Don't you think it's a bit overcosted? You know, Deadly Poison increase the attack by just one less and costs 3 less mana. I guess the ability is quite relevant(almost a Cold Blood), but the randomness, the demand of a combo and the considerably high mana cost seem, at least to me, that will make this card quite bad.
seems way overpriced for what it does, very situational and the need to combo it doesn't help either :/
Very disappointed in the new rogue cards so far, except for the 2 mana give your weapon +1 they all don't seem very good. let's hope that the other new cards are somewhat ok and temporogue becomes viable again.
I see your point about Deadly Poison but I disagree with the conclusion that this is bad. Weapon burning is going to be a big consideration in the GvG expansion and if you can play something that would force your opponent to play an Acidic Swamp Ooze or Harrison Jones and whatever new cards destroy weapons then you're able to protect other weapons you may have.
This synergises with our hero power, that in itself means it is almost always going to have a target. You don't need board presence for this to be useful and if you have board presence then it is probably slightly over value with the combo. On Wicked Knife that's 6 attack for 4 mana or 9 attack for 4 mana with Backstab and a minion on board. With regard to the 'random' part of the card, well...Pirate Hype. Deadly Poison + Sharpsword Oil = +5 attack and +3 attack on a minion for 5 Mana. Goblin Auto Barber and Cogmaster's Wrench in the equation and it's getting a little silly.
The real value from this though comes from the fact that this is a valid target for Preparation. This card is going to enable a shit load of burst damage and if the opponent has no answers to your weapon, they need to have defences in play.
My Stupid Pirate Tricks deck is going to get this card. Granted that it's a gimmick deck (recycling Captain Greenskin to create a massive weapon) but this deals with two weaknesses of the deck: One being the boosting of the weapon stats and the other being the fact that the board is weakened by removing Greenskin from the board, and any other minions on the board are cheap and not all that strong.
It also acts as a backup in the case where I had to consume my poisoned blade early.
This plus the new pirates really makes Rogue look like the pirate king.
Deadly poison + This The rest of the game, everything you do is just destroying minions with spells and hitting face.
But of course, balance in hearthstone is rock, paper, scissors -- so if anyone does this, everyone else will just use the three weapon destruction cards. I really, really, really don't like the balance.
Overpowered legendaries and epics? Here's a 3 cost epic that destroys them all! And all the other big endgame cards that actually are balanced, that become horrible with the existence of this card and a plethora of other cards that makes aggro better and endgame minions worse.
Overpowered weapons? Here -- have 2 cost minions that destroy them -- and all non-overpowered weapons, as well!
Overpowered 1, 2 and 3 drops, and heropowers that allow the constant flooding of the board? Here -- have area of effect that destroys them -- and the early minions your non-aggro opponent had to play in case you were playing Aggro. Nevermind that you WERE playing aggro, and that you didn't NEED area of effect to clear his early minions, while he NEEDED his early minions to stand a chance.
... Big Game Hunter: Deal 5 damage to target minion with 7 or more attack The Black Knight: Deal 5 damage to target minion with taunt Acidic Swamp Ooze: Give an enemy weapon -2 attack
See? Balance is not HARD, but damnit... it's as if they're TRYING to make the game Rocj, Paper, Scissors.
If you think about it, this is Rogue's version of Death's bite, and true silver champion.
Except you need to waste 2 mana on daggers and dont get the deathrattle effect or the +2 heal. you get to buff a card to +3 but you need a minion on board and use a card first So I believe this is worst.
Lets break down by comparing it to existing cards.
Deadly Poison one mana 2 attack.
Cold Blood 1 mana 2 attack without combo, 4 with combo.
So Tinker Sharpsword Oil saves you a card and gives you 1 more attack on your weapon, at the cost of 2 more mana, one less attack if combod, and 2 less attack if not combod. Oh and it takes away the control of deciding which minion gets the buff. I honestly would think this was overcosted even if it didn't have combo and flat out gave both effects.
