There was a deck I found on here back when the card first came out that actually made relatively decent use of Poisoned Blade. I mean, it was a weak-ass gimmicky deck, yes, but it worked way better than you would expect, and I remember having more fun with it and using it a lot more than I expected to. I can't seem to find the list any more, but I think a Sideshow Spelleater may have been involved. /shrug
As bad as it is, I'd say don't get discouraged, keep experimenting with it. One may gain insights about the ins and outs of the game exactly because of how bad it is, and actually winning with it once in a while is usually very amusing/satisfying.
I actually looked at a number of the other decks that were using Poisoned Blade, and since Finley came out, I decided against the idea of Spelleater. Spelleater costs 6 and can end up getting you stuck with the Warlock hero power. Card draw is great, but not at the expense of health when the deck currently has no healing. Ultimately, seeing Warlock against this kind of deck with Spelleater in mind is what pushed me away from the idea.
The game's no fun if you don't try new things and take a chance. I've tried to make it work and it hasn't yet, and I'm going to keep trying until the card is deemed completely unplayable in constructed.
I have no earthly idea how to get it to work, but the one time I stared it down in constructed it scared the bejeezus out of me. It was right after TGT released, as I was playing Thunder Bluff Valiant for the third time, and the opponent played a Blade, double Deadly Poison... and I was staring at the Fire Ele and TBT and other big cards in my hand, scared to stare down a 6/4 weapon next turn.
I have no earthly idea how to get it to work, but the one time I stared it down in constructed it scared the bejeezus out of me. It was right after TGT released, as I was playing Thunder Bluff Valiant for the third time, and the opponent played a Blade, double Deadly Poison... and I was staring at the Fire Ele and TBT and other big cards in my hand, scared to stare down a 6/4 weapon next turn.
Don't get discouraged, when it works...
I've had moments where I've gotten the blade from a low attack to a rating Deathwing would be happy to hear about, bursting down a Warlock who just used Reno. They had less than 10, came back to full and I bursted them down to 6 health with a few buffs and a blade flurry.
Poisoned Blade can work. It's just a matter of finding the right puzzle pieces to work with it.
What developers were trying to pull off with this card is to simulate the old Rogue hero power. The whole idea of stacking power on your weapon is to punish the opponent for taking too long to deal with you. This happens really rarely nowadays, most of the decks are proactive and punish you for stacking.. pretty much anything, including weapon charges/power. Also, if you happen to face a controlish opponent, you are at the mercy of them choosing not to include an anti-weapon tech, generally Harrison Jones, although sometimes you can even see an Ooze from some Murloc Paladin teched against agro shaman. Now, let's say you've climbed to rank 5 with some kind of deck, with a decent amount of effort even your current deck might do it. Getting to rank 5 is better, because the meta game is more predictable from rank 5 to legend, people are desperately abusing all the desing holes and use top tier decks, so you know the set of opponents you want to beat 60% of the time to get ledendary. If you want to play the rogue that stacks weapon attack strenght throughout the game, you need to keep your opponent busy. That is especialy difficult because the best rogue cards are built around dealing with minions using your hero power. So in order to keep him busy for a small amount of mana, we reeeeally need tough and anoying minions, so I completely agree with the suggested above Naxxramus minions, like Zombie Chows, Sludge Belchers etc. You would also probably find a use for Mayden of the Lake, since she is both sticky and increases your chances to sneak a hero power during your earlier turns. One of the more forgotten cards for Rogues is Vanish. While it is mostly asociated with mill decks, I believe the original idea for it was to support Assassin's Blade as a win condition. Early you murder some minions with shivs and backstabs, later you stack deadly poison to assassin's blade and remove bunch of unworthy plebs from board with one spell to not allow them to interrupt the "business between heroes themsvelves". At least that's how blizzard saw it at open beta meta. Now when I think of it.. what if you are not supposed to build around poisoned blade all that much? What if you can use it.. as a third copy of assassin's blade? What if it IS the emergency in case opponent is heavily teched against weapon classes? It's up to you to decide.
What you went for, though, is a bunch of random weapon buffing/dependant minions, you build the deck around a bad card, instead of abusing the bad card for your advantage. Also, I believe you don't need a Tinker's Sharpsword Oil here, at least not 2 copies of, since you are aiming for long matches, you are more like a freezemage, though the clock you put your opponent on is clearly visible to him.
