Such an amazing weapon! Finally a cheap weapon to use buffs on. Amazing target for Doomerang, Blade Flurry, all sorts of things!
Pretty sure it can't work with Doomerang since it returns the weapon to your hand (and all the enchantments are removed as well). Blade Flurry will work just fine imo.
Has been confirmed that it does work with Doomerang. The keeping enchantment clause is part of the card and now a deathrattle trigger.
So this weapon is quite possibly one of the most OP cards in this set. It can help create a weapon rogue. Right now, rogue can't run a deck like that because of the issue with lack of healing. But since this card can get both lifesteal and damage increases, then it goes without saying that its biggest issue is currently gone. I hope we have one more weapon buff card though.
So, with rogue dk you could play this, play a 2nd copy and then the first goes to your deck which i think is something a lot of people are missing.
Also, we have plenty of draw in rogue and elven minstrel can help deck thin + patches and such ignoring any other support cards that rogue gets
Why would you ever play a second copy of an unbuffed Kingsbane ? A 1/3 weapon is worse than Light's Justice .
Even if the copy is buffed, shuffling more of them into your deck isn't a good idea since it increases the likelihood you draw a card that has no real interaction with your DK hero power. I guess if you're trying really hard to battle fatigue but I feel like by that point you're either already winning or losing. Probably losing because you're playing this weapon and the DK which is very clunky.
So, with rogue dk you could play this, play a 2nd copy and then the first goes to your deck which i think is something a lot of people are missing.
Also, we have plenty of draw in rogue and elven minstrel can help deck thin + patches and such ignoring any other support cards that rogue gets
Why would you ever play a second copy of an unbuffed Kingsbane ? A 1/3 weapon is worse than Light's Justice .
I think the goal is to creat multiple copies of already buffed Kingsbane when we are talking about a turn 9+ play since it requires the death knight. Still seems unreliable and not that great, just not as bad as you are making it out to be.
Let's put it this way, early game it's not much better than Deadly Poison + Hero power, and requires you to use an extra card.
A 3/3 for 2 mana is much better than a 3/2 for 3 mana. WTF are you talking about?
Pretend it read 3/3 for 2 Battlecry: Discard a card. Remember, that 3/2 only costs 1 card, while the 3/3 for 2 costs 2 cards. Additionally you need to draw both cards specifically or you're holding a 1/3 for 1, and we have a 1/4 for 1 already that sees no play.
You do understand the text on this card is literally blank until you draw it a second time, right?
You realise that drawing cards is very easy for rogue, don't you?
Enlighten us.
Using some new cards from K&C (for example: Evasion) and other sets (for example: Doomerang), this weapon could fit into a new type of miracle-style rogue deck or maybe a deck with some things in common with the old oil rogue. This weapon has a lot of potential, there is no doubt about that for me.
So, with rogue dk you could play this, play a 2nd copy and then the first goes to your deck which i think is something a lot of people are missing.
Also, we have plenty of draw in rogue and elven minstrel can help deck thin + patches and such ignoring any other support cards that rogue gets
Why would you ever play a second copy of an unbuffed Kingsbane ? A 1/3 weapon is worse than Light's Justice .
I think the goal is to creat multiple copies of already buffed Kingsbane when we are talking about a turn 9+ play since it requires the death knight. Still seems unreliable and not that great, just not as bad as you are making it out to be.
So the plan would be to buff Kingsblade, kill it off, then draw it and then play it twice. Yeah, that would also not be a play I would like to do. But I will see whether I am wrong in a few weeks.
So, with rogue dk you could play this, play a 2nd copy and then the first goes to your deck which i think is something a lot of people are missing.
Also, we have plenty of draw in rogue and elven minstrel can help deck thin + patches and such ignoring any other support cards that rogue gets
Why would you ever play a second copy of an unbuffed Kingsbane ? A 1/3 weapon is worse than Light's Justice .