Combo should be like overload. It gives clear value for the mana cost if played correctly but gives bad value if played incorrectly. Not only is the value questionable to begin with but then it is a relatively high cost for a combo card as well. I don't understand how anyone can be excited for this card after seeing the cost.
As was mentioned, this is basically cost so high because it is a third Deadly Poison, which everyone would play if you could. Playing this will really improve the value of Blade Flurry
The real value from this though comes from the fact that this is a valid target for Preparation. This card is going to enable a shit load of burst damage and if the opponent has no answers to your weapon, they need to have defences in play.
the only reason I came here was to ensure that someone said this very thing.
Tinker's Sharpsword Oil gives Rogues absurd amounts of burst damage that they are perfectly capable of consolidating by removing taunts.
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"Those who do not step forth and decide the meta, will only be ruled by it"
As was mentioned, this is basically cost so high because it is a third Deadly Poison, which everyone would play if you could. Playing this will really improve the value of Blade Flurry
Then how about we talk about the absolutely terrible design decisions behind this card. Rogue is already only played as Miracle because it doesn't have the tools to compete otherwise. They're nerfing the entire point of miracle decks and giving us purposefully overcosted versions of cards that we already have. That doesn't seem like good design.
Or how about the idea of using logic that made kidnapper one of the least played and widely agreed upon worst cards in the game to design a new card. Does that sound like good design?
Its kind of BS to say that everyone would run a third deadly poison so this should cost THAT much more than its worth. The only reason people would run a 3rd Deadly Poison is because of its cost. Its not like its some Godlike effect. Plus, why is it only Rogue effects are bound by that logic? Paladins have Aldor and Humility. Mages have a lot of freeze. Priests don't pay ungodly amounts extra for Temple Enforcer. A card shouldn't be more expensive just because it is functionally similar to another card.
So Tinker Sharpsword Oil saves you a card and gives you 1 more attack on your weapon, at the cost of 2 more mana, one less attack if combod, and 2 less attack if not combod. Oh and it takes away the control of deciding which minion gets the buff. I honestly would think this was overcosted even if it didn't have combo and flat out gave both effects.
Combo should be like overload. It gives clear value for the mana cost if played correctly but gives bad value if played incorrectly. Not only is the value questionable to begin with but then it is a relatively high cost for a combo card as well. I don't understand how anyone can be excited for this card after seeing the cost.
considering how many ways rogue has to bounce things on and off the board it isn't that hard too ensure the attack buff goes on a desired target such as a low cost charger our a bulky body who stuck to the board and if you Preparation out Tinker's Sharpsword Oil it only cost 1 mana gives you your combo and with leftover mana you ensure your buffed charger hits face.
I think you under value this, it is essentially a new win condition. We just have to construct something that can use it efficiently.
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"Those who do not step forth and decide the meta, will only be ruled by it"
So Tinker Sharpsword Oil saves you a card and gives you 1 more attack on your weapon, at the cost of 2 more mana, one less attack if combod, and 2 less attack if not combod. Oh and it takes away the control of deciding which minion gets the buff. I honestly would think this was overcosted even if it didn't have combo and flat out gave both effects.
Combo should be like overload. It gives clear value for the mana cost if played correctly but gives bad value if played incorrectly. Not only is the value questionable to begin with but then it is a relatively high cost for a combo card as well. I don't understand how anyone can be excited for this card after seeing the cost.
considering how many ways rogue has to bounce things on and off the board it isn't that hard too ensure the attack buff goes on a desired target such as a low cost charger our a bulky body who stuck to the board and if you Preparation out Tinker's Sharpsword Oil it only cost 1 mana gives you your combo and with leftover mana you ensure your buffed charger hits face.
I think you under value this, it is essentially a new win condition. We just have to construct something that can use it efficiently.
