My opinion is that it is a bad card. If you are trying to win with some form of combo, you are obviously trying to beat control decks. Most control decks, like warrior and warlock, can't do a whole lot with an extra turn if you time it right. But you already had a good match up against them. Now if you play this against an aggro/tempo deck like rouge, they are 100% going to kill you. If you ever play this against an aggro deck and don't die, you've already drained their resources and won the game. At that point you don't need the extra turn. This card is basically just for memes.
I don't think any card that has a downside great enough to potentially cause you to lose the game is playable, but then again, a lot of the time the downside won't be soulcrushing, but I think it is just too unreliable to be put in a deck. I mean, imagine playing this against quest mage, you're basically just completing their quest for them!
Very interesting design. I guess you can make it work building a deck entirely around it. Very defensive dragon package to survive the early game. Then add basically every card which can help you to TTK: Alexstrasza, Malygos, Prophet Velen, 2x Holy Smite, 2x Mind Blast and 2x Shadow Visions. You can use shadow visions to make 2 additional copies of Mindblast. With Malygos OR Velen it's 40 damage over 2 turns. If your opponent Dirty Rats and kills one of them you still have the other one as a win condition. And Alexstrasza as a third one if your opponent fails to setup taunts. It won't work against aggro but Priest has enough tools to deal with it anyway and since the deck is built around stalling the game and surviving it shouldn't struggle against it.
Normal rule of card games: if you get a extra turn, you can get more than 1 or 2 or 5 or 10; if you get 2 turns, you get exactly 2 turns.
With Bran the opponent takes two turns, then the opponent takes two turns. Those turns will be the same, they'll get 2 turns X and 2 turns Y, but each X and Y will happens at the same time, the same to the owner of this card. This card do not gives extra turns, just gives the 2 next turns to the opponent and the 2 next next turns to the owner.
Normal rule of card games: if you get a extra turn, you can get more than 1 or 2 or 5 or 10; if you get 2 turns, you get exactly 2 turns.
With Bran the opponent takes two turns, then the opponent takes two turns. Those turns will be the same, they'll get 2 turns X and 2 turns Y, but each X and Y will happens at the same time, the same to the owner of this card. This card do not gives extra turns, just gives the 2 next turns to the opponent and the 2 next next turns to the owner.
So time warp stacks because it says “extra turn” but by this logic this card will not stack. Yeah that does actually make a lot of sense
Normal rule of card games: if you get a extra turn, you can get more than 1 or 2 or 5 or 10; if you get 2 turns, you get exactly 2 turns.
With Bran the opponent takes two turns, then the opponent takes two turns. Those turns will be the same, they'll get 2 turns X and 2 turns Y, but each X and Y will happens at the same time, the same to the owner of this card. This card do not gives extra turns, just gives the 2 next turns to the opponent and the 2 next next turns to the owner.
So time warp stacks because it says “extra turn” but by this logic this card will not stack. Yeah that does actually make a lot of sense
I think Time Warp don't work like this, but I think it should.
I just used a true normal rule of all TCG that I've played, texts changes everything.
Rollback Post to RevisionRollBack
"With great power comes great responsibility." "A gun is a liar's weapon."
I'm voting bad but that may change when we see the rest of the reveal.
Basically, a card like this absolutely requires a certain amount of insurance to be relied upon. Priests don't have Ice Block, they don't have triple digit armor, they just don't have the tools to make this card reliable. That makes this card a complete gamble and not a very good one.
However, there's a distinct possibility that a card will be revealed a bit down the road that makes Temporus playable. I can't imagine what it might be but the potential is there. As it stands though, it looks like priests are getting another meme legendary that just isn't good. Archbishop Benedictus and now Temporus. While the upside is amazing, the downside is too costly to make it work.
Potentially playable but on the face of it just seems like a meme-card. Just have to see!
Rollback Post to RevisionRollBack
Experienced Deckbuilder, Legend Player, Wild Expert, TCG Veteran and Contributing Author toWildHS & Vicious Syndicate. Any and all support is greatly appreciated as it helps me make further quality content. 🐺 ➣Twitter ➣Decks ➣Patreon
So there are a few things I think would be helpful to note that I haven't seen anyone mention yet. One is the synergy with Duskbreaker which would allow whatever deck this goes into to survive aggro decks and keep the board relatively clear so they don't die immediately to damage from minions on the board attacking twice. Also, it's worth noting that Duskbreaker also has synergy with Malygos. So a combo of Malygos for the first turn (you can throw in a Holy Smite just because for a little extra damage) the Faceless Manipulator and double Mind Blast for the second turn would be 30 damage (or up to 49 damage playing a Holy Smite each turn). That's also not including using Shadow Visions to get more damage and playing Radiant Elementals.
