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I think you can get any.
it is similar to discover,you cant get cards outside of your class
Nobody told you to play it in priest. Also, you have roughly 1 in 6 chance to draw a 'random legendary card'. Which is not that much. Then, if you know you are up against an aggro deck you will most likely keep your anti-aggro cards in your hand, so you dont have to draw them.
If he gives you Elise, then you play Golden Monkey before playing him, he and the other legendaries in your deck and hand change.
If Elise gives you him, then you get a Pit Fighter, which is honestly better than ~20%
How many times you must multiply 5 to get 11?
You get 5 more cards in deck from Prince Malchezaar and another 6 from two Gang Ups. Its simple like that.
But don't worry it looks that there are more .... like you.
No... its not a Battlecry so Gnag up is unnessesary... only if you want another 3x 5 mana 5/6 minions. The effect dont trigger.
Not sure if you stupid troll or just stupid.
wait for the top 2 brawl. 15 copies of this card in the deck .. so 75 random legendaries in the deck. :)
and then get killed turn 3/4 by a bunch of mechwarper decks, because having that brawl go into lategame right?
so?... you have 15 of them at the beggining of the game..-_-
I think you cant have more than 60 cards in your deck.
Interesting to see this card rated so highly as a meta-defining card. What I see here is very similar to the Troggzor effect: Great on paper, mediocre in actual play.
Looking at this card in a vacuum, it seems great. Effect immediately activates at the beginning of the game so it's 100% consistent, the effect can be very powerful, and the Stats are optimal for the cost. Outside that vacuum assessment though, this card falls apart. As good as getting 5 random legendaries may seem, those legendaries are specifically going to be one's that you haven't put into your deck and probably for good reason. In essence, you're putting in 5 random cards you haven't already willfully put into your deck, and those 5 cards are now taking up draw spots which hurts the consistency of the original deck as a whole. This already rules out the card's use in aggro, tempo (and therefore midrange since almost every successful midrange deck is tempo-based), and combo decks as those 5 random legendaries go against the purpose these archetypes are trying to push, leaving it as more of a control/fatigue card instead. However, diluting your draw with 5 random cards not intentionally put into the deck, especially against an aggressive deck, is often going to be detrimental to your gameplay, rendering it's inclusion in control/fatigue which desperately need consistent early game draws to survive against aggressive decks as questionable, especially when Elise already exists.
It's a unique card and will doubtlessly find itself into quite a few archetypes initially, but I doubt this card is anywhere near a "meta-defining" card as popular opinion seems to suggest.
Mill rogue depends heavily on it's draws. Drawing random legendaries will be detrimental for it.
Mill Rouge needs to draw Coldlights and has Gang-Up for the Fatigue game. There is no need to put this card into that deck, and it can even lose you the game because drawing Coldlights and removal to stablize is more important than basically any legendary you might get.
But it doesnt say 5 different legendaries so...
On reddit someone mentioned that it's 5 unique legendaries. So you can't get legendaries that you already have in deck.
Let's compare Malchezaar and Elise Starseeker. Both are neutral legendaries that can be played on curve, and both offer unique advantages to Fatigue decks. They play slightly different roles, however, in terms of what decks they are run in.
Elise was used in Control and Fatigue decks as a decent 4 drop which generates a late-game win condition, transforming your unplayed spells and minions into statistically big minions. The upside to Elise was that she enabled certain decks (Control Priest, certain Warrior decks, etc.) to eschew running big late-game minions in exchange for a more consistent early- and mid-game. Play Elise on Turn 4, and by the time you draw the Monkey, you'll have the Mana to play a randomly generated Ragnaros or Gruul to close out the game.
Unlike Elise, Malchezaar's effect triggers at the start of the game, which means that you're diluting your deck with random cards from the get-go. This is important because drawing an expensive Legendary instead of an answer can ruin a crucial early-game curve and clog your hand. Let's take an arbitrary scenario. Malchezaar shuffles Ragnaros, Deathwing, Shifter Zerus, Lorewalker Cho, and Captain Greenskin into your deck. You might just draw Ragnaros or Deathwing, but now you've decreased your chances of finding Fiery War Axe or Frothing Berserker, while increasing your chances of getting any of the other 3 mediocre Legendary cards. You might as well just run Ragnaros or Deathwing in Malchezaar's place.
Malchezaar has a very specific place in decks which desperately need extra cards as a buffer against fatigue, and/or run plenty of card draw to dig through your deck for answers and useful Legendary minions. It has to be a deck which doesn't necessarily bank on having a consistent early game. Going solely off of the cards that are already known, I would say Malchezaar belongs in either a Fatigue deck or a Discard Warlock deck (alongside the Imp of his namesake).
Omg, this legendary is just amazing for all control orientated decks! The stats are good for 5 mana creature, and from the start of your game you have more cards than your opponent. It is the best legendary in Arena! And, this is the second demon which is not a warlock class card, first was Illidan Stormrage.
I really hope one of those 5 cards is Dr. Boom