing is happening with the 2 recent priest reveals - forcing a mechanic we already have. New mechanics would be so much better (quests aside, ofc.). Instead we're getting retreads. Hopefully there's a big new [something] yet to be revealed.
And i know that you can make a midrange version of disco. But i would like to see some love for the handlock style. Blizzard had the perfect opportunity to make 2 legendaries for diffrent paths of deck building.
Adapt was that big something. If you don't like it, sorry. Discover still seeing existence is nice though.
So still reserving judgement for the whole everything, but this seems relatively strong. If you discard it turn 1 then you got a 2 mana 4/4 which removed the penalty for discard, but most likely you are not going to discard this card just once. I can see 2 ways of this card being played, you discard it a once or twice then play it when you want to output a lot of tempo... or you could just play it after you've used all your discard abilities.
Regardless with discard this card makes all the discard cards extremely better. Malchazaar's imp did something similar where your hand size would basically stay the same, but at the same time you are discarding cards. Silverware golem is similar as well as the discarded card is still used (3/3 for 0 is nice, but is still a 3/3). However this card can get perpetually discarded and gets 2/2 each time. That is turns losing a card from your hand into not losing a card and getting a 2/2. if you value drawing a card at 2 mana and maybe a 2/2 as 1 mana then you just gave yourself 3 mana tempo in a sense by discarding this card.
Losing Dark Peddler will be a blow to Discolock in Standard. I also use one each of Fist of Jaraxxus and Tiny Knight of Evil, both of which will be rotating off but those are far more replaceable!
Blizzard never learns .. worst design ever..(forcing archtypes in each class)
The quest was to discard cards... don't you think making a discard that actually gets stronger when discarded would go along with that? "the forced archetypes" like demons that nobody played after 2 weeks into the season due to it being a lot weaker than other archetypes.
I have a feeling most legendaries are going to be on the similar lines with their class quest card (as bad as rogues seems, it'll be most likely a play x# of cards to get its quest effect).
I am annoyed of what happened in gadgetzan where the forced archtypes (pirates, jades,reno and goons) made the game VERY one dimentional also by the fact that this card is so powerful in such deck you have to pay 3,200 dust to just start talking about playing a real mid discolock.. feels bad this is a legendary would be better if at least one quest was given for free or cost less than 1600 dust..
Just look at gadgetzan paladin cards it's 9 cards 8 of which are pure goon cards it's too feast or famine for a class to hang on a single forced archtype to determinate it's viability I hope each class gets at least 2 directions (which aren't really crappy as carrot sensei for druid)..
I want cards to be on a powerlevel which isn't just OP or useless more like.. an option in deck building for each card.. also not in "packages" like it's always have been.. (secret paladin package,pathes package, finja package,mech package...) some card that are OPTIONS not MUST haves always..
Well you will probably not build a discolock without this card and the quest but in priest you might opt to skip the quest and just go with N'zoth as win condition..
when you have one clear way to build a deck it feels bad specially when you just mix packages so you end up with little space for exploration..
Forget all negative post I did for the new quest, this card make the quest retarded easy to complete, the only downside, otherwise will be broken as hell, is legendary, you have to keep the quest and mulligan hard for this.
This card annoys me - it's super powerful when it works but I think it still retains all of the irritating features of the discolock strategy.
It is so frustrating playing discard when you have a hand like soulfire, soulfire, silverware golem: you have a 50% chance of doing something broken and probably winning on the spot, and a 50% chance of probably losing on the spot. It needs cards that mitigate the randomness, not cards that amplify the difference between a good and bad result.
Mitigating this stuff is not rocket science. Imagine if there was a card like soulfire that also read "cannot be chosen as a random discard" or if there was a card like silverware golem that read "always chosen when you randomly discard". Or just imagine if the bloody things let you choose what to discard instead of it being random.
I should've known Blizz was going to do a Discard-based Legendary. I take it the main strategy of this card is to keep it in your hand and repeatedly discard it until its stats snowball out of the enemy's control. Of course, although this can give you a really powerful minion stat-wise, it may end up being one of the only cards in the new Discolock worthy of the enemy's hard removal (and we've seen from Hunter after MSG what happens to you when your deck only has a handful of cards that demand the enemy's hard removal).
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It's preeety good.
Galavant Animation
What's interesting is that they very recently added this mob to World of Warcraft because of an "Un'goro Madness" event:
Two other mobs that were added are:
Maybe new Warrior legendary and neutral legendary?
Yes I know but, why is Warlock getting beast? They are supposed to get demon tags.
Holy shit I need ton of dust for this expansion. Already 8 legendaries T.T
So still reserving judgement for the whole everything, but this seems relatively strong. If you discard it turn 1 then you got a 2 mana 4/4 which removed the penalty for discard, but most likely you are not going to discard this card just once. I can see 2 ways of this card being played, you discard it a once or twice then play it when you want to output a lot of tempo... or you could just play it after you've used all your discard abilities.
Regardless with discard this card makes all the discard cards extremely better. Malchazaar's imp did something similar where your hand size would basically stay the same, but at the same time you are discarding cards. Silverware golem is similar as well as the discarded card is still used (3/3 for 0 is nice, but is still a 3/3). However this card can get perpetually discarded and gets 2/2 each time. That is turns losing a card from your hand into not losing a card and getting a 2/2. if you value drawing a card at 2 mana and maybe a 2/2 as 1 mana then you just gave yourself 3 mana tempo in a sense by discarding this card.
Losing Dark Peddler will be a blow to Discolock in Standard. I also use one each of Fist of Jaraxxus and Tiny Knight of Evil, both of which will be rotating off but those are far more replaceable!
discard mechanic seems too strong..
For some reason I thought that was epic, how good that I was wrong.
i hate they are pushing warlock into the discard archetype instead of classical handlock
this card super slow.
with control deck you want save as many cards as you can
with aggro deck you want do damage as fast as you can. not that strange legendary swap. no idea how will it work.
Forget all negative post I did for the new quest, this card make the quest retarded easy to complete, the only downside, otherwise will be broken as hell, is legendary, you have to keep the quest and mulligan hard for this.
It's happening people! It doesn't seem like any existing deck can repel power creep of this magnitude. Fight broken with broken.
Free to try and find a game, dealing cards for sorrow, cards for pain.
Now this is what I will get. Finally conditional but a good legendary
This card annoys me - it's super powerful when it works but I think it still retains all of the irritating features of the discolock strategy.
It is so frustrating playing discard when you have a hand like soulfire, soulfire, silverware golem: you have a 50% chance of doing something broken and probably winning on the spot, and a 50% chance of probably losing on the spot. It needs cards that mitigate the randomness, not cards that amplify the difference between a good and bad result.
Mitigating this stuff is not rocket science. Imagine if there was a card like soulfire that also read "cannot be chosen as a random discard" or if there was a card like silverware golem that read "always chosen when you randomly discard". Or just imagine if the bloody things let you choose what to discard instead of it being random.
All this discard love is making my nips hard.
As a creature, who gives a shit. Your two mana 10/10 will get Hexed or Executed.
As a reusable discard soak, HOOOLY SHIT THIS IS SO GOOD.
I should've known Blizz was going to do a Discard-based Legendary. I take it the main strategy of this card is to keep it in your hand and repeatedly discard it until its stats snowball out of the enemy's control. Of course, although this can give you a really powerful minion stat-wise, it may end up being one of the only cards in the new Discolock worthy of the enemy's hard removal (and we've seen from Hunter after MSG what happens to you when your deck only has a handful of cards that demand the enemy's hard removal).