Listen to yourself, I mean... Nobody is defending new Druid cards by going "this is really good with innervate." Any spell is going to be good with Prep. That's the point of prep. Its to make spells cheaper and better. I think if the defense to its too expensive is its playable with prep, then you kind of proved my point.
lets be honest for a minute tho,why would you run this and prep in a deck instead of deadly poison and cold blood? And if you have both Deadly Poisons and Cold Bloods and Prep AND this, then your deck is either A) going to suffer from some very bad draws or B) need a miracle draw engine... Which they just nerfed.
And I'm not complaining about the randomness. That's fine. But generally when a card says random, its a little cheaper because the uncertainty makes it worse. It doesn't feel like this had that same logic applied.
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Pretty good for the incoming rogue pirate deck.
NICE! finally another weapon enhancer! i REALLY like this, my rogue pirate is getting happier!!
I do wonder if the combo replaces the normal effect or if it adds the 3 damage to your weapon also...anyways, EXCITED!
The wording is a bit muddy but it's definitely in addition to your attack. Cold Blood is better in all ways otherwise...
Rather play Deadly Poison
I am Ozymandias, King of Kings
unless comboed, this is a bad card. I mean deadly poison gives 1 less attack for 3 less mana.
Don't you think it's a bit overcosted? You know, Deadly Poison increase the attack by just one less and costs 3 less mana. I guess the ability is quite relevant(almost a Cold Blood), but the randomness, the demand of a combo and the considerably high mana cost seem, at least to me, that will make this card quite bad.
seems way overpriced for what it does, very situational and the need to combo it doesn't help either :/
Very disappointed in the new rogue cards so far, except for the 2 mana give your weapon +1 they all don't seem very good. let's hope that the other new cards are somewhat ok and temporogue becomes viable again.
I see your point about Deadly Poison but I disagree with the conclusion that this is bad.
Weapon burning is going to be a big consideration in the GvG expansion and if you can play something that would force your opponent to play an Acidic Swamp Ooze or Harrison Jones and whatever new cards destroy weapons then you're able to protect other weapons you may have.
This synergises with our hero power, that in itself means it is almost always going to have a target. You don't need board presence for this to be useful and if you have board presence then it is probably slightly over value with the combo. On Wicked Knife that's 6 attack for 4 mana or 9 attack for 4 mana with Backstab and a minion on board. With regard to the 'random' part of the card, well...Pirate Hype.
Deadly Poison + Sharpsword Oil = +5 attack and +3 attack on a minion for 5 Mana.
Goblin Auto Barber and Cogmaster's Wrench in the equation and it's getting a little silly.
The real value from this though comes from the fact that this is a valid target for Preparation.
This card is going to enable a shit load of burst damage and if the opponent has no answers to your weapon, they need to have defences in play.
My Stupid Pirate Tricks deck is going to get this card. Granted that it's a gimmick deck (recycling Captain Greenskin to create a massive weapon) but this deals with two weaknesses of the deck: One being the boosting of the weapon stats and the other being the fact that the board is weakened by removing Greenskin from the board, and any other minions on the board are cheap and not all that strong.
It also acts as a backup in the case where I had to consume my poisoned blade early.
This plus the new pirates really makes Rogue look like the pirate king.
Assassin's Blade
Deadly poison + This
The rest of the game, everything you do is just destroying minions with spells and hitting face.
But of course, balance in hearthstone is rock, paper, scissors -- so if anyone does this, everyone else will just use the three weapon destruction cards.
I really, really, really don't like the balance.
Overpowered legendaries and epics?
Here's a 3 cost epic that destroys them all! And all the other big endgame cards that actually are balanced, that become horrible with the existence of this card and a plethora of other cards that makes aggro better and endgame minions worse.
Overpowered weapons?
Here -- have 2 cost minions that destroy them -- and all non-overpowered weapons, as well!
Overpowered 1, 2 and 3 drops, and heropowers that allow the constant flooding of the board?
