• 1

    posted a message on New Warrior Spell Revealed - Forge of Souls
    Quote from vodkavlaflip >>

    Pirate dream lol, when is 2 mana do nothing ever good in an aggro deck..

     When it doubles the chance of drawing the most important card in your deck/gives you 20+ damage to pound through whatever taunt or heal your opponent thought he stabilized with. I know for sure I would play this + 2 drop on turn 4 over a Korkron every time unless I already have a reaper in hand.
    Posted in: Card Discussion
  • 2

    posted a message on New Warlock Quest Card - Lakkari Sacrifice

    From my experience the problem isn't really the quest itself, it's the deck you play it in. While the condition isn't that hard to reach and the reward is fairly strong (it's slow, but eventually more powerful than the other rewards), they are both countered by the deck itself. Firstly, most of the time when you manage to fulfill the quest you've already won, since you've built so much advantage by playing "supercharged" discard cards. And secondly, when you do actually get the quest done and played and the game isn't over you're so low on cards (since you also have to draw a bunch to have cards to discard) that the power of the eternal value you get out of it doesn't have enough time to give you the game.

    Posted in: Card Discussion
  • 0

    posted a message on New Card - Giant Wasp

    Bold prediction, not only is this gonna be auto-include in certain decks (especially druid), it's gonna be essential in countering a (very likely) quick quest meta. Dropping this on turn 4-5 before they get to play their reward is gonna completely mess up their curve and give you more time to stabilize.

    Posted in: Card Discussion
  • 0

    posted a message on New Warlock Quest Card - Lakkari Sacrifice

    I'm gonna go ahead and say that if this card ever sees play it's gonna be in a deck that mulligans it away every single game. Playing this is your typical zoo/discard lock will at best be super inconsistent. Not only are you losing one mana of tempo early on (in a deck filled with small minions specifically to grab early tempo), you're losing a card AND you're supposed to discard 6 more cards. At best you need like 12 cards (quest, 6 discarded and 5 "discarders") in total to activate the quest, that means either tapping like crazy (in a zoo deck?), getting super lucky with imp (inconsistent) or going way into the late game. You're not gonna get this popped on turn 5-7.

    It makes me wonder how much they've thought about the "always in starting hand" rule. While it makes sense in the way that you want to get started early so you're not playing all your activators before getting the quest, it makes no sense for the kinda decks you want to play them in. Both this and the priest one is a card you want to play on turn 4-7 once you've dealt with any super aggressive decks.

    Posted in: Card Discussion
  • To post a comment, please login or register a new account.