Pretty uncreative considering there is a +2/+2 which is much more flexible and then recently in GvG a +5/+5 which is borderline unplayable, now they just add a +3+/3 which is unplayable since if you're going to use a burst finisher power overwhelming will always be better, if you wan't to buff up a small demon, demonfire is more flexible. Pretty bad card and lazy design.
I feel that with a name like Demonfuse it should change the target card into a demon. I think this would make the card significantly better (making it somewhat playable) especially for Demon Locks (for obvious reasons) but could also be used in other decks as a combo piece with Sacrificial Pact for a cheap hard removal that also heals but has a huge drawback early (and virtually none late-game.)
Well Arcane golem does give 1 mana as well and it is still played in constructed. Might be useful in some more aggro warlocks. And I also guess that this expansion will bring more early game demons. I definitely see this card being played. You all will see it when the time comes!
Arcane Golem has one more stat of damage and it is a minion all on its own. Also, he's actually not played that much, besides the most aggressive of aggressive decks (Face hunter, Face Pally, Face whatever).
The main problem with this card, like Felguard, is that it has negative synergy with itself. It's effect, giving your opponent a mana crystal, is worse the earlier in the game the card is played and disappears completely on turn 9-10, depending on turn order. However, since it is an inexpensive card, it benefits from playing early. If you actually play it on turn 2, you are effectively giving your opponent a maximum of 7-8 mana. If you win on turn 6, you only gave them 3-4 mana, but that still is a pretty big detriment. If you use it as a finisher, it just isn't as good as Darkbomb or even Arcane Golem, which is a much better addition for aggressive decks.
The problem is that control decks have higher mana value cards that they're working to be able to play.
Likewise, winning on turn 6 becomes much harder. I'm not terribly sure if this card is that bad, however, since giving a mana crystal becomes decreasingly consequential as the game moves on. It's like you never play Arcane Golem on turn 3, but on turn 6 it's great as an added punch that can be combined with some other form of damage.
I'd argue that this card's drawback is even worse than Felguard. For Felguard, at least you can tune your deck in such a way that maybe the drawback wouldn't be so damaging; however giving your opponent mana crystals is just straight up problematic.
Turn 9. U have one 1/1 imp on the board (at least). Demonfuse,Demonfuse,Felguard for 12 damage Turn 7. U have one 1/1 imp on the board (at least). Empowered,Empowered,Felguard for 14 damage. If it could also deal 3 damage to an enemy it would be considered. Decent synergy with mistress of pain
this one never will see any Play since that card is usually meant for creating Tempo and more Aggro Stuff, but it will give your Enemy a free Mana Growth...and we all know what happen when just a Druid have Turn 2 Wild Growth.
did you look at the voting page? they only painted to purple after it was unlocked, but I guess I missed the empty stat corners, it wasn't exactly something I was looking for.
oh yeah This garbage Card
Why didn't the other card win!
not many people play/like priest except a select few
Pretty uncreative considering there is a +2/+2 which is much more flexible and then recently in GvG a +5/+5 which is borderline unplayable, now they just add a +3+/3 which is unplayable since if you're going to use a burst finisher power overwhelming will always be better, if you wan't to buff up a small demon, demonfire is more flexible. Pretty bad card and lazy design.
I feel that with a name like Demonfuse it should change the target card into a demon. I think this would make the card significantly better (making it somewhat playable) especially for Demon Locks (for obvious reasons) but could also be used in other decks as a combo piece with Sacrificial Pact for a cheap hard removal that also heals but has a huge drawback early (and virtually none late-game.)
Well Arcane golem does give 1 mana as well and it is still played in constructed. Might be useful in some more aggro warlocks. And I also guess that this expansion will bring more early game demons. I definitely see this card being played. You all will see it when the time comes!
Arcane Golem has one more stat of damage and it is a minion all on its own. Also, he's actually not played that much, besides the most aggressive of aggressive decks (Face hunter, Face Pally, Face whatever).
That card fits very well to weackest deck I can imagine.
Well, if it was just give any minion +3/+3, then it would be great from nefarian.
But yeah, I'm saying like bottom 30-40% of cards at best.
The main problem with this card, like Felguard, is that it has negative synergy with itself. It's effect, giving your opponent a mana crystal, is worse the earlier in the game the card is played and disappears completely on turn 9-10, depending on turn order. However, since it is an inexpensive card, it benefits from playing early. If you actually play it on turn 2, you are effectively giving your opponent a maximum of 7-8 mana. If you win on turn 6, you only gave them 3-4 mana, but that still is a pretty big detriment. If you use it as a finisher, it just isn't as good as Darkbomb or even Arcane Golem, which is a much better addition for aggressive decks.
The problem is that control decks have higher mana value cards that they're working to be able to play.
Likewise, winning on turn 6 becomes much harder. I'm not terribly sure if this card is that bad, however, since giving a mana crystal becomes decreasingly consequential as the game moves on. It's like you never play Arcane Golem on turn 3, but on turn 6 it's great as an added punch that can be combined with some other form of damage.
Getting owl'd definitely hurts it though.
I'd argue that this card's drawback is even worse than Felguard. For Felguard, at least you can tune your deck in such a way that maybe the drawback wouldn't be so damaging; however giving your opponent mana crystals is just straight up problematic.
Turn 9. U have one 1/1 imp on the board (at least). Demonfuse,Demonfuse,Felguard for 12 damage
Turn 7. U have one 1/1 imp on the board (at least). Empowered,Empowered,Felguard for 14 damage.
If it could also deal 3 damage to an enemy it would be considered.
Decent synergy with mistress of pain
Cool Art - Bad Card
this one never will see any Play since that card is usually meant for creating Tempo and more Aggro Stuff, but it will give your Enemy a free Mana Growth...and we all know what happen when just a Druid have Turn 2 Wild Growth.
I voted because I thought it was going to be a neutral demon :/
did you look at the voting page? they only painted to purple after it was unlocked, but I guess I missed the empty stat corners, it wasn't exactly something I was looking for.
oh I just looked it was >.<
Should be +4/+4, basically like Power Overwhelming, the buff is weak if compared to Demonfire.
Guys, this card is clearly better than Demonfire. You can target enemy demons!