Saviors of Uldum Guide
Return an enemy minion to your opponent's hand.
Rogues love sappy movies.
Should cost 4 mana. Please nerf this card Blizz. Thanks.
Sap in its current form is a redicilous tempo play and a slight card disadvantage (which really doesn't matter all that much with all the draw included in rogue cards). Sap is currently included in 77% of the listed decks on hearthpwn. 77! SEVENTY SEVEN! It has been an auto-include from day one.
If you take a look at sap from an objective angle, you will quickly see that the value of this card only grows towards the end of the game when the cost of minions ramp up, even though the card is somewhat dead against zoo and other decks with a similar strategy it will still do some work in delaying the damage.
I'd say a nerf to sap would be in its place, not a Blizzard-nerf (warsong commander *cough cough*), but something among the lines of having it cost 1 mana and the returned minion cost 1 less, 3 less if it costs 6 or more, this will make sap weaker in a good way that doesn't make it unplayable.
This will make it BETTER in miracle rogue due to the lower mana cost and the same-ish outcome.
Sap could be a freeze effect, but I'd rather call it a stun (freeze and remove taunt until your next turn) and reduce its cost to 1.
The BGH to Bog-Creeper in arena
This card is far more cancerous than Flamewreathed Faceless.I really hope it gets the Molten Giant which was my favourite card of the classic set
This card should've been nerfed instead of blade flurry. Rouges now have easy removal for a OTK. It has made playing against Rouges unfun.
So getting a tinker's sharpsword oil + blade flurry on your ass was fun?
I don't really understand the concept behind this card. I mean it's obviously useful and all, but what exactly would this represent? eg Shield Slam = hitting a minion with your shield, a Piloted Shredder drops the pilot when it's destroyed, etc. What does it mean to sap someone?
This actually has nothing to do with the real Sap. In World of Warcraft, sap silences the target and freezes it, so why this version instead gets cards off the field is beyond me.
In WoW, Rogues have an ability called Sap that stuns the enemy and makes them dizzy and unable to move for 6 seconds. It essentially stalls and gives the Rogue more time. In hearthstone, Sap does exactly the same thing. It "stuns" the enemy minion and and makes it too dizzy to be on the battlefield, so the minion returns to hand and gives the Rogue more time. This card is actually the perfect representation of the WoW ability.
I actually would've liked it if they had been a little less harsh to Blade Flurry (Read: Not make it non-existent) and nerfed this instead.
In my experience, this card just crushes control decks on its own. Rogue is pretty much the king of tempo. So if you get a board going and your opponent's only answer by turn 5+ is dropping a big minion, you usually win the game if you can sap it back for just 2 mana.
Man I don't get why everyone uses this card. Other than Mill (in which case it's very fun and good), I just never found it all that good since the opponent will just play the minion again (in fact you help them if it's a Battlecry minion). None the less though, I guess I'll be including it in my Reno Miracle C'thun Rogue....
You can sap a taunt minion to push for lethal, or you can sap a random enemy minion while you have Gadgetzan Auctioneer to sycle.
After I thought about this I actually totally realized it's value lol. Someone can be spending as much as ten mana on playing a minion, or at the very least wasting all their mana for that turn; and you basically make that turn pointless by sending it back for only two mana, which also allows you plenty of mana to keep doing stuff on that same turn.
WoW art makes me cringe. You know you've reached a whole new level when you give your shoulder plates shoulder plates.....