But then you have them and you can OTK your opponent way too easily with Malygos. Spending the mana on previous turns doesn't mean rogue should have as many free damage spells as they want
Playable, good with miracle/Van Cleef etc. Another example of miracle restricting quality of cards for Rogue. It's such a powerful deck that it's so easy to break, which is a shame if you like playing Rogue but don't like playing miracle.
Right when you think Blizzards going to give Rogues something that's even a little powerful they pull your feet from right under. But had this been for any other class like Druid, itd be free... maybe I'm just being crazy though. Cuz we all know how strong a 0 mana deal 1 spell would be >.>
But having them in its current cost makes it borderline unplayable. In both cases where you're adding a razorpetal to your hand, you're going to pay two mana. The minion gives you just one and the spell gives you two. Just going to let you know, the spell is 4 mana, 2 damage cards. And the minion is okay because it has 2/2 +1 worth of stats to match vanilla. But that spell is just useless. It doesn't work with anything other then being a combo activator and again, why would anyone want to play a 1 mana 1 damage spell! That's horrible! A nice way this could have all worked was giving rogues actual cards and not stuff that's unplayable.
I agree for the most part. A better solution is to make them 1 mana 2 damage to 'avoid' the Malygos/Auctioneer problem.
However, given our sum total of 0 play-testing between us I will assume the devs chose 1 mana 1 damage for a reason (they certainly do know it is an awful card by itself) and make a proper opinion when I can actually play with the cards. Maybe it turns out completely useless in this state, but at 0 mana we would have the complete opposite of "fun and interactive".
The mage quest may be a major problem in this regard, true. But equally it may end up unreliable/less reliable because it requires more than 4 cards to complete, reduces your opening hand size, and needs at least 3 more specific cards to be drawn to turn it into an OTK. Compare that to the 'draw 5 specific cards for Malygos + 4 razorpetal generators' and it looks harder to pull off.
Again though I do agree with more or less everything you say except how to make the token [appear to be] usable.
Right when you think Blizzards going to give Rogues something that's even a little powerful they pull your feet from right under. But had this been for any other class like Druid, itd be free... maybe I'm just being crazy though. Cuz we all know how strong a 0 mana deal 1 spell would be >.>
seriously! rogue doesn't have any zero mana spells! so unfair!
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Nice to synergize with Combo or Edwin VanCleef
But then you have them and you can OTK your opponent way too easily with Malygos. Spending the mana on previous turns doesn't mean rogue should have as many free damage spells as they want
It should be good in Malygos Rogue
Playable, good with miracle/Van Cleef etc. Another example of miracle restricting quality of cards for Rogue. It's such a powerful deck that it's so easy to break, which is a shame if you like playing Rogue but don't like playing miracle.
If this was a zero cost it would be absolutely broken in the current Miracle Rogue deck. And that is already a strong deck.
It´s a malygos wet dream
Right when you think Blizzards going to give Rogues something that's even a little powerful they pull your feet from right under. But had this been for any other class like Druid, itd be free... maybe I'm just being crazy though. Cuz we all know how strong a 0 mana deal 1 spell would be >.>
the issue isn't 1 of them, its that you can generate 6 of them. At that point Malygos does 36 damage out of nowhere
But having them in its current cost makes it borderline unplayable. In both cases where you're adding a razorpetal to your hand, you're going to pay two mana. The minion gives you just one and the spell gives you two. Just going to let you know, the spell is 4 mana, 2 damage cards. And the minion is okay because it has 2/2 +1 worth of stats to match vanilla. But that spell is just useless. It doesn't work with anything other then being a combo activator and again, why would anyone want to play a 1 mana 1 damage spell! That's horrible! A nice way this could have all worked was giving rogues actual cards and not stuff that's unplayable.
I agree for the most part. A better solution is to make them 1 mana 2 damage to 'avoid' the Malygos/Auctioneer problem.
However, given our sum total of 0 play-testing between us I will assume the devs chose 1 mana 1 damage for a reason (they certainly do know it is an awful card by itself) and make a proper opinion when I can actually play with the cards. Maybe it turns out completely useless in this state, but at 0 mana we would have the complete opposite of "fun and interactive".
The mage quest may be a major problem in this regard, true. But equally it may end up unreliable/less reliable because it requires more than 4 cards to complete, reduces your opening hand size, and needs at least 3 more specific cards to be drawn to turn it into an OTK. Compare that to the 'draw 5 specific cards for Malygos + 4 razorpetal generators' and it looks harder to pull off.
Again though I do agree with more or less everything you say except how to make the token [appear to be] usable.