I actualy feel kinda bad. Discouraging people from going for unorthodox builds is the last thing I want to achieve, so I decided to put some more time into theorycrafting on the subject and here are the decks I came up with:
"Vanilla Blade"
This one supports Poisoned blade the most and relies on it as a winning condition for the most part. We have classic rogue tools that let us maintain board advantage like backstabs, deadly poisons, eviscerates, SI-7 agents, perhaps bladeflurry. We have no preps, but still run 2 copies of Fan of Knives just because of how popular Paladin is. Sir Finley is one of the best cards for us, not only it's a vanilla 1 drop, it also gets rid of Poison's blade big drawback - investing mana into hero power becomes even less useful for the time being. Now we are probably throwing fireballs while stacking damage, making our hero one big inspire minion. Garrison Commander is a very interesting inclusion. For the control matchups, he is a good topdeck, we have no draw in this deck, but as a Rogue we are ought to get tempo boost on board at some points, so we are likely to sit and do nothing for a couple of turns at the state of topdeck wars. Poisoned blade benefits from this state, and Garrison Commander threatens to double that benefit. And the worse case scenario, agro matchup.. guess what? We get a vanilla 2/3 on turn 2, which is still pretty decent. Mayden of the Lake supports the whole semi-inspire theme going for us and is a decent 4 drop on her own. Zombie Chows and Deathlords support the idea of dominating/holding the early game, while also they both kinda support Vanish which I believe fits the deck's gameplan pretty well. We stall/dominate early game, ignore midgame while stacking poison, remove late game with vanish into melee hits on opponent hero. Tinker's Sharpsword Oil is here only against extreme matchups, like face Hunter or agro shaman, because even if we dominate early game, we might give them just too much time stacking poison blade, and since we have 2 bladeflurries, we might as well finish them off quickly, like bugs, bugs are pretty good at recovering even after what seemed to be a deadly hit.
"Adventure Rogue"
But why stop there? We can design whatever deck we want! How about a Reno Jackson mashup? This deck doesn't necessarily rely on Poisoned blade ofcourse. That questions the inclusion of Sir Finley, but since we have a strictly limited chance to even hit our weapon synergy cards, we might as well consider using a different hero power. We also have a copy of assassin's blade, and it's a pretty neat aspect of custom weapons overall - they go independently from all other kinds of hero powers besides Rogue's, which encourages using Finley. We have poor early game because turn 2 equip hero power is classic and most beneficial move anyway. We have raptor, cause it's either a turn 3 vanilla or a decent topdeck since our lategame cards have quite some deathrattles. Gang Up is a very interesting card which I believe is a staple for control rogues, especialy Reno ones. It's the rogue class reward for running late game minions, just imagine how we overwelm control warrior with multiple Dr.Booms.. however you should be careful not to block your own Reno Jackson with Gang Up. Again, this deck has no consistent draw, and while it is designed to be more or less tempo one, it will quite often have to be in a topdeck state for a while. That is where the poisoned blade comes in. Not to mention that the deck aims for longer game, which is the place for Poisoned Blade to shine overall.
"Cheap and Strict"
So, if we think of Poisoned Blade as of way to occupy ourselves and compensate the lack of card draw, while dominating early game with cheap spells and getting tempo boost... why not to commit fully to that tempo boost and lack of draw? Mech Rogue pretty much fits that description. You vomit whatever you can on board at the most beneficial order.. and then you either win or run out of cards! We have 2 copies of Poisoned Blade to entirely replace card draw AND finishers. Since we run 2 copies, we should include Sir Finley, although it goes against some parts of our gameplan. Yet again we include Fan of Knives just because Paladin is a thing. By the same principals, we might build pirate rogue, or deathrattle rogue etc.
"Festival"
But we really restrict ourselves on how poor Poisoned Blade is. What if we simply go greedy? Let's make a value Rogue! All sorts of minions that benefit from Brann Bronzebeard while being good standalones at the same time! Also, the whole battlecry gimmick allows Anub'ar Ambusher to enter the scene, one of the more underrated cards! Jeweled Scarab is a good alternative to just equiping hero power on turn 2, and the lack of early game solidity is compensated by higher than average amount of healing. Kezan Mystic, especialy with Brann Bronzebeard, allows us to still destroy freezemages, since they might feel very safe against us, Kezan alone completely reverts the situation. We have little card draw which questions the choice of 2 preparations, but we feel comfortable to lack card draw since every hole in curve will be compensated with Poisoned Blade, which we have 2 copies of. That's another way to benefit from it, filling the holes in overall strong turns of more or less strong deck.
