3/6 Taunt itself is a nice minion for a Control Warlock deck.
However, the Seal effect is very slow... It costs 5 mana each Seal and it takes 6 Seals (turns minimum not including the turns when you dont play them and the turn to summon the 10/10 minion) ..... This Seal effect will probably have 0.2% chance to happen regardless how slow the meta gets...
It is probably way too slow and by the time you have actually managed to summon Azari, the opponent probably went through most of his deck anyways. Might work with Hemet, but I highly doubt it.
Still looks like a pretty fun card and will probably produce loads of material for Trolden. :D
This is probably intended as double-legendary bullshit control deck with the weapon, that will probably have an effect ala "your spells cost hp instead of mana" or "refresh your mana crystals whenever you cast a spell" or something. I bet they learned nothing from Un'goro.
Earliest possible chance of this going off on average is turn 11 that is assuming you played down on a minion curve. So you have to 5 turns minimum in playing value on curve to set up the trigger. By turn 10 and 11 most people have dug through a decient amount of there deck so assuming you played this every game on turn 6 the best possible option is you get 18 cards with it. assuming they havent drawn anything extra. On average at best you get 3-5 cards destroyed with it. But in that same sitution you may just out right loose because your playing so far behind the minion curve its probably the least valuable warlock legendary to date. The taunt is the only good thing about the card as you will most likely not get any real value off the scaleing of the demons if the seals were like 2-3 mana they might be good enough that you could do something with it. But at 5 mana by the time you get through them you will be so far behind if you arnt dead you will be close to dead. Its the legendary of the set that will most likely get dusted to get another legendary or epic early out.
If this was my first legendary id probably swear instead of be happy about getting it.
In wild... T6 this card --> T7 Cho'Gall and seal --> T8 Bloodbloom + seal x2 --> T9 Reno + whatever else --> T10 seal x2 --> T11 final guy. Not the best combo but not too shabby either considering you're getting a 7/7 and 2/2, then 3/3 and 4/4, and on T10 a 5/5 and 6/6. Avoids the tempo loss for a crushing push. I'm definitely going to have to try to make it work.
Not if he is in your deck when it gets destroyed. Priest is bullshit. Everyone else has only30 cards to craft a winning deck, priest just removes everything and then uses your cards. Wtf.
Earliest possible chance of this going off on average is turn 11 that is assuming you played down on a minion curve. So you have to 5 turns minimum in playing value on curve to set up the trigger. By turn 10 and 11 most people have dug through a decient amount of there deck so assuming you played this every game on turn 6 the best possible option is you get 18 cards with it. assuming they havent drawn anything extra.
This card isn't really about destroying as much of your opponent's deck as possible. If you even destroy 3-4 cards in his deck to put him in fatigue 3-4 turns before you're in fatigue that's pretty good, then you just chip him down with fatigue and Bloodreaver Gul'dan's hero power. Works against all those anti-control Dead Man's Hand/Jade Idol decks too.
There's really no reason to rush this process. The spells should only be played in long control matches really. They're nigh useless against tempo, aggro and even midrange decks.
It can be surprisingly good in Control vs Control.
The real deal is that the whole package comes with just ONE card: not reliable as main strategy, but ALSO it lets you build your deck around the usual, more reliable archetypes.
This card is so fucking bad...Even if we see cards that can make this faster,those will be 10x times better in an smorc or a midface deck.This can be semidecent only in the grindy control match which the cancerous meta game will never let it happen.
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This requires SIX turns to play, AFTER turn six. Yeah, no. Even if you play it late game, it requires 4 turns.
3/6 Taunt itself is a nice minion for a Control Warlock deck.
However, the Seal effect is very slow... It costs 5 mana each Seal and it takes 6 Seals (turns minimum not including the turns when you dont play them and the turn to summon the 10/10 minion) ..... This Seal effect will probably have 0.2% chance to happen regardless how slow the meta gets...
