Learn more about Journey to Un'goro
Want to learn more about Journey to Un'goro ? Head on over to our Journey to Un'goro guide!
Discuss this Card on the Forums
Join the discussion on our forums! Come discuss King Mosh over in our dedicated King Mosh discussion topic.
You can't value a 2 card combo the same way as you value a single card effect from a different class. If you don't have whirlwind, and specifically whirlwind, the card is an understated 9 drop. And the kicker is, the card is so bad without its ability that you can't ever play it without the whirlwind. Not to mention the fact you have to play 2 bad cards so you can combo them for an effect that may or may not be completely useless against 60% of the decks in the meta. Play Gromm/Inner Rage instead. at least Gromm is a good card on his own.
Remember when Warrior had good control legendaries, Un'goro farms remembers.
I think this card could be playable if control warrior were to return in the meta. With a Whirlwind you can nuke the entire board, including your own, but it could be good against jades, the current thing that is oppressing control decks. A lot of people are saying "oh yeah but you need a card to activate this card" which might be an issue considering so far only Whirlwind is the only cheap AoE but I still think this card has potential IF control warrior makes a comeback.
Edit: I also remember that a lot of control match ups ended with your hand filled with cards like Whirlwind and while this won't stop the jades numerous times, it helps to clear the board once.
I think it will; dunno how to describe it - I have a feeling, that the warrior package will consist mainly of cards, which support the control style. Or I hope so.
I can't even imagine what the quest will be, if it's not gaining armor or using taunts, but I could be wrong.
Would have been better if it didn't cost 9 mana.
10 mana board clear with 2 cards, sick.
Not just 10 mana board clear with 2 cards, 10 mana board clear with 2 specific cards in the game, one of which you can only have a single copy of in your deck and the other so bad it's been replaced by the same card that just costs more.
Well, I don't know if Deathwing is ultimately better, since he discards everything in your hand, he forces you to lose a lot of value, this card seems like the pre Deathwing clear (if a pre Deathwing clear is even needed, but seems likely with the Jades and anti agro cards). This card could find a home in an anti Jade warrior control deck, 2 brawls, deathwing, King Mosh, 2 whirlwinds and maybe Grom for a finisher. You never know, warrior could get something to counter jade as a quest, maybe something armor related.
So I'll respond to these complaints in the order they were posted:
1) A minion being damaged is not a situational thing for warriors. The requirement for a minion being damaged has never been a big discouraging factor for Warrior hence why Execute still sees play in 100% of decks even with its mana cost raised to 2 as well as why Grim Patron saw such toxic use in warrior because they have many ways of dealing damage to a minion without killing it (Hell, Slam encourages that your target live after you hit it)
2) Whirlwind being your only way to trigger is not a bad thing. People nowadays seem to think that Whirlwind is a terrible card when it was actually played in pretty much any warrior deck (before Ravaging Ghoul and Revenge existed) as a trigger for Grom, Acolyte of Pain, Frothing Berserker and Battle Rage. As warrior decks currently run Revenge, it doesn't seem too unlikely that at least one will be swapped out for whirlwind to achieve what is a very powerful effect (Twisting Nether that drops a 9/7 on the board)
3) The mana cost is too much curve-wise.... Fatigue/Control warrior don't tend to care much about their curve. Hell, back in the old days control warrior was one of the only decks to run 4-5 cards that were 7+ mana cost (It was called Wallet Warrior for a reason). But since control warrior and fatigue warrior have such a great ability to draw the game out and is one of the only decks that often floats mana and sits on its cards (gotta save that removal for when it counts after all), the argument of it being a dead draw doesn't really work nor does the argument of "You'll never get enough mana to do this" which albeit are both generally good arguments but don't apply specifically to fatigue/control warrior and freeze mage.
4) It has a negative side (A note to a future point "and Deathwing doesn't?"). Many staple warrior cards have the downside of effecting your minions as well as the opponents. The key thing here is that control warrior doesn't really care about its minions. They also don't run a minion heavy deck so the situation where you have much less on board to lose than your opponent to such an effect as this is actually a very common scenario. Warrior has very little for minions that it is unwilling to throw under the bus for a board wipe (Brawl exists as a staple after all and this combo would be used in the same scenarios where your opponent has a more valuable board than you).
