Nightmare Dragon Won't See play but is still cool unless there's some crazy unseen synergy yet to be revealed.
Definitely disagree with this. Nightmare Dragon + Inner Fire = 8/8 that becomes a 16/8 on your turn if not dealt with. Paladin and Priest buffs complement it really well.
Sure, Niche Play
OTK Dragon Priest found a place before and I believe it can find a place again. 'Niche', yes, but Will see Marginal Play IMO.
Wouldn't it be a 2tk then with this Nightmare cuz you need to wait the turn to use it (unless given charge somehow) and then its ability is also kinda useless because its a turn based ability?
Nightmare Dragon Won't See play but is still cool unless there's some crazy unseen synergy yet to be revealed.
Definitely disagree with this. Nightmare Dragon + Inner Fire = 8/8 that becomes a 16/8 on your turn if not dealt with. Paladin and Priest buffs complement it really well.
Sure, Niche Play
Can't tell if that's supposed to be mocking or not. Regardless, OTK Dragon Priest found a place before and I believe it can find a place again. 'Niche', yes, but Will see Marginal Play IMO.
I moved it up a rank. I'm willing to give it a shot.
Wouldn't it be a 2tk then with this Nightmare cuz you need to wait the turn to use it (unless given charge somehow) and then its ability is also kinda useless because its a turn based ability?
The traditional OTK is Divine Spirit+Inner Fire on a minion developed last turn. I was not referring to an OTK turn in my last post, but instead to a strong tempo play using the tools that OTK Dragon Priest has in its arsenal.
Nightmare Dragon Won't See play but is still cool unless there's some crazy unseen synergy yet to be revealed.
Definitely disagree with this. Nightmare Dragon + Inner Fire = 8/8 that becomes a 16/8 on your turn if not dealt with. Paladin and Priest buffs complement it really well.
Sure, Niche Play
Can't tell if that's supposed to be mocking or not. Regardless, OTK Dragon Priest found a place before and I believe it can find a place again. 'Niche', yes, but Will see Marginal Play IMO.
I moved it up a rank. I'm willing to give it a shot.
Cool, yeah that seems like a well measured place to have it. As you said, it is very niche after all.
Just read through the list again, I was shocked to see Renounce Darkness in May see play major play
What do you think it can achieve? it seems so utterly random that it has no place anywhere but gimmicky 'fun only' decks.
The effect is something really radical and hard to gauge. Its probably a lot more gimmicky and bad than I initially thought when I made the list but its still fun to play with the idea that it may be powerful.
In reality its probably a lot closer in power to Astral Communion.
Your middle three categories, comprising the bulk of the cards, are basically an admission that, "Yeah, we have no idea, but in creating these meaningless extra tiers, we reserve the right to say 'I told you so' no matter what happens."
Rollback Post to RevisionRollBack
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Your middle three categories, comprising the bulk of the cards, are basically an admission that, "Yeah, we have no idea, but in creating these meaningless extra tiers, we reserve the right to say 'I told you so' no matter what happens."
True, the trouble is they're conflicting strategies. Power Overwhelming is aggressive and Faceless Shambler defensive. Idk, maybe people can find a way to capitalize on established boards using some kind of Zoo. It will all depend on how sticky boards are after the removal of the endless Deathrattle minions from Naxx and GvG.
Put Spreading Madness in Marginal/Niche play. A lot of the other Warlock AoEs are just better than this one so I think you would only ever play it in RenoLock when the game is super aggro heavy.
I actually think that Yogg-Saron, Hope's End has some serious potential. Most of the spells of the game are guaranteed to have positive effects and the most of the rest have a decent chance of turning out well. On average it looks like it'll win you more games than it will make you lose so it COULD either be a game defining card or complete garbage. We'll just have to see. Its really important to respect the fact that while this may kill you some times it can also win you games you have no business winning. For that reason I put it in Could see major play
Forbidden Flame - "flexibility is more important than efficiency"
That completely depends on the deck you're playing. It's simply out classed by Frostbolt and Fireball in so many cases, so I can't ever see it replacing those. Fireball is strictly better when 4-7 damage is needed, and at 8 it's a strictly worse Flame Lance. But, hey, the question to ask is " is it better than anything you are currently using?" ...All i can come up with is Arcane Missiles / Arcane Blast in Tempo Mage, because it gives more reach to a deck that often runs out of steam.
Ancient Harbinger - "6 health is decent and potential upside is massive. High Priority Threat"
By turn 10 you've likely already drawn half your deck, so there's only a ~50% chance of the effect even being useful. It's a tempo loss that aggro doesn't care about, and Midrange + Control already want to deal with. I'm expecting people will experiment with it for the first few weeks then find the 'long-term investment' is too costly for a mostly tempo driven game.
Wouldn't it be a 2tk then with this Nightmare cuz you need to wait the turn to use it (unless given charge somehow) and then its ability is also kinda useless because its a turn based ability?
Where'd the toast go?
Added everything that was revealed between Steward of Darkshire to Ancient Harbinger.
Thing from Below and Master of Evolution both Will see Play.
Vilefin Inquisitor may see major play based on the murloc support cards in this set. Who knows.
Just read through the list again, I was shocked to see Renounce Darkness in May see play major play
What do you think it can achieve? it seems so utterly random that it has no place anywhere but gimmicky 'fun only' decks.
Lists like this are always far too granular.
Your middle three categories, comprising the bulk of the cards, are basically an admission that, "Yeah, we have no idea, but in creating these meaningless extra tiers, we reserve the right to say 'I told you so' no matter what happens."
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Faceless Shambler with PO is actually so strong
Hammer of Twilight, Ravaging Ghoul and Mire Keeper Will see play.
Blood of The Ancient One won't see play but is still really cool.
Blood Warriors will probably see play.
Call of the Wild WILL see play.
Put Spreading Madness in Marginal/Niche play. A lot of the other Warlock AoEs are just better than this one so I think you would only ever play it in RenoLock when the game is super aggro heavy.
I actually think that Yogg-Saron, Hope's End has some serious potential. Most of the spells of the game are guaranteed to have positive effects and the most of the rest have a decent chance of turning out well. On average it looks like it'll win you more games than it will make you lose so it COULD either be a game defining card or complete garbage. We'll just have to see. Its really important to respect the fact that while this may kill you some times it can also win you games you have no business winning. For that reason I put it in Could see major play
Will See Play
May See Major Play (tech etc.)
Will most likely not see play
Added really short, general explanations for cards and their placements.
Forbidden Flame - "flexibility is more important than efficiency"
That completely depends on the deck you're playing. It's simply out classed by Frostbolt and Fireball in so many cases, so I can't ever see it replacing those. Fireball is strictly better when 4-7 damage is needed, and at 8 it's a strictly worse Flame Lance. But, hey, the question to ask is " is it better than anything you are currently using?" ...All i can come up with is Arcane Missiles / Arcane Blast in Tempo Mage, because it gives more reach to a deck that often runs out of steam.
tl;dr - Arcane Blast replacement in Tempo Mage?
Ancient Harbinger - "6 health is decent and potential upside is massive. High Priority Threat"
By turn 10 you've likely already drawn half your deck, so there's only a ~50% chance of the effect even being useful. It's a tempo loss that aggro doesn't care about, and Midrange + Control already want to deal with. I'm expecting people will experiment with it for the first few weeks then find the 'long-term investment' is too costly for a mostly tempo driven game.