I think the goal is to creat multiple copies of already buffed Kingsbane when we are talking about a turn 9+ play since it requires the death knight. Still seems unreliable and not that great, just not as bad as you are making it out to be.
So the plan would be to buff Kingsblade, kill it off, then draw it and then play it twice. Yeah, that would also not be a play I would like to do. But I will see whether I am wrong in a few weeks.
Maybe if you make it a 5/3 or higher with life steal and then plan to go to fatigue by simply killing a minion each turn and gaining life. Maybe it could be some cute Kibler brew, but if you assemble that Voltron and aren't already dead you'd probably have won already. Even then it's a sketchy plan since you're basically saying you hope that you can answer every threat with a 5/3 weapon and sustain off of gaining 5 life each turn until you run them out of cards.
All this things are really good. But there is one big problem there is the need to find the weapon. Otherwise [card]Doomerang[/card] and all the poisons are death cards. So, for me like now it is a bad card. I hope to see a card that will allow to draw a weapon in the remaining cards.
Yea, I think they really should have added one more line to it saying it either starts in your hand like a quest, or it starts as an additional card in your hand when the game begins which would be insane value and make this thing one of the best cards. As is, it's rather bad :(
All this things are really good. But there is one big problem there is the need to find the weapon. Otherwise [card]Doomerang[/card] and all the poisons are death cards. So, for me like now it is a bad card. I hope to see a card that will allow to draw a weapon in the remaining cards.
Yea, I think they really should have added one more line to it saying it either starts in your hand like a quest, or it starts as an additional card in your hand when the game begins which would be insane value and make this thing one of the best cards. As is, it's rather bad :(
Miracle and MIll have enough tools to draw their whole deck every game, they can be even more reckless about it now that rogue can become immune to fatigue, so tutored search for this weapon isnt needed.
It does need more support in terms of weapon buffs though, deadly poison is the only good one on standard and thats not enough. Still, this weapon is one good buff away from becoming staple in every draw intensive rogue deck ever, it will certainly become awesome in the future.
All this things are really good. But there is one big problem there is the need to find the weapon. Otherwise [card]Doomerang[/card] and all the poisons are death cards. So, for me like now it is a bad card. I hope to see a card that will allow to draw a weapon in the remaining cards.
Explain to me how deadly poison could EVER be a dead card in rogue? And 2 shadowblades + Kingsbane are more than enough to have very consistent Doomerangs, you would know it if you had any experience with rogue, I only have 200 rogue ranked wins and I play rogue better than you lol, are you a new player?
You do know Kingsbane actually makes Deadly Poison a dead card in hand, right?
The reason for this is if you use the Deadly Poison or whatever on your Shadowblades or hero power, instead of the Kingsbane you literally end up with a bad Light's Justice in your deck that keeps shuffling in, making it a possible thing you draw when you really hope you don't. So essentially if you're running poisons and Kingsbane in your deck, you have to be very conservative with those poisons.
Miracle and MIll have enough tools to draw their whole deck every game, they can be even more reckless about it now that rogue can become immune to fatigue, so tutored search for this weapon isnt needed.
So maybe this is an argument for Mill Rogue, but Mill Rogue already has things like Shadowblade for the turn it intends to kill the opponents in order to prevent its own death. On the other hand this is bad for Miracle as Miracle decks way before the opponent so if you're at the point of having to stave off fatigue using this, you're probably just buying time until they finish you off anyway.
"You do know Kingsbane actually makes Deadly Poison a dead card in hand, right?"
Depends, you wont need a fully buffed kingsbane to win against aggro. Just use deadly poison on hero power for removal, and against control decks youll save it for the kingsbane value
Hey, are we sure that by "enchantments" it means buffs from spells only? Are we sure that this card doesn't keep buffs from cards like Southsea Squidface, Naga Corsair and Captain Greenskin? Sorry, but I don't know if this questions have been answered already.
Deadly poison isn't a dead card. Deadly poison + hero power is a 3/2 weapon for 3, which is a nerfed war axe.