5) Grom Hellscream + Whirlwind is/was a really popular finisher/threat in control warrior and needs to meet the same condition of a damaged minion for it to be effective. Players would also use Cruel Taskmaster as a trigger which makes a 10-mana combo. You could also count C'thun which arguably gets played much MUCH later than this would and requires a lot more setup before you want to throw it down (assuming you didn't get all your c'thun buffs out already). I will concede that there are not a lot of 7+ minions that require a situation to make their text activate but that's more because there really aren't many examples. The only 7+ mana minion I found that had a requirement that needed fulfilling which didn't see much play was Rend Blackhand. HOWEVER, way back when Sylvanas was 5 mana (Yes that was a thing. It was dumb) warriors actually played a 10 mana 2-card combo very similar to this one in the form of Sylvanas+Brawl. It involves a legendary to pull off, it clears the whole board and leaves you with a body (in the case of King Mosh, that body is guaranteed to be a 9/7 that your opponent has to deal with as opposed to a 1/1 silver hand recruit) so it's almost the same combo except that Sylvanas does have more use outside that combo (but warriors didn't normally just throw Sylvanas out unless they were desperate because the combo with Brawl was so strong)
6) Deathwing has an even bigger downside than this card. Deathwing does destroy the whole board yes. Deathwing also leaves a bigger body but this hardly matters when hard removal like hex or polymorph are what will often take it out (stats don't matter at that point). The damning factor is that DEATHWING BURNS YOUR WHOLE HAND! Control Warrior often has a fairly large hand because they draw quite heavily and almost every card is a piece of removal they want to hang on to for a combo or a future scenario so it is a rare situation (much rarer than having less board presence than your opponent and having whirlwind and King Mosh in hand) where you are not burning that execute/slam/gorehowl/Grom/Golden Monkey/Shield Slam/Brawl/etc. that you were holding on to. Deathwing does not see play for a very good reason and that is because discarding your entire hand for the sake of putting all your hopes and dreams into a 12/12 that 90% of the time gets executed, taunt-blocked, polymorphed, hexed, Aldor Peacekeepered/Keeper of Uldaman, Deadly Shot, Sapped or otherwise is a Panic Button that you press when everything else has gone wrong and you have no hand anyway. Not a card you use to control the board.
As an afterthought about the mana cost being too high. Remember that we are losing Ragnaros which leaves a slot open in the high mana legendary department in every control warrior deck. Losing Ragnaros also means the standards of what a 7+ legendary must be to be good will be much lower.
I think most would argue that a 12/12 is more aggressively stated than a 9/7 and is also harder to remove. I would also point out that Grommash Hellscream was really good because it DIDN'T need an activator against most midrange decks because they ran cards like azure drake. Also, the difference between 8 and 9 mana is actually half the possibility. at 8 mana, there are 5 things that can activate Grommash Hellscream. King Mosh only gets value if used in tandem with Whirlwind. A slightly better high end is not worth a monstrously worse low end.
While not particularly weak, I am disappointed with the lack of innovation.
i guess who is the father of her x30 Carnassa's Brood
stats wise could be King Mosh
Osh Kosh Mosh
It destroys all damaged minions. Aren't we all damaged FeelsBadMan
Not bad. A slow and expensive board clear/domination. Could be strong in a long drawn out control match, not sure how viable it will be in the "meta at large".
Unfortunately it seems Warrior's greatest hurdle for being back in the meta as a control class is Jade Druid which isn't going anywhere. This combo doesn't really help this matter either since after you clear the Druid's board of golems, they're still going to throw out even more especially around end game when you'd be using this combo. At that point the Druid likely has many jade idols to throw down which means that 5/5 6/6 7/7 8/8 board of golems you just wiped is about to be replaced by a 9/9 10/10 11/11 board which King Mosh can't deal with efficiently. That's the issue with Jade Druid. It's an inevitability that they'll get a huge board and won't care about AoE board wipes given time which is why Control/Fatigue Warrior does so poorly against Jade Druid.