{this deck completely relies on poisoned blade when it comes to control warrior, and has a chance to keep him busy with all the jeweled scarab atractions it has, but I have to admit among the decks I've listed here, this one needs to be reworked the most, it's just conceptional in the end}
"Tweaked Miracle"
Now when we speak of it.. quite often Rogue finds himself sitting with 2 saps, 2 preps, 2 evis, deadly poisons etc and nothing to benefit from it. Top tier Rogue archetypes, like Miracle Rogue or Oil Rogue in particular find themselves doing nothing against midrange/control matchups on a regular basis. It makes sense to include something like Nexus Champion Saraad for these purposes.. but it will get instantly removed. But if your hero becomes the inspire minion.. this is another story. So why not to go banal? Let's take a top tier Rogue deck, like Miracle Rogue, remove the least working card from it, like Edwyn Van Cleef, and replace it with a rarely, but more likely to work one - Poisoned Blade! While Van Cleef encourages us to risk it all and spend whole hand, Poisoned Blade gives us something to do while we sit with no minions in hand, esentialy doing what Van Cleef does, but in a safer way. Also, Miracle Rogue might be quite self-destructive solitaire against something like control warrior, and although just one copy of Poisoned Blade might be completely destroyed by Harrison, it's still quite more solid than 1 copy of Oil.
"KaMeHaMeHa"
But then again why stop there? We can design something different! How about a more extreme approach this time? Quite often playing Rogue I find myself unable to stabilize on board anyhow until the big flurry turn. How about we give up on fighting for the board a little bit putting more effort into benefiting from that big turn around flurry turn? By that I mean typical for Rogue absence of 1 or 2 drops, while also including snowballing Shade of Naxxramas and.. Eerie Statue! When you think of it, even on turn 4 you are rarely able to properly support your 4 drop.. against Zoo any early drop is just a beneficial way for them to utilize minion buffing with Abusive Sergeants and Power Owevelmings. Why give them that reward? Play Shades and Statues! And while they stack their shit they only commit into your gameplan more! Except for Loatheb, but oh well, what can you do, it's Loatheb after all. We have double assassin's blade, double oil and 1 Poisoned Blade! It's here only as an emergency version of Assassin's Blade, and also it fits the theme of preparing fire power while ignoring early game. The Eerie Statue works perfectly with Oil if you think of it. It both benefits from you clearing the board and guarantees you will get full damage boost from Oil! So, this deck is both unorthodox and doesn't depend on Poisoned Blade.. yet it is so dependant on having a heavy weapon, that it would be generaly worse without Poisoned Blade, which I believe you should aim for if you consider that card at all.
I hope that portion of theorycrafting will help you out on your challenging journey and also give you a boost of enthusiasm.
The game's no fun if you don't try new things and take a chance. I've tried to make it work and it hasn't yet, and I'm going to keep trying until the card is deemed completely unplayable in constructed.
I'm pretty sure they've already deemed it unplayable ever since day 1 release of this. Thing is, no matter how hard you want to make it work, the numbers on this card just don't do enough. You invest 8 mana on it and it becomes a worse Assassin's Blade. At this point, why not just pay 5 mana for a 3/4? It's just way more efficient.
I commend your attitude tho, it's important to try new cards. That's how Camel Hunter was born. However, Desert Camel's numbers actually do a lot, even though it's a symmetrical effect (and symmetrical effects are NOT symmetrical). But Hearthstone is all about efficiency, and this card kinda reminds me of Shadowform in that aspect (even though Shadowform still manages to be much better): It's extremely not efficient when you play it, and a dead card in many situations. Maybe you'd be better trying a card that can be efficient, instead of one that's ridiculously slow for the effect it brings.
And don't get fooled by the argument "oh but with buffs and Deadly Poison, this thing is a beast!". You know what else is a beast with Deadly Poison? ANY other weapon, including your very own hero power, that doesn't even cost you a card.
The game's no fun if you don't try new things and take a chance. I've tried to make it work and it hasn't yet, and I'm going to keep trying until the card is deemed completely unplayable in constructed.
Building a deck around a weapon as your primary strategy is a fool's errand. Ooze and Harrison are far typo common for that. Fool's errands are pretty much the opposite of fun.
One problem with Poisoned Blade is that the opponent can clearly see what you're up to over several turns. With tinker's oil the big burst happens all on one turn is and thus less predictable and harder to prevent.