Also, for TTK combos, Temporus likely wouldn't be played on turn 7 due to insufficient mana to pull off the combos other than Inner Fire (though those it's less likely that you have all the cards you would need by that turn), so in response to a few posts I saw, decks would not have to aim to win by turn 7 (or 8/9 really) and there is also the possibility of your opponent having played more than just a 6 cost minion the turn before that could hit face twice.
Also, random other thought: if your opponent isn't thinking, this card could be used to bait your opponent into playing as much on the board as possible to push face damage since they are expecting a TTK then just wiping their board and developing your own and winning off of that.
Say hello to this expansion's weirdest card. And for that it's going to be really hard to rate. That effect is just... wow it's weird in a good way but therefore it makes it incredibly hard to rate. In a similar way to The Caverns Below back when it was first announced with a lot of the community having difficulties figuring out how theoretically good this card is. It's a strange card with a powerful effect, the biggest problem with it is trying to find the answer to that one question: "Can you live through your opponents extra turns, to be able to gain any benefit from the Battlecry." And that's a question I think can only be answered in practice, not just in theory, also the big thing about those two turns is that it depends on what matchup this is. Against either Quest Mage or Jade Druid this card is probably suicide, however against other decks you could definitely survive those two turns and a lot of priest decks honestly would benefit from the double turns, I could see something like Machine Gun Priest really getting a kick out of the two turns. Maybe Dragon Priest could run it just as a powerful dragon with a good effect. But like I said all in all, in my opinion this card would require some practical experimentation for me to determine the true power level of this card. The effect is just too strange to do it in theory.
It's a win more card... if you control the board you'll be fine. If your opponent controls well probably a loss.
This. If you are already ahead on the board, why would you even consider giving your opponent an extra turn to make a comeback? And if you are behind, you might as well concede. This card could be playable if it had taunt since it's also understatted for a 7 drop but not this way.
Say hello to this expansion's weirdest card. And for that it's going to be really hard to rate. That effect is just... wow it's weird in a good way but therefore it makes it incredibly hard to rate. In a similar way to The Caverns Below back when it was first announced with a lot of the community having difficulties figuring out how theoretically good this card is. It's a strange card with a powerful effect, the biggest problem with it is trying to find the answer to that one question: "Can you live through your opponents extra turns, to be able to gain any benefit from the Battlecry." And that's a question I think can only be answered in practice, not just in theory, also the big thing about those two turns is that it depends on what matchup this is. Against either Quest Mage or Jade Druid this card is probably suicide, however against other decks you could definitely survive those two turns and a lot of priest decks honestly would benefit from the double turns, I could see something like Machine Gun Priest really getting a kick out of the two turns. Maybe Dragon Priest could run it just as a powerful dragon with a good effect. But like I said all in all, in my opinion this card would require some practical experimentation for me to determine the true power level of this card. The effect is just too strange to do it in theory.
you give them 2 extra turns not just 1 playing a7 mana 6/6 is sort of skipping your turn so it's depending on if the board is empty, from an empty board you might survive 2 turns for the otk (you should have it in you hand befire playing this card)
Very situational...I think you would only ever want to play this, if your opponent has 0 cards in hand. But it could also help you setup OTK if your own health isn't low.
My opinion is that it is a bad card. If you are trying to win with some form of combo, you are obviously trying to beat control decks. Most control decks, like warrior and warlock, can't do a whole lot with an extra turn if you time it right. But you already had a good match up against them. Now if you play this against an aggro/tempo deck like rouge, they are 100% going to kill you. If you ever play this against an aggro deck and don't die, you've already drained their resources and won the game. At that point you don't need the extra turn. This card is basically just for memes.
I don't think any card that has a downside great enough to potentially cause you to lose the game is playable, but then again, a lot of the time the downside won't be soulcrushing, but I think it is just too unreliable to be put in a deck. I mean, imagine playing this against quest mage, you're basically just completing their quest for them!
I think I know what I'm talking about.
Very interesting design. I guess you can make it work building a deck entirely around it. Very defensive dragon package to survive the early game. Then add basically every card which can help you to TTK: Alexstrasza, Malygos, Prophet Velen, 2x Holy Smite, 2x Mind Blast and 2x Shadow Visions. You can use shadow visions to make 2 additional copies of Mindblast. With Malygos OR Velen it's 40 damage over 2 turns. If your opponent Dirty Rats and kills one of them you still have the other one as a win condition. And Alexstrasza as a third one if your opponent fails to setup taunts. It won't work against aggro but Priest has enough tools to deal with it anyway and since the deck is built around stalling the game and surviving it shouldn't struggle against it.
