2) If I have 10 cards at the beginning of my turn do I lose out on this hero power?
1) This is clarified in the original post. You have an Eviscerate.
2) No, based on the video you'd miss out on the draw.
ohhh yeah
If you start your turn with 10 cards, you will not get the Shadow Reflection AND you will get milled. If you start with 9 cards, you will get the Shadow Reflection but get milled. If you start with 8 cards, you will get the Shadow Reflection and draw to bring you hand to 10 cards.
My initial reaction is that the card is bad. Compared to the other revealed hero cards, this feels like the worst one by far. Especially after reading the clarifications, it really just seems weak. I'm unsure why she had to cost 9 and not say 5. However, with an effect as unique as this, I'm hesitant to write it off completely.
The hero cards are arguably the most exciting aspect to KFT. If I were a rogue player, I'd be severely disappointed. But I can't feel too bad, the did get one of the most busted quests last expansion, so...... Balance?
This actually pretty good. just imagine it in a Miracle Rogue. You get to play 2 more 0 mana Arcane Giant. Leeroy Jenkins now deals 12 damage for 10 mana. if Pyroblast is good, then Leeroy Jenkins is an amazing finisher with this Hero. You can play 4 Eviscerates, 4 cold bloods, etc. It's a good FInisher, it's like 9 mana - take an extra turn, so that next turn you can deal 12 damage or summon 3 Aracne Giants and hope to finish the game next turn or after 2 turns at max.
Now imagine this in a Jade rogue. It serves a similar purpose as Jade Idol and Spirit Echo. You can get 2-3 more jades out of this which might be enough to finish the game and you can even play Arcane Giants in that deck. Also, the battlecry gives you Stealth so, it helps a slow play style and Jade Rogue is not too slow to be killed by aggro. Also, you can consider adding Prince Valanar since you are going for late game and you might ending up activating his effect even with Jade Spirit in your deck. maybe you cut 1 Jade Spirit for Prince Valanar. Rogue doesn't play any other 4 drops.
2) If I have 10 cards at the beginning of my turn do I lose out on this hero power?
1) This is clarified in the original post. You have an Eviscerate.
2) No, based on the video you'd miss out on the draw.
ohhh yeah
If you start your turn with 10 cards, you will not get the Shadow Reflection AND you will get milled. If you start with 9 cards, you will get the Shadow Reflection but get milled. If you start with 8 cards, you will get the Shadow Reflection and draw to bring you hand to 10 cards.
Managing your hand size is just another skill. People have milled quest reward cards before.
Card confused the rank 20 player base. Everything is clearly explained and demonstrated in the video put out by Savjz. If you still don't understand after watching that video. May you forever be at rank 20.
People really need to understand how miracle rogue plays and works to get this card.
Except that you don't play this shitty card in miracle rogue , it's way too slow
Exactly, here's another point regarding this card compared to the other DKs effect the board once played -
Mage - gain 5 armor, summon a Water Elemental, and all Elementals gain lifesteal- potential to heal and gain massive tempo.
Hunter - gain 5 armor and deal 2 damage to all minions- hero power is questionable but still gives you good tempo.
Shaman - gain 5 armor and Evolve your minions by 2 mana- massive tempo boost, along with a HP that can snowball fast.
Rogue - gain 5 armor and get stealth for 1 turn; for a 9 mana cost DK, the ONLY thing it does is prevent face damage for 1 turn, and the DK ability only at best lets you set up lethal for the turn AFTER that; in short it's actually a tempo LOSS.
This will make some nutty combos, mark my words. Infinite N'zoth? sweet! If you can make the deck survive into a control state, all you gotta do is keep playing N'zoth on turn 10 and you have another one queued up for next turn. There are a ton of other spell combo's that could be done too. Really cool and looks like fun!
This expansion has so much N'zoth support I can't even believe it. I'm so hyped. N'zoth rogue, N'zoth priest, N'zoth warrior, N'zoth hunter...
Unfortunately I was wrong about the combo :P ... the hero power card disappears at the end of your turn so no more infinite N'zoths haha... but I think that's for the best, could have been really broken (IE. someone pointed out if you accumulated the shadow reflections you could infinitely vanish as well), but this way I think it's more balanced with still some combo synergies.
If you can manage to get Burgle going... You could essentially make infinite Polymorphs, Hexes, Volcanoes, Secrets etc. Even though you pass a turn, you gain some safety and the armor buffer for absolutely being punished for essentially skipping..
Think itll see play, but likely to fall short yet again due to the lack of powerful cards in Rogues lineup.
2) If I have 10 cards at the beginning of my turn do I lose out on this hero power?
1) This is clarified in the original post. You have an Eviscerate.
