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5/3 and if you watch the day9 reveal video it doesn't get to attack on revive
The revival mechanic is slower in general.
I think this card is just alright, not the worst Legendary ever made. Will be curious to see what other 4 mana options Rogue will have after rotation, perhaps this will be the best one.
You know... there's probably gonna be some "wake up dormants" cards, so why don't we just wait a little bit?
I just don't get how this card would ever be useful
Granted, it is a decent enough 4-drop now that Tomb Pillager is gone, but what deck are you going to use it in?
Miracle Rogue has the abilitiy to play 4 cards per turn with the most consistency, but is a 5/3 dreadsteed really good enough to make space for in a deck like that (assuming miracle even survives the rotation and isn't ruined by the loss of conceal and Pillager)
N'zoth Rogue doesn't have space for this atm, and probably doesn't even want to run it because you're just basically wasting a minion slot on the board and with n'zoth you will probably a summon a few more of them, which further limits board space...forever. Also, it's quite unlikely that N'zoth Rogue is even able to play 4 cards a turn consistently.
Just feels like the card is a bit too clunky to be worth the effort. If it was 3 cards it could maybe have some niche potential but 4 just feels too much
Burgle, mill and shadowstep oriented rogues can all play a bunch of cards without leaving an empty hand. Whether they are competitive is another matter but not everyone plays competitive decks all the time.
The point is it can actually be played and get value in several rogue archetypes/gimmicks, which makes it worth existing.
Probably you should look at it as a 10/6 instead of a 5/3. Rogues can easily play 4 cards a turn at least once in a match unless their deck is not built for this card or have unusually bad draw.
Still costing 4 mana and being understated will hurt a lot . You can play burgly bully on 5 and hope for some coins to combo with auctioneer, but still even then 4 cards per turn is just too much, because usually if the rogue gets to play 4 or more cards a turn that means edwin has arrived and the game is either won or lost. It just doesn't fit the combo nor does it help that conceal was one of the reason rogue was able to go allout with cards. If the mechanic dorment get more support in the form of minion or smt else it might be pretty good, but as of right now it seems cluncky. Its like blizzard are always scared to make a well stated legendary that doesn't lose you the game when its played (im salty :3 )
I don't know but if I learnt something from MSoG set it would be that you shouldn't think in terms of current decks. I like the idea of investing 4 mana turn 4 for another free 5/3 minion later on and on and on (if you could manage it).
They should have changed the deathrattle to "reduce your battlefield space to 6" LUL
Since I am a 50/50 wild and standard player I'm going to have a lot of fun putting an Unearthed Raptor battlecry onto this card and watching my opponent cry.
A problem I would see with this card is managing to summon multiple of these from N'Zoth. Like it's good, but when they go dormant, they can actually take quite the amount of space for placing minions.
Another crappy Rogue card.
If you're surprised, raise your hand.
I wonder if this card truly dies, while in dormant form, by Twisting Nether or Doomsayer.
Cool concept. Not so cool on ladder.