You run 2x deadly poison and valeera. Save your second one for valeera/kingsbane/deadly poison to turn it into a 5/3.
However, if you run kingsbane as your win condition in what is otherwise a pure control deck you can afford to run a couple cards that are dead in your hand until late game.
And with Valeera, 2x evasion, and a ton of removal rogue is going to be able to get to that end game.
Hey, are we sure that by "enchantments" it means buffs from spells only? Are we sure that this card doesn't keep buffs from cards like Southsea Squidface, Naga Corsair and Captain Greenskin? Sorry, but I don't know if this questions have been answered already.
I think it also keeps these buffs. But with a lot of pirates you have likely a more aggressive deck without much draw (consistency). And then we are back at how to re-draw the buffed blade.
It will be much better with a Forge of Souls for rogue. so far, rogue has none.
You do know Kingsbane actually makes Deadly Poison a dead card in hand, right?
The reason for this is if you use the Deadly Poison or whatever on your Shadowblades or hero power, instead of the Kingsbane you literally end up with a bad Light's Justice in your deck that keeps shuffling in,
Miracle and MIll have enough tools to draw their whole deck every game, they can be even more reckless about it now that rogue can become immune to fatigue, so tutored search for this weapon isnt needed.
So maybe this is an argument for Mill Rogue, but Mill Rogue already has things like Shadowblade for the turn it intends to kill the opponents in order to prevent its own death. On the other hand this is bad for Miracle as Miracle decks way before the opponent so if you're at the point of having to stave off fatigue using this, you're probably just buying time until they finish you off anyway.
Its the other way around; deadly poison will NEVER be dead in rogue cuz of the hero power, but only 2 weapon buffs makes kingsbane dead often, which is why it needs more.
But thats it, 4 weapon enchants is all you need in your deck to make this dagger bonkers, and enough card draw to get it often ofc. Dont underestimate the power of a 5+ attack weapon with infinite durability and fatigue immunity.
So, with rogue dk you could play this, play a 2nd copy and then the first goes to your deck which i think is something a lot of people are missing.
Also, we have plenty of draw in rogue and elven minstrel can help deck thin + patches and such ignoring any other support cards that rogue gets
So this weapon is quite possibly one of the most OP cards in this set. It can help create a weapon rogue. Right now, rogue can't run a deck like that because of the issue with lack of healing. But since this card can get both lifesteal and damage increases, then it goes without saying that its biggest issue is currently gone. I hope we have one more weapon buff card though.
Favourite card in Hearthstone: Dark Magician :)
edited.
Well, as Doomerang saves the buff for this card in hand, i think Bane's viability in Standard is bound to the consistency of the combo.
And in Rogue, a combo can be consistent in Miracle. If it fails there, it will fail until another weapon buff is released.
HOWEVER, i bet that most of the naysayers here are forgetting that Tinker's Sharpsword Oil does exist in Wild.
"You do know Kingsbane actually makes Deadly Poison a dead card in hand, right?"
Depends, you wont need a fully buffed kingsbane to win against aggro. Just use deadly poison on hero power for removal, and against control decks youll save it for the kingsbane value
THAT'S INSANE!!!!
Best quotes:
"Casual is perfectly fine"
"warlock is not overpowered"
"Playing odd paladin just to test it"
Hey, are we sure that by "enchantments" it means buffs from spells only? Are we sure that this card doesn't keep buffs from cards like Southsea Squidface, Naga Corsair and Captain Greenskin? Sorry, but I don't know if this questions have been answered already.
Deadly poison isn't a dead card. Deadly poison + hero power is a 3/2 weapon for 3, which is a nerfed war axe.
You run 2x deadly poison and valeera. Save your second one for valeera/kingsbane/deadly poison to turn it into a 5/3.
However, if you run kingsbane as your win condition in what is otherwise a pure control deck you can afford to run a couple cards that are dead in your hand until late game.
And with Valeera, 2x evasion, and a ton of removal rogue is going to be able to get to that end game.