2) No, based on the video you'd miss out on the draw.
ohhh yeah
If you start your turn with 10 cards, you will not get the Shadow Reflection AND you will get milled. If you start with 9 cards, you will get the Shadow Reflection but get milled. If you start with 8 cards, you will get the Shadow Reflection and draw to bring you hand to 10 cards.
Managing your hand size is just another skill. People have milled quest reward cards before.
I was just clarifying how the card works, not commenting on milling/skill.
Now that all's clarified, i must say i'm a bit dissapointed. 9 mana is a lot, and you basically get one free turn (unless the opponent uses randomly aimed spell and your at very low health) to draw a card you're missing perhaps. If something is still alive on the board you could play DK card, stealth the board (in wild) then use 2 instead of 1 cold blood/oil etc. Rogue deck needs a lot of setup to survive until turn 9, what will be left in deck as a win condition? Seems like a situational win more card for miracle when i look at it now. Wonder how will it work in mill rogue, probably great.
Card confused the rank 20 player base. Everything is clearly explained and demonstrated in the video put out by Savjz. If you still don't understand after watching that video. May you forever be at rank 20.
The video isn't that clear, the way the card is played and the limited hand when the reflection is played leaves big information gaps.
We never see the reflection card added to the hand, it's just there at the beginning of the clip., nor do we see anything in the hand other than 2 arcane giants. or ungoro packs in a different clip. no other card is in the beginning of the hand, we don't see the carding changing twice.
Card confused the rank 20 player base. Everything is clearly explained and demonstrated in the video put out by Savjz. If you still don't understand after watching that video. May you forever be at rank 20.
The video isn't that clear, the way the card is played and the limited hand when the reflection is played leaves big information gaps.
We never see the reflection card added to the hand, it's just there at the beginning of the clip., nor do we see anything in the hand other than 2 arcane giants.
What are you talking about ? the reflection is clearly shown being added to hes hand after he plays the card , jesus how can people be so dense or blind lol.
replay and look again....it's a different clip after the DK is played. look at the mana crystals.
Card confused the rank 20 player base. Everything is clearly explained and demonstrated in the video put out by Savjz. If you still don't understand after watching that video. May you forever be at rank 20.
People really need to understand how miracle rogue plays and works to get this card.
Except that you don't play this shitty card in miracle rogue , it's way too slow
Rogue - gain 5 armor and get stealth for 1 turn; for a 9 mana cost DK, the ONLY thing it does is prevent face damage for 1 turn, and the DK ability only at best lets you set up lethal for the turn AFTER that; in short it's actually a tempo LOSS.
Thats a bit like saying Ice Block is a Tempo loss. yes it kinda is, but it keeps you alive one more turn.
You're going to play this two ways
1) Set up value against control/slow decks over multiple turns.
2) Set up lethal for the turn after you play it. 2 x leeroy for example for 10 damage (or more likely combined with cold blood and the like), or spell damage boost Evis/SS etc etc.
YES it's a massive tempo loss, but then plenty of cards are, and it depends on the meta as always.
Prep -> Eviscerate - > Coin -> Reflection -> Concede.
Release the Kraken!
Interesting mechanic, good design but to be honest this would be pure trash for competitive play. Fun but slow and gimmicky!
English isn't my first language, so please excuse any mistakes.
Check out my entry for this week's Card Design Competition. Vote for it if you like it.
Play this. Follow by Reno... get shadow reflection of it. Repeat n times.Same thing with NZoth.Edit: "Shadow reflection leaves your hand at the end of your turn, so it only works on 5 mana cards or less."
If you can manage to get Burgle going... You could essentially make infinite Polymorphs, Hexes, Volcanoes, Secrets etc. Even though you pass a turn, you gain some safety and the armor buffer for absolutely being punished for essentially skipping..
Think itll see play, but likely to fall short yet again due to the lack of powerful cards in Rogues lineup.
Now that all's clarified, i must say i'm a bit dissapointed. 9 mana is a lot, and you basically get one free turn (unless the opponent uses randomly aimed spell and your at very low health) to draw a card you're missing perhaps. If something is still alive on the board you could play DK card, stealth the board (in wild) then use 2 instead of 1 cold blood/oil etc. Rogue deck needs a lot of setup to survive until turn 9, what will be left in deck as a win condition? Seems like a situational win more card for miracle when i look at it now. Wonder how will it work in mill rogue, probably great.
Good with jades.
Double kazakus sounds good to me
my favorite la croix flavor is lime
What about a late game quest complete with this strong HP.Build strong miraccle deck with quest in it and finish quest late game.
The most interesting DK yet, though I don't know if it will play a major role in the meta.
potential for control is here, and this could run well as a way to save face damage and prep for Vanish next turn to kill any board advantage
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.