Normal rule of card games: if you get a extra turn, you can get more than 1 or 2 or 5 or 10; if you get 2 turns, you get exactly 2 turns.
With Bran the opponent takes two turns, then the opponent takes two turns. Those turns will be the same, they'll get 2 turns X and 2 turns Y, but each X and Y will happens at the same time, the same to the owner of this card. This card do not gives extra turns, just gives the 2 next turns to the opponent and the 2 next next turns to the owner.
"With great power comes great responsibility."
"A gun is a liar's weapon."
Cryssstalls!!! Freshh from Kazakuss !!
I just used a true normal rule of all TCG that I've played, texts changes everything.
"With great power comes great responsibility."
"A gun is a liar's weapon."
I'm voting bad but that may change when we see the rest of the reveal.
Basically, a card like this absolutely requires a certain amount of insurance to be relied upon. Priests don't have Ice Block, they don't have triple digit armor, they just don't have the tools to make this card reliable. That makes this card a complete gamble and not a very good one.
However, there's a distinct possibility that a card will be revealed a bit down the road that makes Temporus playable. I can't imagine what it might be but the potential is there. As it stands though, it looks like priests are getting another meme legendary that just isn't good. Archbishop Benedictus and now Temporus. While the upside is amazing, the downside is too costly to make it work.
Potentially playable but on the face of it just seems like a meme-card. Just have to see!
If this were a Mage legendary it would be tier 1. As a Priest card? Relegated to Trolden material.
Anger is the punishment we give ourselves for someone else's mistake.
HARD time vs CW with alex and grom because they can kill you with 2turn even you have 40hp from amara.
There are cards that could give it taunt though.
Memeporus, Memewaggle and Memebishop deck incoming.
Release the Kraken!
The hype until we find out other K&C priest cards. For now, Mage can emote..."Thank you" and then "Well Played"
Why did we get a mage legendary?
This is playable with Ice Block, maybe.
Bad players whine.
Good players adapt.
So there are a few things I think would be helpful to note that I haven't seen anyone mention yet. One is the synergy with Duskbreaker which would allow whatever deck this goes into to survive aggro decks and keep the board relatively clear so they don't die immediately to damage from minions on the board attacking twice. Also, it's worth noting that Duskbreaker also has synergy with Malygos. So a combo of Malygos for the first turn (you can throw in a Holy Smite just because for a little extra damage) the Faceless Manipulator and double Mind Blast for the second turn would be 30 damage (or up to 49 damage playing a Holy Smite each turn). That's also not including using Shadow Visions to get more damage and playing Radiant Elementals.
Also, for TTK combos, Temporus likely wouldn't be played on turn 7 due to insufficient mana to pull off the combos other than Inner Fire (though those it's less likely that you have all the cards you would need by that turn), so in response to a few posts I saw, decks would not have to aim to win by turn 7 (or 8/9 really) and there is also the possibility of your opponent having played more than just a 6 cost minion the turn before that could hit face twice.
Also, random other thought: if your opponent isn't thinking, this card could be used to bait your opponent into playing as much on the board as possible to push face damage since they are expecting a TTK then just wiping their board and developing your own and winning off of that.
Say hello to this expansion's weirdest card. And for that it's going to be really hard to rate. That effect is just... wow it's weird in a good way but therefore it makes it incredibly hard to rate. In a similar way to The Caverns Below back when it was first announced with a lot of the community having difficulties figuring out how theoretically good this card is. It's a strange card with a powerful effect, the biggest problem with it is trying to find the answer to that one question: "Can you live through your opponents extra turns, to be able to gain any benefit from the Battlecry." And that's a question I think can only be answered in practice, not just in theory, also the big thing about those two turns is that it depends on what matchup this is. Against either Quest Mage or Jade Druid this card is probably suicide, however against other decks you could definitely survive those two turns and a lot of priest decks honestly would benefit from the double turns, I could see something like Machine Gun Priest really getting a kick out of the two turns. Maybe Dragon Priest could run it just as a powerful dragon with a good effect. But like I said all in all, in my opinion this card would require some practical experimentation for me to determine the true power level of this card. The effect is just too strange to do it in theory.
Very situational...I think you would only ever want to play this, if your opponent has 0 cards in hand. But it could also help you setup OTK if your own health isn't low.
My Hearthstone Playlist on YouTube