I've been thinking a lot on this subject, and something I have yet to try out is keeping from building a deck around Poisoned Blade. As with the nice gent from earlier that dropped several decks for me to survey, I have it in mind to keep from having Poisoned Blade at the forefront of the mind and instead try making it the Darkhorse of the deck, meaning, make it the intended alternate win condition. Rogues are sneaky like that, and I hate playing like other Rogues. To Outrogue the Rogue is quite the feat, and I mean to embody that character in due time.
I know that this card is bad, but being bad can feel so good... ;)
I am currently using poisoned blade in my malygos/reno deck.
Its set up is pretty important and most of the time, your not gonna wanna use it unless you can discount it, 4 cost card 2-1'ing with ooze is a disaster.
Overall, it does have power with it but Harrison is a thing and a 3 card draw/weapon destroy is even more devastating than ooze. I only include it in my deck for when i am against freeze mages, its a nice little tool to handle the doomsayers.
WIth all this being said, i think assassins blade is far superior at the moment.
I was thinking about the card today while i was playing with it and its just short. I think if they added the effect to the card that made using your hero power considered a combo for the duration of the weapons life, along with its current effects, it could have a little more justification for seeing play.
The only time I have got Poisoned Blade working is in the You Must Be This Tall Tavern Brawl, but that was only because you had so much time to get set up.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Come visit my Card Emporium. Strange things, you will find inside...
Come take the test, if you're daring. Feel free to show me your results in a message.
Advice on building a Poisoned Blade deck?
Make sure you don't put Poisoned Blade in the deck.
Come visit my Card Emporium. Strange things, you will find inside...
Come take the test, if you're daring. Feel free to show me your results in a message.
I have no earthly idea how to get it to work, but the one time I stared it down in constructed it scared the bejeezus out of me.
It was right after TGT released, as I was playing Thunder Bluff Valiant for the third time, and the opponent played a Blade, double Deadly Poison... and I was staring at the Fire Ele and TBT and other big cards in my hand, scared to stare down a 6/4 weapon next turn.
Don't get discouraged, when it works...
Come visit my Card Emporium. Strange things, you will find inside...
Come take the test, if you're daring. Feel free to show me your results in a message.
What developers were trying to pull off with this card is to simulate the old Rogue hero power. The whole idea of stacking power on your weapon is to punish the opponent for taking too long to deal with you. This happens really rarely nowadays, most of the decks are proactive and punish you for stacking.. pretty much anything, including weapon charges/power. Also, if you happen to face a controlish opponent, you are at the mercy of them choosing not to include an anti-weapon tech, generally Harrison Jones, although sometimes you can even see an Ooze from some Murloc Paladin teched against agro shaman. Now, let's say you've climbed to rank 5 with some kind of deck, with a decent amount of effort even your current deck might do it. Getting to rank 5 is better, because the meta game is more predictable from rank 5 to legend, people are desperately abusing all the desing holes and use top tier decks, so you know the set of opponents you want to beat 60% of the time to get ledendary. If you want to play the rogue that stacks weapon attack strenght throughout the game, you need to keep your opponent busy. That is especialy difficult because the best rogue cards are built around dealing with minions using your hero power. So in order to keep him busy for a small amount of mana, we reeeeally need tough and anoying minions, so I completely agree with the suggested above Naxxramus minions, like Zombie Chows, Sludge Belchers etc. You would also probably find a use for Mayden of the Lake, since she is both sticky and increases your chances to sneak a hero power during your earlier turns. One of the more forgotten cards for Rogues is Vanish. While it is mostly asociated with mill decks, I believe the original idea for it was to support Assassin's Blade as a win condition. Early you murder some minions with shivs and backstabs, later you stack deadly poison to assassin's blade and remove bunch of unworthy plebs from board with one spell to not allow them to interrupt the "business between heroes themsvelves". At least that's how blizzard saw it at open beta meta. Now when I think of it.. what if you are not supposed to build around poisoned blade all that much? What if you can use it.. as a third copy of assassin's blade? What if it IS the emergency in case opponent is heavily teched against weapon classes? It's up to you to decide.
What you went for, though, is a bunch of random weapon buffing/dependant minions, you build the deck around a bad card, instead of abusing the bad card for your advantage. Also, I believe you don't need a Tinker's Sharpsword Oil here, at least not 2 copies of, since you are aiming for long matches, you are more like a freezemage, though the clock you put your opponent on is clearly visible to him.
"The light shall burn you!" - heals face.
