Even in a dream play which is something like, innervate it out on Turn 2, then top deck the map and play it turn 3 and play the monkey on turn 4, just having all legendary minions in hand and in deck does not necessarily win you the game. There are plenty of bad legendaries out there.
That being said if your win condition is to drop big heavies in the late game such as CW, it's at least worth a shot and you don't need to play the monkey if you're still waiting on something like hellscream
I REALLY like the design of this card compared to its contemporaries, Feugen and Stalagg and Mimiron's Head, for a couple of reasons.
1) It fixes the control problem. Rather than making control decks good, it turns aggro decks into control decks! I mean, if you don't win by turn 7 you are basically dead in the water anyway, so why not take a chance to turn your crappy early game into potentially game ending legendaries (and even if you pull jank, it still probably will give you a better chance of winning)? The opportunity cost isn't even that large, because it's only one card with solid stats for the cost (beating shredder is crucial) and low enough in cost that it can fit on a zoolock or aggro paladin curve. Those decks seem like the best fit, because they both have good draw mechanics to increase your odds of getting the combo and have poor enough late game that it would be worth going all in. By comparison, Mimiron's head is severely overshadowed by fel reaver and poor feugen and stalagg cannot find a home.
2) The best part about the card is that there is little interaction involved. While Mimiron's Head and Feugen and Stalagg can be easily stifled with a timely silence or polymorph/hex, your opponent has no counter play if you can get to the Golden Monkey. Though usually this is frowned upon, the trade off is that you don't automatically win when you get it, it just increases your odds when you probably would lose anyway. The fact that the Golden Monkey is a beefy taunt helps too, because you have a better chance of surviving long enough to play out your cool new cards.
3: It's better than all legendary decks. I've seen a bunch of people say that it would be more worth it just to play all legendaries than to play this card. What they don't understand is that legendary decks have awful early games which make them not worth playing. This card, on the other hand, only goes off in the late game which means you play all of your legendaries as soon as you draw them.
4. It seems really fun to play while still giving you a chance to win. It's a Johnny card, through and through, and though obviously every card that isn't for Spikes is automatically the worst cards ever I'm happy that I get catered to for a change as opposed to Timmys and Spikes. I'm really looking forward to this.
Don't agree at all! Let me explain that in one word, ok in two words: "Combo Decks!"
Patron Warrior + Freeze mage extra win condition!! Hmm, think about it. It costs you just one card in your deck, not bad stats at all and your deck has incredible ability to get cards fast. It will be played a lot. Guaranteed!
But if you play Freeze Mage you don't want your deck to turn into random legendaries...
I think this could be a way for Freeze Mage to win those tough matchups. Spend most of your burn spells killing off a Control deck's minions and then throw out this (three times) and win the game. Might help for vs. Control Warrior matchups which are currently Freeze Mage's worst nightmare.
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"If I didn't have a cheek, I'm not sure where else I'd put my tongue." -Booyah
Look at legendaries in the game. 90% of them are worse than most other cards you put into a fine tuned deck. Also, it takes away all you spells and makes you lose tempo. It's a terrible card and by no means "autoinclude".
I think it's really REALLY interesting, but will suck so hard. It's just like you play a 30 legendary deck. It will suck. It have to be.
By the time you complete the combo, it will be a late turn and your remaining cards will be not even remotely close to 30. Plus, most people are not realising that all you do is include a 4 mana legendary and take out another 4 mana minion from what you normally use. That's it.
3 outcomes follow: (a) if you play her soon enough, you still have time to develop your strategies normally. (b) If you play her at a late stage, your chances of finding the combo are higher because you have fewer cards, and one of the two combo pieces draws a card for you while the final legendary converting one protects you (it's a 6/6 taunt with battlecry). And (c) even if you don't draw the full combo, no biggie - you only swapped one 4 mana minion or spell, or generally speaking just any one card out of 30. It doesn't severely affect your whole game.
Getting big and dangerous guys out at a late stage is exactly the kind of play control warrior is focusing on, and it wouldn't be surprising to see that in such a deck. It's a legendary that obviously fits in slow decks that aim for the late game.
Although control warrior keeps his final "crown jewels", so to speak, for the very late stage, meaning that no one would like to see their Ysera, Grom, Justicar, Alexstrasza etc. getting converted into any legendary that doesn't do exactly what's needed by these legendaries specifically included for a very specific purpose. So new control decks will be built to accommodate it, with lots of control spells that you wouldn't mind seeing converted to legendaries.
This is either the trolliest card in the game or the best doomsday for aggro decks without late. You play her, hope to draw the map, hope to draw the monkey and once you get without the aggro power, drop the ape and call GG
With this, maybe OTKShaman/Freeze Mage will be able to win against Warrior when there is no way in hell you can burst them down. Waste some killer spell for removal, then change hand into monkey. There are always useless card, like Spare Part as well which might make this interesting. And there are always dead card in certain matchup. This card allow those slower decks who carry dead card/spare part type of cards to gain LATEGAME value immediately. While full legendary deck tend to be bad, HAVING a full hand of Legendary instead of Spare Part/spell vs a Control Warrior with those mother fucking armor as OTK is pretty good. Especially since class like Shaman/Freeze mage survive and usually still have full health when they lose their win condition vs control. Very interactive gameplay and decent card that start the cycle.
The map cost 2 mana. Should probably be 1. You get a 3/5. For a eventual turn don't drawn at start of turn then spend two mana to get your draw. But if it was it might be too easy to get the Monkey which has a possibly great battlecry with a good body. Awsome card hope it is viable for fun at least.
