This doesn't have any immediate impact on the board in exchange for a card, so it'll only see play in a slow control meta.
The "avoid fatigue" effect is only applicable in a very small number of games.
So really the only effect is that it slightly improves the average quality of your lategame cards (because you probably already played all the early game cards in your hand). Is that effect worth spending a deckslot for? I doubt it.
You seem consistently caught up in a bad example which isn't analogous. You don't actually run more than 30 cards in your deck.
What you do is have the option to add value to games running long, and today that's CW's backdraw. You simply run out, now you can shuffle into your deck and cycle a lot near the end, that's huge. No, it's not going to lift it to the levels of priest, but it'll be closer than it is now.
Your claim about aggro and warnings off "dead cards" is just off. CW today can run greedy and crush aggro completely fine, replacing a heavy card with this card isn't going to hurt that at all.
I don't even understand what you are trying to nitpick. It isn't an example. It is what the card is doing. It shuffles more cards into your deck, ergo it gives you an effective deck of more than 30 cards. That is literally all it does.
You have to remember, having cards in your deck isn't value, having cards in your hand is value. For your first 30 draws, you will be getting the same number of cards no matter how many cards are in your deck. You only start to get more value once you would have started to fatigue, because you are getting a card when you wouldn't have otherwise.
It is an extremely simple analysis of what dead man's hand is doing. It lets you continue to draw cards instead of taking fatigue damage once you reach that point. In games that do not reach the point of fatigue, it is worthless.
So how often do you think you can reach fatigue? My contention is, not very often. There are way too many decks that just won't let you. And blizzard has clearly shown that they don't want fatigue matchups to be common, as evidenced by cards like the warrior quest and jades.
What it boils down to is that you believe there is an archetype that will need to reliably play more than 30 cards to win a game. If you don't agree with that statement, then you really shouldn't even be considering dead man's hand, because again, that is the only thing the card accomplishes. I contend that fatigue matchups have always been rare, and are going to continue to be rare. Which, short of something really specific (say, a card that wants you to have more cards in your deck) would mean that dead man's hand cannot possibly be good.
THE problem is CW always capable of bring games to fatigue. Look at the deck removal arsenal, 3 uncondition compleboard clear, 2 medium flamestrike level one, few small one in WW form. 4 hard single target removal, Winaxe,etc. If the draw is good, it blow away very thing aggro and midrange decks can throw at them. CW is disapear in ladder because their Control matchup is asymal, in standard their control counterpart keep generating value thus the deck run out of tools to deal with. But with this card, in theory the deck has infinite bralws, slam, execute, weapon etc so all other decks will run out of threat. Ofc in some matchup, Jade druid for example , the deck has to play threats to have a chance of winning. BUT with most control matchup, now we just sit there and remove everything, like in the past.
I honestly don't know what to say other than your analysis of control warrior is totally incorrect. Have you ever tried to bring an exodia mage to fatigue? What are you going to do when they're tossing infinite fireballs at you? Jaina won't be impressed when you tell her how much value is still in your deck, she's just going to melt your face off. Jade druid is also of course going to crush you, and people seem to really love playing that deck even when it isn't good. There's also spirit echo shaman decks. Toss in some jade, and 4 board clears (2 of which, by the way, still leave a minion on board, which is a pretty big issue if your opponent only plays 2-3 decent sized minions, and the other two get out-scaled by jades pretty quickly) are just not ever going to be enough. 6 board clears probably wouldn't be enough. Heck, what about quest warrior? When you have filled your deck with so many removal spells and dead man's hand, how many actual proactive minions are you going to have? What are you going to do about 8 damage going to your face every turn? There's even lord jaraxxus if warlock comes back into the meta. Against a control warrior deck that you know isn't going to threaten your life you can just slam jaraxxus on 9 and make a free 6/6 every turn for the next 15 turns, that has never been something control decks have been able to beat. Then we have the new death knights. At least one of them (rexxar) brings some pretty insane value to the table, and I would bet a couple of the other remaining 7 are going to be pretty hard to take to fatigue as well. So no, control warrior can't bring any deck to fatigue. There are tons of decks that are capable of punishing a fatigue warrior strategy of just removing every opposing minion.
