Can anyone verify if all numbers are improved or just a number of Imps? If the latter, well, snap, that's one terrible card. If the former, I can see someone play this, at least.
So you really think “someone” would play a 3-mana summon 5 * 5/5s? You think?
It doesn't work that way. It is one spell, not a repeating effect. it will summon 6 imps, THEN they'll die. Stuff doesn't happen in the midst of the spell, unless stated otherwise (like Defile). If it worked like you think it is the the text would be something like - summon 1\1 imp, cast X times.
Forget about the spell, and focus on the "ritualist". It's like Sword of Justice, which even when you use your Odd hero power or Lost in the Jungle, where you summon all the minons at once, if you have the weapon, summons them one by one, buffing them. Think in the ritualist by the same way, but killing them one by one. Even if you only have one avaible space in the board, but your scheme is summon 20 imps, they would be destroyed one by one, allowing the next to enter anyway.
Anyway this is pure speculation, I doubt this card exists, but something like this would be fun(read FUN, not an staple win condition)
Scheme is not summoning 20 imps. It summons as many as there are free board places. Than stops. It's how spells work. It doesn't care what will happens to imps after the spell is already cast.
In any case, I am posting too much in this topic. I think hearthpwners just trying to find a justification for such card existing instead of admitting that warlock got a pack filler common.
Yes we have seen similar cards see no play BUT this costs 3 not 4, koft rotates and with it 2 cards that read "deal 1 damage to all minions) that cost 2, sometimes you want a few carss that do similar stuff, we have that 4 mana summon 4 imps, we might get a few cards that benefit from tokens dying/tokens being demons.
There are already a few cards benefitting from this card: grim rally,dire wolf alpha, defender of argus(can be played on curve), knife juggler, spirit of the bat, cult master,witch's caulderon.
and I am assuming we should get some imp synergy somehow.
don't underestimate this card, a similar 4 mana ccard was very potent in token druid.
Here's one scenario with a Rafaam's Scheme in the hand from mulligan:
Turn 6. Say your opponent has 3 minions on board, one of them big. You play Spirit of the Bat, then this, and summon 6 imps, then remove the biggest minion with a 1 mana Demonbolt. Then he clears an imp with a low attack minion and goes face with the other. Then he does his thing with minions spells whatever. If he clears the board he may not be able to clear the Spirit, in which case it's a big win. Even if he does you basically baited out a board clear with a board of imps. If he doesn't then you attack with imps which can go a lot of different ways. If they're dieing you can buff their attack with dire wolf or use them for card draw with cult master or spell gen with cauldron. And they're buffing your hand. If they're not dieing you can buff them to 2/2s with grim rally (and make spirit 1/4) and go face.
Sure they could print support for this, but why haven't Blizzard printed support for similar cards in the past? I'm afraid they actually think this is good on its own.
This is a classic, early in the set-reveal, 'wait to see if they print an enabler' kind of card. You know, something that makes the Imps stronger or something that gets more powerful depending on the number of minions summoned that turn. By itself, this is trash.
So yeah, it's obviously not that good, but it's not like Blizzard has ever said "Every card we make is balanced and meant to see play." In fact, they said the opposite: "Not every card is intended to see play."
This one will be extremely good in Zoo decks, and will be a lynch pin card for Grim Rally style Zoolock decks. So much value.
Rollback Post to RevisionRollBack
Developed Hearthstone player, have played and beaten highly skilled opponents on numerous occasions. Not that ambitious on ladder. Only play off of win streaks. Love theory more than meta.
This card doesn't seem like much but it's ONE card in warlock.. people here don't seem to play warlock, warlock cards on average are worse than other classes cards cause they can draw with life tap.
now this card is good in zoo and with arch villain rafam cause this card is only good mid game or early game, late game this is a potential legendary or a board refill, forbidden ritual was played in zoo, and was more expensive than this card, this one has synergies in the game and might get more, also zoo lost a lot of really powerful cards to rotation so there's place for 3 drops..
I am not saying this card is amazing, but it's underestimated and has potential, it's 100% deserves some experimentation and looking forward to cards synegizing with this... specially in warlock. where getting a 2 card combo is much easier cause the accessibility of card draw in the class.
This card doesn't seem like much but it's ONE card in warlock.. people here don't seem to play warlock, warlock cards on average are worse than other classes cards cause they can draw with life tap.
now this card is good in zoo and with arch villain rafam cause this card is only good mid game or early game, late game this is a potential legendary or a board refill, forbidden ritual was played in zoo, and was more expensive than this card, this one has synergies in the game and might get more, also zoo lost a lot of really powerful cards to rotation so there's place for 3 drops..