I guess I can see this card being good in fatigue matches. Like the warrior mirror, when the only cards left in your hand are Shield Block and Acolyte of Pain.
Dang guys your into late game with control and say you have an explosive sheep, bash, or other poor cards left in your deck. This changes the game and might put you over. A 4 mana 6/6 taunt? And now those poor cards that were left in your deck that would have been used early game are new legends? I thino it could definitly be worth the tarde off.
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Even in a dream play which is something like, innervate it out on Turn 2, then top deck the map and play it turn 3 and play the monkey on turn 4, just having all legendary minions in hand and in deck does not necessarily win you the game. There are plenty of bad legendaries out there.
That being said if your win condition is to drop big heavies in the late game such as CW, it's at least worth a shot and you don't need to play the monkey if you're still waiting on something like hellscream
I'm wondering the same thing
I REALLY like the design of this card compared to its contemporaries, Feugen and Stalagg and Mimiron's Head, for a couple of reasons.
1) It fixes the control problem. Rather than making control decks good, it turns aggro decks into control decks! I mean, if you don't win by turn 7 you are basically dead in the water anyway, so why not take a chance to turn your crappy early game into potentially game ending legendaries (and even if you pull jank, it still probably will give you a better chance of winning)? The opportunity cost isn't even that large, because it's only one card with solid stats for the cost (beating shredder is crucial) and low enough in cost that it can fit on a zoolock or aggro paladin curve. Those decks seem like the best fit, because they both have good draw mechanics to increase your odds of getting the combo and have poor enough late game that it would be worth going all in. By comparison, Mimiron's head is severely overshadowed by fel reaver and poor feugen and stalagg cannot find a home.
2) The best part about the card is that there is little interaction involved. While Mimiron's Head and Feugen and Stalagg can be easily stifled with a timely silence or polymorph/hex, your opponent has no counter play if you can get to the Golden Monkey. Though usually this is frowned upon, the trade off is that you don't automatically win when you get it, it just increases your odds when you probably would lose anyway. The fact that the Golden Monkey is a beefy taunt helps too, because you have a better chance of surviving long enough to play out your cool new cards.
3: It's better than all legendary decks. I've seen a bunch of people say that it would be more worth it just to play all legendaries than to play this card. What they don't understand is that legendary decks have awful early games which make them not worth playing. This card, on the other hand, only goes off in the late game which means you play all of your legendaries as soon as you draw them.
4. It seems really fun to play while still giving you a chance to win. It's a Johnny card, through and through, and though obviously every card that isn't for Spikes is automatically the worst cards ever I'm happy that I get catered to for a change as opposed to Timmys and Spikes. I'm really looking forward to this.
I think the real
"If I didn't have a cheek, I'm not sure where else I'd put my tongue." -Booyah
Check out the Blackrock Fountain deck!:
Even though it might be slow I really love this card design. Manipulating a deck is an insane mechanic.
Might be an autoinclude in any control decks.
Edit: Priests will hard counter the Golden Monkey with Convert ;-)
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"The Endgame in Hearthstone is deckbuilding."
-- Leolph, 2013
I think it's really REALLY interesting, but will suck so hard. It's just like you play a 30 legendary deck. It will suck. It have to be.
This is either the trolliest card in the game or the best doomsday for aggro decks without late. You play her, hope to draw the map, hope to draw the monkey and once you get without the aggro power, drop the ape and call GG
Unstable Portal buff?
Meta changes the moment you switch your deck.
Can't wait to Gang Up this bad boy
I can honestly see this in control warrior.
Well Met!
Going straight into all my decks (I only play gimmicky decks.)
its a 3-5, that kills a shredder, that gives you a 2 mana flare on a worlock, that gives you a 6-6 taunt for 4, that gives you a great lategame deck.
dont forget you dont have to play the munky if you need aoe
Can see this beein used in Warrior, Druid, Priest.. Arena its pretty nice
only those with Straw in their heads fear the Spark of Truth
With this, maybe OTKShaman/Freeze Mage will be able to win against Warrior when there is no way in hell you can burst them down. Waste some killer spell for removal, then change hand into monkey. There are always useless card, like Spare Part as well which might make this interesting. And there are always dead card in certain matchup. This card allow those slower decks who carry dead card/spare part type of cards to gain LATEGAME value immediately. While full legendary deck tend to be bad, HAVING a full hand of Legendary instead of Spare Part/spell vs a Control Warrior with those mother fucking armor as OTK is pretty good. Especially since class like Shaman/Freeze mage survive and usually still have full health when they lose their win condition vs control. Very interactive gameplay and decent card that start the cycle.
The map cost 2 mana. Should probably be 1. You get a 3/5. For a eventual turn don't drawn at start of turn then spend two mana to get your draw. But if it was it might be too easy to get the Monkey which has a possibly great battlecry with a good body. Awsome card hope it is viable for fun at least.
It may be gimmicky and not used ever, but damn, that's a fun card.
I guess I can see this card being good in fatigue matches. Like the warrior mirror, when the only cards left in your hand are Shield Block and Acolyte of Pain.
Dang guys your into late game with control and say you have an explosive sheep, bash, or other poor cards left in your deck. This changes the game and might put you over. A 4 mana 6/6 taunt? And now those poor cards that were left in your deck that would have been used early game are new legends? I thino it could definitly be worth the tarde off.