Foe Reaper 4000
Card Text
Also damages the minions next to whomever it attacks.
Flavor Text
Foe reaping is really not so different from harvest reaping, at the end of the day.
Card Sounds
Additional Information
Name | Type | Class | Cost | Attack | Health |
---|---|---|---|---|---|
Sunfury Protector | Minion | 2 | 2 | 3 | |
Argent Commander | Minion | 6 | 4 | 2 | |
Nozdormu | Minion | 9 | 8 | 8 | |
Violet Teacher | Minion | 4 | 3 | 5 | |
Siegebreaker | Minion | Warlock | 7 | 5 | 8 |
Eye for an Eye | Ability | Paladin | 1 | 0 | 0 |
Deathwing | Hero | Warrior | 0 | 0 | 30 |
Lady Vashj | Hero | Shaman | 0 | 0 | 30 |
Uther Lightbringer | Hero | Paladin | 0 | 0 | 30 |
Lightforged Uther | Hero | Paladin | 0 | 0 | 30 |
Second War Uther | Hero | Paladin | 0 | 0 | 30 |
Horseman Uther | Hero | Paladin | 0 | 0 | 30 |
Yrel | Hero | Paladin | 0 | 0 | 30 |
Lor'themar | Hero | Hunter | 0 | 0 | 30 |
Mecha-Jaraxxus | Hero | Warlock | 0 | 0 | 30 |
Fire Mage Jaina | Hero | Mage | 0 | 0 | 30 |
Kel'Thuzad | Hero | Mage | 0 | 0 | 30 |
Scholar Jaina | Hero | Mage | 0 | 0 | 30 |
Apprentice Jaina | Hero | Mage | 0 | 0 | 30 |
Archmage Jaina | Hero | Mage | 0 | 0 | 30 |
Kul Tiran Jaina | Hero | Mage | 0 | 0 | 30 |
Lady Katrana Prestor | Hero | Mage | 0 | 0 | 30 |
Survivor Xyrella | Hero | Priest | 0 | 0 | 30 |
Shardseeker Xyrella | Hero | Priest | 0 | 0 | 30 |
Lightweaver Xyrella | Hero | Priest | 0 | 0 | 30 |
Mad Scientist | Minion | 2 | 2 | 2 | |
Foe Reaper 4000 | Minion | 8 | 6 | 9 | |
Foe Reaper 4000 | Minion | 8 | 6 | 9 | |
Wildwalker | Minion | Druid | 4 | 4 | 4 |
Eadric the Pure | Minion | Paladin | 7 | 3 | 7 |
Sea Reaver | Minion | Warrior | 6 | 6 | 7 |
Sea Reaver | Minion | Warrior | 6 | 6 | 7 |
Keeper of Uldaman | Minion | Paladin | 3 | 3 | 4 |
Cho'gall | Minion | Warlock | 8 | 8 | 8 |
Bilefin Tidehunter | Minion | 2 | 2 | 1 | |
Ragnaros, Lightlord | Minion | Paladin | 8 | 8 | 8 |
C'Thun | Minion | 8 | 6 | 6 | |
Soggoth the Slitherer | Minion | 9 | 5 | 9 | |
Hammer of Twilight | Weapon | Shaman | 5 | 4 | 2 |
Medivh | Hero | Mage | 0 | 0 | 30 |
no, but his text says "attacks", not "hits".
i don't think you are right sir, i know this works with an emperor cobra (see link) but the description of betrayel is, damage other minions, so it only in effects on cards like Emperor Cobra where the description is "kill a minion DAMAGED" by this minion, where the description of the foe reaver is, deal damage to adjunct minions he "attacks"
not sure tough cuz i haven't tested
watch at 0:43 https://www.youtube.com/watch?v=j-6yoGfpPgY
This was actually tried out and it doesn't work that way. There's even a Youtube video debunking this. Sorry. =c
Don't disenchant him, he is not unplayable by any means. He can be used in ramp druid and some mech
Yeah, in decks like the Holy 4000. It's such an underrated card really.
I wonder how this works with [card]Misdirection[/card]? Will he hit himself?
IDK but i've always been curious to see what would happen when he hit one of his own minions.
This card was just made for arena.
Coin + Charge + Foe Reaper 8 damage to 3 minions super super gimicky but interesting combo to think about
Maybe he's playable with the stealth spare part on turn 9. But then again, sorta slow..