I am not saying this card is amazing, but it's underestimated and has potential, it's 100% deserves some experimentation and looking forward to cards synegizing with this... specially in warlock. where getting a 2 card combo is much easier cause the accessibility of card draw in the class.
I was thinking about this card a lot. And I am starting to change my opinion. Zoo can afford to hard mulligan for this card everytime, it will probably get 1drops it needs anyway. And it may be an OK card in the very fast zoo that builds its strategy around hard mulligan for this one but still have consistent enough curve to be able to do this.
Yet, awful top decks are still the last thing zoo wants. It lives on top decks... I am actually starting to become afraid that this card will be good... and winrate between games when you got and when you don't get it, will be in the realm of Kaleseth on 2. There will be following scenarios
1) Great, you have that in starting hand 2) OK, you don't have that in the starting hand, but you don't draw it either 3) Terrible, you don't have it in the starting hand and draw it around turn 4
This card doesn't seem like much but it's ONE card in warlock.. people here don't seem to play warlock, warlock cards on average are worse than other classes cards cause they can draw with life tap.
now this card is good in zoo and with arch villain rafam cause this card is only good mid game or early game, late game this is a potential legendary or a board refill, forbidden ritual was played in zoo, and was more expensive than this card, this one has synergies in the game and might get more, also zoo lost a lot of really powerful cards to rotation so there's place for 3 drops..
I am not saying this card is amazing, but it's underestimated and has potential, it's 100% deserves some experimentation and looking forward to cards synegizing with this... specially in warlock. where getting a 2 card combo is much easier cause the accessibility of card draw in the class.
I was thinking about this card a lot. And I am starting to change my opinion. Zoo can afford to hard mulligan for this card everytime, it will probably get 1drops it needs anyway. And it may be an OK card in the very fast zoo that builds its strategy around hard mulligan for this one but still have consistent enough curve to be able to do this.
Yet, awful top decks are still the last thing zoo wants. It lives on top decks... I am actually starting to become afraid that this card will be good... and winrate between games when you got and when you don't get it, will be in the realm of Kaleseth on 2. There will be following scenarios
1) Great, you have that in starting hand 2) OK, you don't have that in the starting hand, but you don't draw it either 3) Terrible, you don't have it in the starting hand and draw it around turn 4
if zoo is more tokeny this time around, you might be ok if you draw it turn 4, let's say you do draw it turn 4, you lose the board by turn 7, to a flamestrike, then you get to refill the board with 3~4 1/1's for 3 which then you can buff somehow.. sure it's not a good top deck, but with a slower meta it might be okeish.. the soularium is still in the game so you might discard it too, or get more fuel... with no doomguard you don't have as much reason to empty your hand.
So far we saw 2 warlock cards (out of 9 or 10 they didn't seem to dismiss the possibility of 2nd legendary) and no neutral early drops we don't have much early game minions in standard post rotation.. we will see which minions are available for aggro/zoo decks.. we might get an "innocent" looking card like fire fly.
Guys, just wait for the other cards to be revealed. Maybe there will be some combo.
Also, in a zoo deck you might want to have this card sitting in your hand, and play it after the opponent cleared your board. 7 1/1 aren't that powerful, but it's just for 3 mana, and that's still 7 damage per turn. It comes very handy on turn 5 vs mage or warrior, you can play this + hero power after their usual turn 5 (4 with coin) removal.
So you really think “someone” would play a 3-mana summon 5 * 5/5s? You think?
Scheme is not summoning 20 imps. It summons as many as there are free board places. Than stops. It's how spells work. It doesn't care what will happens to imps after the spell is already cast.
In any case, I am posting too much in this topic. I think hearthpwners just trying to find a justification for such card existing instead of admitting that warlock got a pack filler common.
Here's one scenario with a Rafaam's Scheme in the hand from mulligan:
Turn 6. Say your opponent has 3 minions on board, one of them big. You play Spirit of the Bat, then this, and summon 6 imps, then remove the biggest minion with a 1 mana Demonbolt. Then he clears an imp with a low attack minion and goes face with the other. Then he does his thing with minions spells whatever. If he clears the board he may not be able to clear the Spirit, in which case it's a big win. Even if he does you basically baited out a board clear with a board of imps. If he doesn't then you attack with imps which can go a lot of different ways. If they're dieing you can buff their attack with dire wolf or use them for card draw with cult master or spell gen with cauldron. And they're buffing your hand. If they're not dieing you can buff them to 2/2s with grim rally (and make spirit 1/4) and go face.
