DOOM!
Destroy all minions. Draw a card for each.
フレーバーテキスト
We ran out of space for "DOOOOOOOOOOOM!!!!!"
Additional Information
Name | Type | Class | Cost | Attack | Health |
---|---|---|---|---|---|
Faceless Manipulator | Minion | 0 | 3 | 3 | |
Faceless Manipulator | Minion | 0 | 6 | 6 | |
Worgen Infiltrator | Minion | 1 | 2 | 1 | |
Demolisher | Minion | 3 | 1 | 4 | |
Dust Devil | Minion | Shaman | 1 | 3 | 1 |
Alexstrasza | Minion | 9 | 8 | 8 | |
Faceless Manipulator | Minion | 5 | 3 | 3 | |
Cult Master | Minion | 4 | 4 | 2 | |
Al'Akir the Windlord | Minion | Shaman | 8 | 3 | 6 |
Wrath | Ability | Druid | 2 | 0 | 0 |
Bane of Doom | Ability | Warlock | 5 | 0 | 0 |
Lay on Hands | Ability | Paladin | 6 | 0 | 0 |
Shield Slam | Ability | Warrior | 1 | 0 | 0 |
Vaporize | Ability | Mage | 3 | 0 | 0 |
Lay on Hands | Ability | Paladin | 8 | 0 | 0 |
Nightblade | Minion | 5 | 4 | 4 | |
Medivh | Hero | Mage | 0 | 0 | 30 |
Vol'jin | Minion | Priest | 5 | 6 | 2 |
Gahz'rilla | Minion | Hunter | 7 | 6 | 9 |
Iron Juggernaut | Minion | Warrior | 6 | 6 | 5 |
Shielded Minibot | Minion | Paladin | 2 | 2 | 2 |
Dragon Consort | Minion | Paladin | 5 | 5 | 5 |
Demonwrath | Ability | Warlock | 3 | 0 | 0 |
Tiny Knight of Evil | Minion | Warlock | 2 | 3 | 2 |
Chillmaw | Minion | 7 | 6 | 6 | |
Excavated Evil | Ability | Priest | 5 | 0 | 0 |
DOOM! | Ability | Warlock | 10 | 0 | 0 |
Simulacrum | Ability | Mage | 3 | 0 | 0 |
Everlasting Devotion | Ability | 0 | 0 | 0 | |
Roaring Edifice | Ability | 0 | 0 | 0 | |
Vol'jin | Hero | 0 | 0 | 30 | |
Alexstrasza | Hero | 0 | 0 | 30 | |
Al'Akir | Hero | 0 | 0 | 30 | |
Simulacrum | Ability | Mage | 3 | 0 | 0 |
Worgen Infiltrator | Minion | 1 | 2 | 1 | |
Al'Akir the Windlord | Minion | Shaman | 8 | 3 | 6 |
Alexstrasza | Minion | 9 | 8 | 8 | |
Shadow Word: Pain | Ability | Priest | 2 | 0 | 0 |
Wrath | Ability | Druid | 2 | 0 | 0 |
Shield Slam | Ability | Warrior | 1 | 0 | 0 |
Yogg-Saron, Hope's End looks so fun in this artwork, like "You want sum? Come and get it. oh wait... your board just got cleared"
I like how they picked Yogg-Saron for the artwork here. It's as if they're trying to tell us that card is just gonna kill everyone
It will have really cool golden animation i guess, but I do not know if it will be worth playin any copy of it.
I'm trying to think of a best case scenario for this card and I think I've settled on it being a mostly aggro deck with Emperor Thaurissan on turn 6 and DOOM! on turn 8 as a last-ditch effort. Someone please correct me because that sounds awful still and it's the best I can come up with
Or maybe a deck centered around Golden Monkey. I might have to try that if I happen to get this
This card was made for Nefarian, Thoughtsteal, Burgle or stuff like that. This card will overdraw the most times, but i'm pretty sure this won't be played in a zoo (so there will not be overdraw). I don't think i will see this in standard or wild. It's a good board clear, though, but Twisting Nether will be the one played there.
It looks very good in arena, even though it's going to overdraw. There will be far less overdraw because everyone picks the most times good & cheap minions like the Imp Gang Boss, Voidcaller, etc. Then you have (pretty sure) to choose from 10 cards to play. A board clear is "Gold" in arena.
Why the hell is Yogg-Saron, Hope's End doom
its should have been Murloc Tinyfin or something
hot
but but but... you STILL hand over the turn to the opponent. Seems like you'll constantly be behind using stuff like this.
Yeah for warlocks this isn't that good, for anybody its really not.
warlock need draw?
This is so completely awful.
Any Warlock deck slow enough to run this card is going to have a full hand and be unable to use it.
Wtf Blizzard
If the meta goes really crazy slow Twisting Nether doesn't deal fatigue damage to yourself.
LOL
Doom is a tech card, in the way that it will be used depending on what the current meta is. Doom is not a bad card, it's just one that a specific usage. Deathwing also has a specific usage too, but that is very different.
The most important thing to note is Doom is an anti control card. You want to use this in a control heavy meta.
The decks Doom is useful in are Midrange and the slower zoo decks. You have to survive to 10 mana firstly. Secondly you need to win soon after playing Doom to avoid fatigue.
How this card works is like this: You play your Midrange or slower Zoo deck. You hit T10 or later in the game, you are out of steam, used most or all of your hand and the hero power will not give you enough draw to get you back into the game. At this point you really hope your end game control opponent goes all in, overextends himself so he can win on the next turn. He does not win on the next turn cause you used Doom.
Why this is important that he over extends himself, is most control decks by the end don't have much draw. You need to ensure he does not have much of a hand at all to play on his turn directly after you play Doom. Him overextending himself is the perfect time to achieve this. You want his turn right after your Doom to be as weak as possible. Then on your turn you can use all the draw Doom gave you to remove what he put on the board that turn and fill your side of the board.
Vs less skilled control players, Doom is potentially a great card. Vs more skilled control players, they will know Doom is a possibility and will not ever overextend themselves end game because they can be Doomed. This does work in the Warlock's favour as you know you'll never have a massive enemy board to deal with.
Control decks can get a little use out of Doom, but only if they use it as a bluff. By that I mean if enough control locks run Doom, then no one else vsing them will extend their board end game. This makes control locks life easier. This means in theory you don't even have to have Doom in your deck for the effect, but you do need the threat of Doom being present in control lock decks. Honestly, this possibility I do not think will happen. I do think Doom will be more used by midrange and slower zoo decks end game to punish control decks that over extend themselves.
The key to using Doom successfully, is to manage the initial tempo loss. You need their follow up turn to be as weak as possible. Achieve this (it's situationally achievable only) then you open up the can of whoop ass on your next turn.
Getting this from Burgle with Preparation in my hand as a Rogue is my new dream that'll never come true
This card is in the wrong class, warlock already has all the removal and this new mass removal belongs in another class
Yogg is also in the artwork people are describing as Corrupted Wisp.
Blizzard seems to release their Old Gods a week at a time. Patience. We'll see Yoggy itself soon enough.
i can imagine this to be played in renolock, fatigue games will be standart gameplay with this expansion imho...
I agree