1. Warlock Zoo commonly plays plays: 2x Flame Imp, 2x Doomguard, 2x Dark Iron Dwarf, 2x Abusive Sergeant, 2x Defender of Argus. Loatheb and an Ironbeak Owl. Can this thing take Nerubian Egg's slot?
2. If you hit this with Defender on turn 5, it becomes a 6/6 taunt.
Compare to Flame Imp or Succubus: On the one hand, you don't have to pay the cost immediately. In certain zoo decks, you may even be able to end the game before the price has to be paid. On the other hand, his drawback isn't a battlecry, so it can't be circumvented by voidcaller, and he deals any overkill damage to your hero, which allows enemies to kill him and attack your face at the same time, and he allows damage that can only be dealt to minions to hit the face as well. Killing this with Darkbomb, Shadowbolt, Frostbolt, Flamecannon, Swipe, Wrath or Hammer of Wrath gets a lot of value. Shield Block+Shield Slam has the potential to really mess up your insides.
This allows ramp druid to keep up with fast, aggressive decks while also accelerating its mana curve. This is going to be included in a lot of decks, and it will be a very tough choice for aggro decks to decide whether to trade their own 2 drops into this, or to let the druid have the mana.
I can see this card potentially seeing play in arena, and possibly in certain constructed tavern brawls or Adventure Mode challenges. Not good for constructed.
This is a 5 mana card with a big enough body that it can be difficult to remove on turn 5 unless you are badly behind on the board. Even if you don't get to use his ability, if your opponent is forced to use two things to remove him, you got value. A lot of decks can make room for a 5 drop that can force the use of a hex, a fireball or a polymorph.
I don't think dropping this guy on turn 5 is ever a bad play, unless your opponent went first and just played a 5 drop that can kill this and live.
This will be a very strong pick in a ramp Druid deck, when you can potentially get him out very early, when he is difficult to respond to, or else bring him out late, when he can be safe behind an ancient of war.
I decided not to do the one-shot mechanic. I burned through Onyxia and killed him with a handlock variant. It took me about an hour, but I tuned the deck a few times along the way. Basically, I just played for value.
i started the first wing today and i did the whole thing first try, all of the wings and then both the class challenges, I didnt have to make any special decks, i didnt even fail on the boss fights. I haven't tried heroic yet but i just wanted to know what everyone else thought about it? was it that easy for everyone else? or did i just choose the right deck and get the right cards? maybe this is just blizzard trying to get everyone to buy it since its so easy
btw i thought the mage challenge was really funny. He played millhouse manastorm right when i summoned auctioneer.
Normal modes are easy. They don't want people to buy the adventure and not be able to get their cards. If you want a challenge, do Heroic.
Leeroy is a lot less useful since the nerf. I wouldn't craft any of these unless they show up on a decklist you want to play. You might, conceivably see a good deck that runs Al'Akir or 2 Doomsayers, but the rest are not terribly competitive legendaries.
Cairne summons Baine if killed by minions. Troggzor summons a trogg if polymorphed or hexed.
Both are really tough to play when you're behind on the board, but Cairne is a little easier because he can start trading with minions.
Both are vulnerable to silence, and most effective in control type decks where burning a silence on Cairne or Troggzor leaves opponent vulnerable to other powerful legendaries.
Blingtron is ONLY good when your opponent wields something like Gorehowl or Sword of Justice and just so happens to give something awful like Light's Justice as a 2-3 mana worse for enemy whereas you may get something better. Vol'Jin isn't the best, but he is far from the worst, and Troggzor is a pain to face, if your opponent tries to control him with any spells, you get another 4 mana body, just one spell makes him more than worth while. Dr. Boom summons two very desirable minions while sporting a 7/7 body for 7 mana. Even if the boom bots are useless as their deathrattles, it's still 2 1/1 bodies, making Boom 9/9 for 7 unless AOEd.
Blingtron is useful in a lot of situations. The Blingtron+Harrison combo is very strong, and if you are a mage, you can stretch it over two turns by hitting the opponent in the face with a water elemental the turn you summon Blingtron. The weapon can also help you get lethal. Rogues can also combo Blingtron with Sabotage.