Sure they could print support for this, but why haven't Blizzard printed support for similar cards in the past? I'm afraid they actually think this is good on its own.
Good arena card ... maybe.
I don't see this getting played at all.
This is a classic, early in the set-reveal, 'wait to see if they print an enabler' kind of card. You know, something that makes the Imps stronger or something that gets more powerful depending on the number of minions summoned that turn. By itself, this is trash.
Here is my Version of the Warlock Scheme.
That would be so much better.
So yeah, it's obviously not that good, but it's not like Blizzard has ever said "Every card we make is balanced and meant to see play." In fact, they said the opposite: "Not every card is intended to see play."
This one will be extremely good in Zoo decks, and will be a lynch pin card for Grim Rally style Zoolock decks. So much value.
Developed Hearthstone player, have played and beaten highly skilled opponents on numerous occasions. Not that ambitious on ladder. Only play off of win streaks. Love theory more than meta.
Go home Rafaam, you're drunk.
nb4 [Rafaam's ACTUAL Scheme] 3 Mana Spell - Rare [Give your minions Deathrattle: summon a 4/1 Grinning Imp]
it could be playable in Treachery + Howlfiend or in Renounce Darkness decks, if those decks would be playable.
Do the imps grow? or just the number of them?
Only the number
This card doesn't seem like much but it's ONE card in warlock.. people here don't seem to play warlock, warlock cards on average are worse than other classes cards cause they can draw with life tap.
now this card is good in zoo and with arch villain rafam cause this card is only good mid game or early game, late game this is a potential legendary or a board refill, forbidden ritual was played in zoo, and was more expensive than this card, this one has synergies in the game and might get more, also zoo lost a lot of really powerful cards to rotation so there's place for 3 drops..
I am not saying this card is amazing, but it's underestimated and has potential, it's 100% deserves some experimentation and looking forward to cards synegizing with this... specially in warlock. where getting a 2 card combo is much easier cause the accessibility of card draw in the class.
This card will be amazing for zoolock. You can screen my comment and open it in 2020.
I was thinking about this card a lot. And I am starting to change my opinion. Zoo can afford to hard mulligan for this card everytime, it will probably get 1drops it needs anyway. And it may be an OK card in the very fast zoo that builds its strategy around hard mulligan for this one but still have consistent enough curve to be able to do this.
Yet, awful top decks are still the last thing zoo wants. It lives on top decks... I am actually starting to become afraid that this card will be good... and winrate between games when you got and when you don't get it, will be in the realm of Kaleseth on 2. There will be following scenarios
1) Great, you have that in starting hand
2) OK, you don't have that in the starting hand, but you don't draw it either
3) Terrible, you don't have it in the starting hand and draw it around turn 4
if zoo is more tokeny this time around, you might be ok if you draw it turn 4, let's say you do draw it turn 4, you lose the board by turn 7, to a flamestrike, then you get to refill the board with 3~4 1/1's for 3 which then you can buff somehow.. sure it's not a good top deck, but with a slower meta it might be okeish.. the soularium is still in the game so you might discard it too, or get more fuel... with no doomguard you don't have as much reason to empty your hand.
So far we saw 2 warlock cards (out of 9 or 10 they didn't seem to dismiss the possibility of 2nd legendary) and no neutral early drops we don't have much early game minions in standard post rotation.. we will see which minions are available for aggro/zoo decks.. we might get an "innocent" looking card like fire fly.
Tokenish zoo already has decent neutral options to make 1\1 or 0/2 tokens:
Explodinator, Replicating Menace, Microtech Controller, Mecharoo, Scarab Egg, even Duskbat together with the imp or tap.
Guys, just wait for the other cards to be revealed. Maybe there will be some combo.
Also, in a zoo deck you might want to have this card sitting in your hand, and play it after the opponent cleared your board. 7 1/1 aren't that powerful, but it's just for 3 mana, and that's still 7 damage per turn. It comes very handy on turn 5 vs mage or warrior, you can play this + hero power after their usual turn 5 (4 with coin) removal.
I really like this card now that everything has been released. specifically comboing this with Darkest Hour seems very strong
Catch ya on the flippity flop