He needs something a bit more to be Legend quality. I mean even something simple as adding a deathrattle effect of creating at random Harvest Golem 1 or 2 when he goes away. That would then push him over the value market and warrant Legendary status to make up for its cost because you'd receive it on the back end (Which would be nice) and could then fit into any deck that would be sustainable in any control deck for its 8 mana cost slot and taken into strong consideration over the other drops. As the extra minion(s) after the removal would proove worthy since it would take silence of some kind or a special kind of removal such as a Hex or a Polymorph and that type of removal is very limited in a players deck plus forcing more actions out of your opponent because of the pressure this card creates as a "MUST DEAL WITH" target and creating this kind of pressure when you are already ahead is what slams the door on the opponents face if they have no answer for it in hand. Control decks everywhere would rejoice and in certain match ups such as Priest sure they can use Shadow Word: Death on it but the after effect creating 1-2 of these Harvest Golem their removal did very little as the Harvest Golem itself also creates even more minions and if you should happen to win the RNG roll actually hurt themselves by removing it as board advantage is now going in your direction as powerful removal is now gone 3 mana is used and you have a stable board presence. (Which is exactly what a Legendary card should do) Let you come from behind if you pull it because of the pressure it creates and then causing a possible dilemma for the opponent should he choose to remove it much like the reason Sylvanas Windrunner is so used in competitive play for.
Okay now in the same scenario imagine yourself playing either Kel'Thuzad or Ragnaros the Firelord with Kel'Thuzad if you dont already have a strong board out to trade and then bring your minions back from the dead using his ability his power is lack luster to be sure. And then to get Shadow Word: Death in response would be very hurting where as the Foe Reaper 4000 would provide guranteed extra value. Okay now let's imagine Ragnaros the Firelord in the same situation. First off players everywhere have already realized that with each deathrattle that gets created Ragnaros the Firelord ability seems to become less for the better and more for the opponent and people being intelligent already have started to throw him out of their decks as they have caught on to this fact. But lets just say for argument he hit a target for us for 8 damage and then in response immediately was responded with by the Shadow Word: Death. Even if that were the case our Ragnaros the Firelord would still have less value because had that happened to our Foe Reaper 4000 it would just create the extra Harvest Golem and if we rolled high in that situation we'd get 2 and it would push our value over the limit and pretty much force him to have a Cabal Shadow Priest in hand just to stay even with us as board control is the most important aspect in the game next to life total assuming you are at a low HP level.
Also it being important to keep the lore intact with World of warcraft as Blizzard like to do the Foe Reaper 4000 is comprised of many a Harvest Golem anyhow so my suggesstion just works and seems like a no brainer especially at Legendary status to justify replacing cards such as Kel'Thuzad or Ragnaros the Firelord that share its same mana cost.
Lastly the new fun RNG factor would not be game-breaking just a pain and would follow suit with how Blizzard created this game. So since the RNG would not kill you on it's own the card is well balanced and worth it's slot against the competition for that said slot.
I hope my response was insightful for the players and any research and development techs that may come across it. Have a good season everyone and hope you have learned something.
~Voltarin~
This + Windwalk = Mass removal with legs.
A bit gimmicky to work, but it seems fun.
Yea, a bit slow in the current meta. No taunt or end of turn affect while costing 8 mana. Still it can avoid a lot of damage when attacking by hitting the weakest minion, and can go though taunt by hitting taunt minions next to non-taunt minions.
Combine with mark of the wild or sunfury. It dose have the most health of any 8 drop I think. Attack with humility to devastate a board. Or Windfury to pretty much board clear. Combine with Charge to get that first attack in. Lives to a single rag hit.
I think legendaries need to still be fair. They have whimsical effects to justify their mana cost and they are meant to tie all of the other cards together to make the deck work as a whole, but they are not supposed to be cheap. If legendaries were just super strong minions for really cheap cost, this game would be totally pay to win and no one would play.
Minion placement will become more important than it already is.
Drop its attack to 5 and give it charge. Would wreck everything.
This is a really terrible compared to other 8 drops in the format. It only works after you pass your turn and attack, and it's only valuable if the opponent has multiple creatures out.
69
this guys actually really techy against minion decks like this destroys zoo and shamen flooding board because he literally takes out 3 guys at once for the most part
It might be too slow against aggro, if you're going to commit to using 8 mana on one minion against those decks, it's gotta affect the board right away, not to mention this might hit into Nerubian eggs and Creepers. If you are able to drop this against aggro without repercussions you may already have stabilized and won anyway.