These kinds of tactics make it easy for certain decks to mitigate the opponent's random weapon. You can't control what they get, but you can control when they get it.
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Observations:
1. Warlock Zoo commonly plays plays: 2x Flame Imp, 2x Doomguard, 2x Dark Iron Dwarf, 2x Abusive Sergeant, 2x Defender of Argus. Loatheb and an Ironbeak Owl. Can this thing take Nerubian Egg's slot?
2. If you hit this with Defender on turn 5, it becomes a 6/6 taunt.
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Yes. Or you can still play a big minion on a turn you're overloaded. I think the shaman totem deck might use this.
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Seems very difficult to play on curve, while taking advantage of the battlecry, but it might see play in a Shaman totem deck.
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Compare to Flame Imp or Succubus: On the one hand, you don't have to pay the cost immediately. In certain zoo decks, you may even be able to end the game before the price has to be paid. On the other hand, his drawback isn't a battlecry, so it can't be circumvented by voidcaller, and he deals any overkill damage to your hero, which allows enemies to kill him and attack your face at the same time, and he allows damage that can only be dealt to minions to hit the face as well. Killing this with Darkbomb, Shadowbolt, Frostbolt, Flamecannon, Swipe, Wrath or Hammer of Wrath gets a lot of value. Shield Block+Shield Slam has the potential to really mess up your insides.
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This allows ramp druid to keep up with fast, aggressive decks while also accelerating its mana curve. This is going to be included in a lot of decks, and it will be a very tough choice for aggro decks to decide whether to trade their own 2 drops into this, or to let the druid have the mana.
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I can see this card potentially seeing play in arena, and possibly in certain constructed tavern brawls or Adventure Mode challenges. Not good for constructed.
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This is a Mage card, and mages have zero spells that target their own minions. Why would Mage play darkbane?
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This is a 5 mana card with a big enough body that it can be difficult to remove on turn 5 unless you are badly behind on the board. Even if you don't get to use his ability, if your opponent is forced to use two things to remove him, you got value. A lot of decks can make room for a 5 drop that can force the use of a hex, a fireball or a polymorph.
I don't think dropping this guy on turn 5 is ever a bad play, unless your opponent went first and just played a 5 drop that can kill this and live.
This will be a very strong pick in a ramp Druid deck, when you can potentially get him out very early, when he is difficult to respond to, or else bring him out late, when he can be safe behind an ancient of war.
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The only person excited about this card is Harrison Jones.
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I decided not to do the one-shot mechanic. I burned through Onyxia and killed him with a handlock variant. It took me about an hour, but I tuned the deck a few times along the way. Basically, I just played for value.
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Normal modes are easy. They don't want people to buy the adventure and not be able to get their cards. If you want a challenge, do Heroic.
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Leeroy is a lot less useful since the nerf. I wouldn't craft any of these unless they show up on a decklist you want to play. You might, conceivably see a good deck that runs Al'Akir or 2 Doomsayers, but the rest are not terribly competitive legendaries.
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Compare to Cairne:
Cairne is 1 mana cheaper. Troggzor has +2/+1.
Cairne summons Baine if killed by minions. Troggzor summons a trogg if polymorphed or hexed.
Both are really tough to play when you're behind on the board, but Cairne is a little easier because he can start trading with minions.
Both are vulnerable to silence, and most effective in control type decks where burning a silence on Cairne or Troggzor leaves opponent vulnerable to other powerful legendaries.
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Blingtron is useful in a lot of situations. The Blingtron+Harrison combo is very strong, and if you are a mage, you can stretch it over two turns by hitting the opponent in the face with a water elemental the turn you summon Blingtron. The weapon can also help you get lethal. Rogues can also combo Blingtron with Sabotage.
These kinds of tactics make it easy for certain decks to mitigate the opponent's random weapon. You can't control what they get, but you can control when they get it.
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Doomhammer happens.