I actualy feel kinda bad. Discouraging people from going for unorthodox builds is the last thing I want to achieve, so I decided to put some more time into theorycrafting on the subject and here are the decks I came up with:
"Vanilla Blade"
This one supports Poisoned blade the most and relies on it as a winning condition for the most part. We have classic rogue tools that let us maintain board advantage like backstabs, deadly poisons, eviscerates, SI-7 agents, perhaps bladeflurry. We have no preps, but still run 2 copies of Fan of Knives just because of how popular Paladin is. Sir Finley is one of the best cards for us, not only it's a vanilla 1 drop, it also gets rid of Poison's blade big drawback - investing mana into hero power becomes even less useful for the time being. Now we are probably throwing fireballs while stacking damage, making our hero one big inspire minion. Garrison Commander is a very interesting inclusion. For the control matchups, he is a good topdeck, we have no draw in this deck, but as a Rogue we are ought to get tempo boost on board at some points, so we are likely to sit and do nothing for a couple of turns at the state of topdeck wars. Poisoned blade benefits from this state, and Garrison Commander threatens to double that benefit. And the worse case scenario, agro matchup.. guess what? We get a vanilla 2/3 on turn 2, which is still pretty decent. Mayden of the Lake supports the whole semi-inspire theme going for us and is a decent 4 drop on her own. Zombie Chows and Deathlords support the idea of dominating/holding the early game, while also they both kinda support Vanish which I believe fits the deck's gameplan pretty well. We stall/dominate early game, ignore midgame while stacking poison, remove late game with vanish into melee hits on opponent hero. Tinker's Sharpsword Oil is here only against extreme matchups, like face Hunter or agro shaman, because even if we dominate early game, we might give them just too much time stacking poison blade, and since we have 2 bladeflurries, we might as well finish them off quickly, like bugs, bugs are pretty good at recovering even after what seemed to be a deadly hit.
"Adventure Rogue"
But why stop there? We can design whatever deck we want! How about a Reno Jackson mashup? This deck doesn't necessarily rely on Poisoned blade ofcourse. That questions the inclusion of Sir Finley, but since we have a strictly limited chance to even hit our weapon synergy cards, we might as well consider using a different hero power. We also have a copy of assassin's blade, and it's a pretty neat aspect of custom weapons overall - they go independently from all other kinds of hero powers besides Rogue's, which encourages using Finley. We have poor early game because turn 2 equip hero power is classic and most beneficial move anyway. We have raptor, cause it's either a turn 3 vanilla or a decent topdeck since our lategame cards have quite some deathrattles. Gang Up is a very interesting card which I believe is a staple for control rogues, especialy Reno ones. It's the rogue class reward for running late game minions, just imagine how we overwelm control warrior with multiple Dr.Booms.. however you should be careful not to block your own Reno Jackson with Gang Up. Again, this deck has no consistent draw, and while it is designed to be more or less tempo one, it will quite often have to be in a topdeck state for a while. That is where the poisoned blade comes in. Not to mention that the deck aims for longer game, which is the place for Poisoned Blade to shine overall.
"Cheap and Strict"
So, if we think of Poisoned Blade as of way to occupy ourselves and compensate the lack of card draw, while dominating early game with cheap spells and getting tempo boost... why not to commit fully to that tempo boost and lack of draw? Mech Rogue pretty much fits that description. You vomit whatever you can on board at the most beneficial order.. and then you either win or run out of cards! We have 2 copies of Poisoned Blade to entirely replace card draw AND finishers. Since we run 2 copies, we should include Sir Finley, although it goes against some parts of our gameplan. Yet again we include Fan of Knives just because Paladin is a thing. By the same principals, we might build pirate rogue, or deathrattle rogue etc.
"Festival"
But we really restrict ourselves on how poor Poisoned Blade is. What if we simply go greedy? Let's make a value Rogue! All sorts of minions that benefit from Brann Bronzebeard while being good standalones at the same time! Also, the whole battlecry gimmick allows Anub'ar Ambusher to enter the scene, one of the more underrated cards! Jeweled Scarab is a good alternative to just equiping hero power on turn 2, and the lack of early game solidity is compensated by higher than average amount of healing. Kezan Mystic, especialy with Brann Bronzebeard, allows us to still destroy freezemages, since they might feel very safe against us, Kezan alone completely reverts the situation. We have little card draw which questions the choice of 2 preparations, but we feel comfortable to lack card draw since every hole in curve will be compensated with Poisoned Blade, which we have 2 copies of. That's another way to benefit from it, filling the holes in overall strong turns of more or less strong deck.