In short, just treat this as a 6 mana 3/6 Taunt for Warlock. Hello Crazed Worshipper or Fen Creeper
if this quest completed
already dead Gul'dan
It is probably way too slow and by the time you have actually managed to summon Azari, the opponent probably went through most of his deck anyways. Might work with Hemet, but I highly doubt it.
Still looks like a pretty fun card and will probably produce loads of material for Trolden. :D
This is probably intended as double-legendary bullshit control deck with the weapon, that will probably have an effect ala "your spells cost hp instead of mana" or "refresh your mana crystals whenever you cast a spell" or something. I bet they learned nothing from Un'goro.
Every turn spending 5 mana to play this card it sends chills to my spine and I cannot even imagine spending 25 hp to summon 5 2/2.
This is another terrible legendary for Warlock thanks team 5
Earliest possible chance of this going off on average is turn 11 that is assuming you played down on a minion curve. So you have to 5 turns minimum in playing value on curve to set up the trigger. By turn 10 and 11 most people have dug through a decient amount of there deck so assuming you played this every game on turn 6 the best possible option is you get 18 cards with it. assuming they havent drawn anything extra. On average at best you get 3-5 cards destroyed with it. But in that same sitution you may just out right loose because your playing so far behind the minion curve its probably the least valuable warlock legendary to date. The taunt is the only good thing about the card as you will most likely not get any real value off the scaleing of the demons if the seals were like 2-3 mana they might be good enough that you could do something with it. But at 5 mana by the time you get through them you will be so far behind if you arnt dead you will be close to dead. Its the legendary of the set that will most likely get dusted to get another legendary or epic early out.
If this was my first legendary id probably swear instead of be happy about getting it.
I feel like this is good against Fatigue Warrior, Benedictus, or any style that relies on not losing their deck.
the forgotten epics
Junkbot Frost Giant Luckydo Buccaneer Sea Reaver Darkspeaker Mini-Mage Blubber Baron Captain's Parrot Magnataur Alpha
In wild... T6 this card --> T7 Cho'Gall and seal --> T8 Bloodbloom + seal x2 --> T9 Reno + whatever else --> T10 seal x2 --> T11 final guy. Not the best combo but not too shabby either considering you're getting a 7/7 and 2/2, then 3/3 and 4/4, and on T10 a 5/5 and 6/6. Avoids the tempo loss for a crushing push. I'm definitely going to have to try to make it work.
Not if he is in your deck when it gets destroyed. Priest is bullshit. Everyone else has only30 cards to craft a winning deck, priest just removes everything and then uses your cards. Wtf.
This card isn't really about destroying as much of your opponent's deck as possible. If you even destroy 3-4 cards in his deck to put him in fatigue 3-4 turns before you're in fatigue that's pretty good, then you just chip him down with fatigue and Bloodreaver Gul'dan's hero power. Works against all those anti-control Dead Man's Hand/Jade Idol decks too.
There's really no reason to rush this process. The spells should only be played in long control matches really. They're nigh useless against tempo, aggro and even midrange decks.
i like the idea, but it seems to expensive to be viable. at least it gives more incentive to play cho'gall and bloodbloom.
"Knowledge, or verbal facility, is no proof that you know what you're talking about." -Terence Mckenna
The seals should be from 2 to 6 that would make rin powerful
It can be surprisingly good in Control vs Control.
The real deal is that the whole package comes with just ONE card: not reliable as main strategy, but ALSO it lets you build your deck around the usual, more reliable archetypes.
It is basically a Stonehill Defender on steroids.
R.I.P. control warrior
One day this game will stop existing. I can't wait.
I think the game is too fast for this to ever be a relevant card, but it IS a pretty cool thing and it's nice to have continuous mana sinks.
I'll be saving dust to ensure I get all those gold seals.
This card is so fucking bad...Even if we see cards that can make this faster,those will be 10x times better in an smorc or a midface deck.This can be semidecent only in the grindy control match which the cancerous meta game will never let it happen.