But you haven't even touched upon the core point. Why would fatigue warrior even need dead man's hand? Dead mans' hand is not a valuable tool until you have drawn the 31st card from your deck. Up until that point, you are getting the exact same number of cards you would have otherwise. And in most matchups a fatigue warrior deck is capable of winning, you should have gained pretty dominating control of the game well before fatigue actually happens. Playing dead man's hand in your deck actually makes accomplishing that goal harder. No sweeping statement about how control warrior beats aggro even with dead cards is going to change the fact that having dead cards in your hand decreases your percentage to win a matchup. Even if that takes a matchup from favored to slightly less favored, it will hurt your deck's performance. And in this case, you are hurting your deck's performance because you want to plan for a situation that just isn't going to reliably happen.
Dead man's hand would be a phenomenal card if it was guaranteed to be at the bottom of your deck. Because at the point where you are going to hit fatigue, its effect is obviously quite potent. There are just too many turns for the game to be decided in that happen before dead man's hand becomes relevant.
That is a really educated opinion and I have been convinced the card is no good :(
I still want it for the fun but is no priority anymore nor will I craft it Golden first day.
Thanks for your input, those are reallyreally good points.
This card will be toxic. If you run 2 of these you can have infinite value because you can copy the card multiple times
The value is infinite, but really really slow. You need both of these in your hand, and you need to REDRAW the shuffled one before you can cast it again.
Jade Druid fills their empty deck with one card, which is why they chain infinitely easy. This would put your whole hand into your deck, and then you have to redraw it all, which is much more difficult.
Too long to quote but some guys here pretend that in all the game CW want to take to fatigue. Of course not, vs decks like Jade Druid or quest mage, CW has to be the aggressor so you dont want to infinite lop with Deadman, you just need shuffe some good cards in your deck again. But vs decks like midrange Jade Shaman or Control Pala or Control Priest for example, you know that you will outvalue them if you have the infinite loop so you can afford to play conservative and remove their threat one by one. So 2 different playstyles and in each playtyles, this card add a lot of value and tools for CW,which we dont have in the past few expansions.
So this is a Gang Up for your hand instead of a creature. It does nothing basically turn 1-20, which doesn't make it unplayable, but it is fairly interesting. There might be a way out there to legit abuse it. But I don't know what that is or if it exists right now.
So this is a Gang Up for your hand instead of a creature. It does nothing basically turn 1-20, which doesn't make it unplayable, but it is fairly interesting. There might be a way out there to legit abuse it. But I don't know what that is or if it exists right now.
My best guess is a heavy early game warrior with tons of card draw and anti aggro, and then having double dead mans and one other card to endlessly cycle through them in the end game. Haven't decided what the best card would be yet, maybe something as simple as grommash, or Elise, or n'zoth.
Card is bad. Fatigue Warrior isn't a thing because even if it was you're still going to get crushed by Mages and Druids. One of those that may be better down the line when other archetypes are pushed but right now it's...useless, basically.
Card is bad. Fatigue Warrior isn't a thing because even if it was you're still going to get crushed by Mages and Druids. One of those that may be better down the line when other archetypes are pushed but right now it's...useless, basically.
Fun though. c:
(Rather then be so negative, think about it. It appears control warrior is being pushed and the DK will probably what makes the deck complete. Don't count fatigue warrior out yet, with this+ good draw+ draw we could see a fatigue deck be born)
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Card is bad. Fatigue Warrior isn't a thing because even if it was you're still going to get crushed by Mages and Druids. One of those that may be better down the line when other archetypes are pushed but right now it's...useless, basically.
Fun though. c:
(Rather then be so negative, think about it. It appears control warrior is being pushed and the DK will probably what makes the deck complete. Don't count fatigue warrior out yet, with this+ good draw+ draw we could see a fatigue deck be born)
We can only evaluate cards based on the information we have to hand. There's plenty of cards that were bad upon release but suddenly became good two expansions later. I don't see how they could possibly make fatigue warrior viable, personally. Control Warrior sure, but Control Warrior doesn't want to go to fatigue. Maybe I'll turn out to be wrong but... what are we meant to do, not talk about the card until the entire set is here? Even said it may be useful down the line.
Honestly a bit worried about this card. It will limit future design space unless they decide it needs a nerf. I agree that it should only be a one of. I enjoy control games, but crap like Jade Idol, Elise the Trailblazer in Priest, Quest Mage with Archmage and Sorcerer's Apprentice, Taunt Warrior hero power, and now this really make the game more frustrating than anything. Ever played against a Rogue that bounces back N'Zoth or Reno a few times? Not so fun when your deck only has 30 cards.
Are people out of their minds!? This card isn't just meant for fatigue warrior. This is a meta defining card. You can copy 9 cards back into your deck at 2 mana cost!!!
