Anub'arak
Deathrattle: Summon a 4/4 Nerubian with "Deathrattle:
Summon Anub'arak."
Texto do card
Was actually a pretty nice guy before, you know, the whole Lich King thing.
Card Sounds
Deathrattle: Summon a 4/4 Nerubian with "Deathrattle:
Summon Anub'arak."
Was actually a pretty nice guy before, you know, the whole Lich King thing.
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Honest thoughts:
Mana cost is high with a very weak body.
You get a effect of 12/8 for 9.
Takes 1 turn to activate as well. So it's a 2 turn for effect. Silence is the hard counter.
High mana cost minion in Rogue does not suit the class that's all about synergy with high mana cost Spells rather than minions.
Silence is not a hard counter. It doesn't remove the fact a 8/4 is on the board, and silence is quite useful for a bunch of other things.
The hard counter to this card is basically mind control. you spend 1 more mana, but end up with a powerful minion. It is very difficult for your opponent to make use of this card on the turn they play it.
I consume the living and the dead
No wonder Ben Brode told us to vote druid. He knew that this card is Shit.
Let it be a lesson to you boys. Always vote for the opposite card that you want.
soo.. it's essentially a 9 mana 8/4. I mean it gets killed by a shredder and all you have to show for your turn 9 play is a 4/4. Then you have to play him again for 9 mana... this looks trash tier.
No matter the deck this card is bad....very bad.
4 health can be dealt with easily and cheaply at turn 9....kill it off with a spell, slam a 4 attack minion into the 4/4 and then proceed with building a board or hitting face while the rogue dumps ever turn into crapping out this card.
I don't get the hate on this card. If you can limit the opponents possibilities and get to late game, this is a win condition. You are putting a threat every turn that must be dealt with, otherwise it is a 8/4 minion going face or trading with basically any card in the game, and it leaves behind a 4/4. And it is coming back again next turn, while your minions aren't. Ok, you can remove it, but then you spent a 4-5 mana removal, and you are having to put another card on board to deal with the 4/4 deathrattle. At end game, with the 5-6 mana left, you don't have enough to gain huge tempo. And now you have one less removal, so next turn you won't be able to deal with it again. So you'll have to trade your minion to it, but it is coming back next turn and your minion isn't. The card advantage this gives is brutal.
It is only countered heavily by silence, but you can play around it as it is a very late game minion. In Arena, it is basically a insta-win card.
Its not a win condition..its a bad card because
1) Its too slow
2) Its mana cost counters its own effect...meaning the ONLY thing you are doing each turn is likely playing this
On turn 9 dealing 4 damage is not that hard...watch:
Rouge: Anub
Opponent: BGH + 4 attack minion to kill the spawn.....now I have 7 or so mana to continue my turn.
Meanwhile the rogue has to spend HIS ENTIRE TURN laying down this card just to be killed by the BGH trade and the cycle continues. The opponent and lay down more minions or simply hit face while the rogue just plops this trash down again and again.
Well, BGH is a hard example because it basically counters 99% of big minions, and this wouldn't be an exception. And you can always bait for BGH before.
But let's say I play this on my turn, you play a fireball and a Sylvannas (a really good turn). Then I can kill the Sylvanas with my nerubar and a dagger, and now you have 2 (good) cards less on your hands while I'm in the exact same condition I was before that happened. A huge card advantage. I don't even have to play Anub again now, I can play other cards and save it for later, I'm already in advantage.
Delicious Dust.
As of the current meta, rogue can only be played competitively with oil rogue. Oil rogue being a tempo/combo deck, which seems the most logicial way to play rogue. I have no idea why blizzard would give such a weird rogue legendary that is not playable in a competitive deck.
I would really like to see the % of decks that use the class legendaries, because Vancleef barely get's play because of it's nonreliable pressure, and we all know that Prince Gallywyx is a joke that can not be used in any deck. I just wish if rogues are going to get such a heavy card that they can get more mitigation to survive until then.
You are right, at the current meta, the only competitive rogue is oil rogue. So the point of this (and other rogue cards in this expansion) is trying to make other kinds of rogues competitive. The obvious idea of this card is trying to push for a control/mill rogue.
I understand the attempt to draw rogue into a control type deck, but rogue fails to be a control type deck just like paladin because of their hero power. Warrior and Priest have hero powers that can keep life total high enough to survive late game and flood the board with heavy creatures that are hard to remove. Paladin can do that to a sense with their recruits, but the main thing that allows them to attempt to have matches pull to the late game is the fact that paladin has several very strong heals and means of removal to help. With rogues having to use their hero power to trade the new rogue cards are not giving any assurance as of now that they can sustain early damage and be able to flood the board late game with strong creatures.
I have a feeling that if you play a card like that on turn 9 or after, your opponent can do 4 damage to it and deal with a 4/4 body without spending 9 mana, and you basically have to waste another turn if you wanna play Anub' Arak again. Seems not a card that wins games like Tirion, which costs 1 less mana. The stats are too bad, if you are losing you cant count on this guy. A more winning card imho. I'm pretty disappointed cause i dont see any sinergy with Anub' Arak and the rogue class, i expected him to be maybe in a warrior deck or something, plus i don't know how to make it work. I mean, even if it was a 4/8 with the same deathrattle it would be awkward to play, it would be a super annoying minion, that comes on turn 9 or later. The reason why haunted creeper and harvest golem are good it's because they have fine stats, but they are annoying in the early game, when you basically need to trade with aggro decks and you can still keep a board.
What a dissapointment. Anubarak was my favorite WC3 character and a total tank and literally the strongest character in the game (even tougher than arthas). They screwed up big time making him a stupid DUNGEON boss in WotLK. When I saw this card I was like OMG YES. Then I saw it was a rogue card and i was like OMG OMG YES. Then I excitedly logged on to the site today waiting to see what it is and it's hot garbage. Literally worse than a north sea kraken. 8 4 for 9 mana is ABYSMAL. 9 7 for 9 mana isn't even good, but 8 4 wtf?? The deathrattle, wow summon a 4 4 nerubian! Because as rogue you can totally play 9 drops. And you can totally play another 9 drop the turn after. The card has TERRIBLE synergy with the rogue class and it's not even worth playing in any other class.
They has sooooo much potential to do with Anubarak. First of all, one of the tankiest characters in all of warcraft has 4 hp????? They couldve done something like give him the injured blademaster effect and give him something like "battlecry: deal 6 damage to this minion and deal 3 damage to all enemy minions, restore health equal to all the damage dealt" Would've been cool, useful for rogue which struggles with board clears that don't involve comboing like 3 cards, and fits the lore perfectly because anubarak's ultimate ability was locust swarm. They couldve had him summon a bunch of scarabs, give you minions burrow or stuff like that. Or gave him some battle-cry that would have him impale something like in the game. But nope, herp derp, hes a nerubian so lets just have him summon a nerubian. This card would MAYBE be playable at 7 mana, and wouldnt be OP, but instead they over-budget it by at least 2 mana. And it's exclusive to the class that's LEAST likely to play a 9 drop ever.
FYI He is also trial of the crusader (argent tournament raid) final boss from wotlk patch 3.3, also that's why they released him.
If he also had "Costs (2) less for each Nerubian you have" it would be much better. Or even if he was just 5/8.
It makes some sense on mill rogue.