Here -- have area of effect that destroys them -- and the early minions your non-aggro opponent had to play in case you were playing Aggro. Nevermind that you WERE playing aggro, and that you didn't NEED area of effect to clear his early minions, while he NEEDED his early minions to stand a chance.
... Big Game Hunter: Deal 5 damage to target minion with 7 or more attack
The Black Knight: Deal 5 damage to target minion with taunt
Acidic Swamp Ooze: Give an enemy weapon -2 attack
See? Balance is not HARD, but damnit... it's as if they're TRYING to make the game Rocj, Paper, Scissors.
It's really scary given a decent situation.
If you think about it, this is Rogue's version of Death's bite, and true silver champion.
Thanks FOO(The Banner God)!
Except you need to waste 2 mana on daggers and dont get the deathrattle effect or the +2 heal. you get to buff a card to +3 but you need a minion on board and use a card first So I believe this is worst.
Lets break down by comparing it to existing cards.
Deadly Poison one mana 2 attack.
Cold Blood 1 mana 2 attack without combo, 4 with combo.
So Tinker Sharpsword Oil saves you a card and gives you 1 more attack on your weapon, at the cost of 2 more mana, one less attack if combod, and 2 less attack if not combod. Oh and it takes away the control of deciding which minion gets the buff. I honestly would think this was overcosted even if it didn't have combo and flat out gave both effects.
Combo should be like overload. It gives clear value for the mana cost if played correctly but gives bad value if played incorrectly. Not only is the value questionable to begin with but then it is a relatively high cost for a combo card as well. I don't understand how anyone can be excited for this card after seeing the cost.
As was mentioned, this is basically cost so high because it is a third Deadly Poison, which everyone would play if you could. Playing this will really improve the value of Blade Flurry
the only reason I came here was to ensure that someone said this very thing.
Tinker's Sharpsword Oil gives Rogues absurd amounts of burst damage that they are perfectly capable of consolidating by removing taunts.
"Those who do not step forth and decide the meta, will only be ruled by it"
Then how about we talk about the absolutely terrible design decisions behind this card. Rogue is already only played as Miracle because it doesn't have the tools to compete otherwise. They're nerfing the entire point of miracle decks and giving us purposefully overcosted versions of cards that we already have. That doesn't seem like good design.
Or how about the idea of using logic that made kidnapper one of the least played and widely agreed upon worst cards in the game to design a new card. Does that sound like good design?
Its kind of BS to say that everyone would run a third deadly poison so this should cost THAT much more than its worth. The only reason people would run a 3rd Deadly Poison is because of its cost. Its not like its some Godlike effect. Plus, why is it only Rogue effects are bound by that logic? Paladins have Aldor and Humility. Mages have a lot of freeze. Priests don't pay ungodly amounts extra for Temple Enforcer. A card shouldn't be more expensive just because it is functionally similar to another card.
considering how many ways rogue has to bounce things on and off the board it isn't that hard too ensure the attack buff goes on a desired target such as a low cost charger our a bulky body who stuck to the board and if you Preparation out Tinker's Sharpsword Oil it only cost 1 mana gives you your combo and with leftover mana you ensure your buffed charger hits face.
I think you under value this, it is essentially a new win condition. We just have to construct something that can use it efficiently.
"Those who do not step forth and decide the meta, will only be ruled by it"
Listen to yourself, I mean... Nobody is defending new Druid cards by going "this is really good with innervate." Any spell is going to be good with Prep. That's the point of prep. Its to make spells cheaper and better. I think if the defense to its too expensive is its playable with prep, then you kind of proved my point.
lets be honest for a minute tho,why would you run this and prep in a deck instead of deadly poison and cold blood? And if you have both Deadly Poisons and Cold Bloods and Prep AND this, then your deck is either A) going to suffer from some very bad draws or B) need a miracle draw engine... Which they just nerfed.
And I'm not complaining about the randomness. That's fine. But generally when a card says random, its a little cheaper because the uncertainty makes it worse. It doesn't feel like this had that same logic applied.