{this deck completely relies on poisoned blade when it comes to control warrior, and has a chance to keep him busy with all the jeweled scarab atractions it has, but I have to admit among the decks I've listed here, this one needs to be reworked the most, it's just conceptional in the end}
"Tweaked Miracle"
Now when we speak of it.. quite often Rogue finds himself sitting with 2 saps, 2 preps, 2 evis, deadly poisons etc and nothing to benefit from it. Top tier Rogue archetypes, like Miracle Rogue or Oil Rogue in particular find themselves doing nothing against midrange/control matchups on a regular basis. It makes sense to include something like Nexus Champion Saraad for these purposes.. but it will get instantly removed. But if your hero becomes the inspire minion.. this is another story. So why not to go banal? Let's take a top tier Rogue deck, like Miracle Rogue, remove the least working card from it, like Edwyn Van Cleef, and replace it with a rarely, but more likely to work one - Poisoned Blade! While Van Cleef encourages us to risk it all and spend whole hand, Poisoned Blade gives us something to do while we sit with no minions in hand, esentialy doing what Van Cleef does, but in a safer way. Also, Miracle Rogue might be quite self-destructive solitaire against something like control warrior, and although just one copy of Poisoned Blade might be completely destroyed by Harrison, it's still quite more solid than 1 copy of Oil.
"KaMeHaMeHa"
But then again why stop there? We can design something different! How about a more extreme approach this time? Quite often playing Rogue I find myself unable to stabilize on board anyhow until the big flurry turn. How about we give up on fighting for the board a little bit putting more effort into benefiting from that big turn around flurry turn? By that I mean typical for Rogue absence of 1 or 2 drops, while also including snowballing Shade of Naxxramas and.. Eerie Statue! When you think of it, even on turn 4 you are rarely able to properly support your 4 drop.. against Zoo any early drop is just a beneficial way for them to utilize minion buffing with Abusive Sergeants and Power Owevelmings. Why give them that reward? Play Shades and Statues! And while they stack their shit they only commit into your gameplan more! Except for Loatheb, but oh well, what can you do, it's Loatheb after all. We have double assassin's blade, double oil and 1 Poisoned Blade! It's here only as an emergency version of Assassin's Blade, and also it fits the theme of preparing fire power while ignoring early game. The Eerie Statue works perfectly with Oil if you think of it. It both benefits from you clearing the board and guarantees you will get full damage boost from Oil! So, this deck is both unorthodox and doesn't depend on Poisoned Blade.. yet it is so dependant on having a heavy weapon, that it would be generaly worse without Poisoned Blade, which I believe you should aim for if you consider that card at all.
I hope that portion of theorycrafting will help you out on your challenging journey and also give you a boost of enthusiasm.
"The light shall burn you!" - heals face.
it works great in a shadow priest deck
If you're fine with other ideas, Kripp once made a video where he played someone using a not horrible inspire rogue deck
One problem with Poisoned Blade is that the opponent can clearly see what you're up to over several turns. With tinker's oil the big burst happens all on one turn is and thus less predictable and harder to prevent.
I've been thinking a lot on this subject, and something I have yet to try out is keeping from building a deck around Poisoned Blade. As with the nice gent from earlier that dropped several decks for me to survey, I have it in mind to keep from having Poisoned Blade at the forefront of the mind and instead try making it the Darkhorse of the deck, meaning, make it the intended alternate win condition. Rogues are sneaky like that, and I hate playing like other Rogues. To Outrogue the Rogue is quite the feat, and I mean to embody that character in due time.
I know that this card is bad, but being bad can feel so good... ;)
Come visit my Card Emporium. Strange things, you will find inside...
Come take the test, if you're daring. Feel free to show me your results in a message.
I am currently using poisoned blade in my malygos/reno deck.
Its set up is pretty important and most of the time, your not gonna wanna use it unless you can discount it, 4 cost card 2-1'ing with ooze is a disaster.
Overall, it does have power with it but Harrison is a thing and a 3 card draw/weapon destroy is even more devastating than ooze. I only include it in my deck for when i am against freeze mages, its a nice little tool to handle the doomsayers.
WIth all this being said, i think assassins blade is far superior at the moment.
I was thinking about the card today while i was playing with it and its just short. I think if they added the effect to the card that made using your hero power considered a combo for the duration of the weapons life, along with its current effects, it could have a little more justification for seeing play.
should forget about this poisoned blade. looking forward for the new weapon in the coming expansion.
The only time I have got Poisoned Blade working is in the You Must Be This Tall Tavern Brawl, but that was only because you had so much time to get set up.