Get some acolyte of pain, some raging worgen, some animated berserker, frothing berserker, some faceless manipulater, grommash hellscream, some whirlwind, some blood warrior's, some sudden genesis.
This card instantly makes Warrior top tier in the next expansion. Hands down.
I think it is actually going to be reasonably easy to create a combo deck that cycles really quickly and then plays two taunted giants every turn, while still gaining armor. In fact, I created such a deck already. Surely could use some tweaks, depending on what the meta looks like (Blood Razor might be essential in this deck), but I think the foundation is solid, and its late game is unbeatable - even, I think, by Jade Druid.
Are people out of their minds!? This card isn't just meant for fatigue warrior. This is a meta defining card. You can copy 9 cards back into your deck at 2 mana cost!!!
Get some acolyte of pain, some raging worgen, some animated berserker, frothing berserker, some faceless manipulater, grommash hellscream, some whirlwind, some blood warrior's, some sudden genesis.
This card instantly makes Warrior top tier in the next expansion. Hands down.
And you can already do all those things without having to play a do-nothing card. Unless you fear fatigue, there is no need to shuffle more cards in your deck - just draw the ones you put there.
Playing this card *might* give you more lasting power, but it will much more often pollute your hand, and drawing this rather than drawing some card draw, removal, or a threat *will* cost you some games.
And the most overrated card of the set is confirmed
This doesn't have any immediate impact on the board in exchange for a card, so it'll only see play in a slow control meta.
The "avoid fatigue" effect is only applicable in a very small number of games.
So really the only effect is that it slightly improves the average quality of your lategame cards (because you probably already played all the early game cards in your hand). Is that effect worth spending a deckslot for? I doubt it.
It's a fun card though.
2 mana - do nothing. Even Kolento confirmed it.
Too long to quote but some guys here pretend that in all the game CW want to take to fatigue. Of course not, vs decks like Jade Druid or quest mage, CW has to be the aggressor so you dont want to infinite lop with Deadman, you just need shuffe some good cards in your deck again. But vs decks like midrange Jade Shaman or Control Pala or Control Priest for example, you know that you will outvalue them if you have the infinite loop so you can afford to play conservative and remove their threat one by one. So 2 different playstyles and in each playtyles, this card add a lot of value and tools for CW,which we dont have in the past few expansions.
This + elise pack xp
And THIS is why Legendary spells should be a thing.
2 in hand = no fatigue ever.
This card is truly insane. You get two of these in your hand and you can continuously copy your hand into your deck.
You thought Taunt warrior is bad now? Wait til this comes in the picture.
So this is a Gang Up for your hand instead of a creature. It does nothing basically turn 1-20, which doesn't make it unplayable, but it is fairly interesting. There might be a way out there to legit abuse it. But I don't know what that is or if it exists right now.
Card is bad. Fatigue Warrior isn't a thing because even if it was you're still going to get crushed by Mages and Druids. One of those that may be better down the line when other archetypes are pushed but right now it's...useless, basically.
Fun though. c:
(Note everything within the () is actual me)
AND THE TEXT OUTSIDE "()" IS ME! THE GREAT AND MIGHTY CTHUN!!!!!!!!!!!!!!!!!!!!!!!
(Class mains are warrior, rogue and mage)
Honestly a bit worried about this card. It will limit future design space unless they decide it needs a nerf. I agree that it should only be a one of. I enjoy control games, but crap like Jade Idol, Elise the Trailblazer in Priest, Quest Mage with Archmage and Sorcerer's Apprentice, Taunt Warrior hero power, and now this really make the game more frustrating than anything. Ever played against a Rogue that bounces back N'Zoth or Reno a few times? Not so fun when your deck only has 30 cards.
Are people out of their minds!? This card isn't just meant for fatigue warrior. This is a meta defining card. You can copy 9 cards back into your deck at 2 mana cost!!!
Get some acolyte of pain, some raging worgen, some animated berserker, frothing berserker, some faceless manipulater, grommash hellscream, some whirlwind, some blood warrior's, some sudden genesis.
This card instantly makes Warrior top tier in the next expansion. Hands down.
I think it is actually going to be reasonably easy to create a combo deck that cycles really quickly and then plays two taunted giants every turn, while still gaining armor. In fact, I created such a deck already. Surely could use some tweaks, depending on what the meta looks like (Blood Razor might be essential in this deck), but I think the foundation is solid, and its late game is unbeatable - even, I think, by Jade Druid.
If I don't get in packs, this will be the first 2 cards I'll craft, no matter what other cards will be revealed.