I love it. pretty weak by itself but when combo-ed with dmg buffers and protectors it can be a nightmare.
But how cool would it be if we get a card that buffs 2 attack or less minions? a buff that gets more value the bigger the minion(to avoid an aggro cancer)
People say cabal... yet this is a combo card and not to play on curve. Use your brains sometimes. It may still work.
A 6 mana card that needs a buff to be playable is not a good card. This card works ok with the priest health buffs but that type of deck will fail for the same reasons inner fire priest fails: 1) Inconsistent 2) Slow 3) very weak to silence, sap, freezing trap etc.
It doesn't require buffs to be "playable", it requires buffs to out right win you the game. So, in that sense, investing some mana into it, doesn't sound so bad.
Still its expensive, doesn't have charge and starts with only 2 attack. If you believe this will stick on the board for more than 1 turn, you probably think Gruul is amazing too.
Investing an extra 1 mana into this card to make it an 8/8 (using Inner Fire), therefore making it a 16/8 if it can survive next turn is worth it for 7 mana.
This is obviously geared for Arena. It's comparable to Kvaldir Raider and perhaps the runt card. 8 health for a 6 mana minion is also pretty significant. If you play this on turn 6 while you somewhat have a board, then it becomes a 4/8 easy on turn 7. Kvaldir Raider is usually played on turn 7 and it's a 6/6. On turn 8 both becomes 8/8. Kvaldir Raider gains health I guess which can be important, but this minion doubles attack which means on turn 9 this would have 16 attack. That is bonkers in Arena. And I've just played an arena game where my Kvaldir Raider became a 10/10 so... it's not unrealistic for such a thing to happen in Arena.
At worst this becomes a target for Flame Lance/Polymorph, but just about every 5 mana drop and above is a target for Flame Lance. I love the 8 health tbh. It means a lone Fireball can't kill it. All in all this is going to be a fun edition to Arena. Not sure just how good it's going to be but... Kvaldir Raider is good. And a class like Rogue can have quite a few crappy Epics. (Cogmaster's wrench, poisoned blade, prep, kidnapper debateable.)
The stats are crap, but you know that your opponent will use removal to get rid of it if you can manage to buff it at all. Even with Lance Carrier. And I can see this card being in a control deck and played late game when most enemy removal is gone and top decking is basically the only thing that can save them. Just go face or use it to take out whatever they happen to throw out to the battlefield. I could totally see Priest using it like that. 2x each of Shadow Word: Pain, Shadow Word: Death, Shadow Word: Horror, Entomb, Excavated Evil, and Holy Nova, then using Shadowform for late game additional removal. Dropping things like Frost Giant, North Sea Kraken, and Ragnaros the Firelord for finishers. Also filling the deck with taunt, silence, and heals, it might actually provide enough of a barrier to getting rushed that super late game fatigue and out-valuing the enemy would be possible. All in all, great as a late game card when the game is nearing its end and most hard removal is gone.
It's a bad card. Even if Master of Disguise doesn't get nerfed, the dream scenario is 12 mana (needing Thaurrisan hit, or two coins) and four cards (Nightmare Dragon, Master of Disguise, Cold Blood, Cold Blood) to swing for twenty damage next turn? That's nowhere near good enough. Rogue has plenty of ways to deal more damage than that in a single turn. Faceless Manipulator is only one more mana than Master of Disguise and can also double your burst, except it does it all in one turn. Djinni of the Zephyrs already doubles buffs, except a turn earlier and with a better statline. This card will never see serious play. It needs four turns to outdamage Boulderfist Ogre.
Now, if Warsong Commander didn't get nerfed, it would be a different story...
And its bad because it does not fit into rogue?
I like this card, see some potential in priest and paladin decks atleast. IMHO it is good card. It requires some effort from enemy to take it out as it has 8 health. It makes anyway immediate threat for opponent, either silence it or deal with it some hard removal (or run several minions into it).
I talked about Rogue because that's what people were talking about.
It's not better in Priest or Paladin. All of the things you said can also be said about Boulderfist Ogre, except Boulderfist Ogre is more of a threat until four full turns after you drop the Nightmare Dragon. It's way too optimistic to think it'll ever last that long, and if it does, Boulderfist Ogre would've won the game for you already.
Basically Ogre is better, except if you play dragon priest (or dragon paladin). Orge in you hand does nothing before turn 6, however Scaled Nightmare has synergy with cards like Twilight Guardian, Twilight Whelp, Wyrmrest Agent or Blackwing Corruptor. Priest anyway struggles with early game and any help, even small things like +1 attack/taunt on minions will help you much, late game normally no problem.
Not going to happen. No one will ever, ever, ever play this card unbuffed and unstealthed.
If they do, you deserve the easy win.
Or your opponent is just not playing Priest. I know it seems crazy, but bear with me; there are 8 other non-Priest classes in the game. Some of them have a hard time with 8 health.
If you are playing this card without attack buffs, you are not using it very well at all. There are far better minions to play unbuffed in this slot.
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"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
This card could bring miracle rogue back. I mean just think about it.
Turn 9 Scaled Nightmare + 2 Cold Bloods + Conceal = 20 damage guaranteed on the following turn unless they have an equality consecrate, twisting nether, etc. The best part is you don't have to play clunky master of disguise for this to work.
Gruul is 8 mana and this card is 6. Also bgh (who will likely get nerfed anyway) can be used on gruul but not on nightmare until its already too late.
How do u expect classes with hardly any removal, like druid to remove this turn 6?
kill it with minions? heck, yetti and druid of the claw have this for dinner without taking much damage and consider the fact, that druid is usually able to ramp up and get some board presence, so he might have 6 or even 7 drop on the board anyway
Possible include in Dragon Priest, but my guess is it's just too weak/slow.
It definitely is weak and slow, needs attack buffs to be viable. But play it on 7 with Inner Fire and... boom! 16 face damage next turn. I think the primary strength of the card however it that is can't be ignored, or it'll just straight up kill you. It's a great way to bait out removal.
How do u expect classes with hardly any removal, like druid to remove this turn 6?
There's also fatigue Druid that runs Explosive Sheep + Poison Seeds. Easy turn 6 board wipe. Or any turn post-6 for that matter. Naturalize, Mulch, Recycle, and Bite + Savagery. There are plenty of ways for Druid to get rid of it. And with the meta possibly slowing down, Savagery might actually be good enough to help with single target removal in a combo. Heck, Savagery + Bite + Claw will take out Ysera, Malygos, or other 12-HP minions that would be more or less okay to just use face to kill afterward. But then, that's what Mulch and Naturalize are for, right?
You serious? It's very good card... Im really expecting this dragon + stealth or heavy taunt deck... after 4 turns its 32 attack... yea we have to protect it somehow... but still its very good card and opponent has to remove it somehow or gg...
If you can stick any 6-cost minion up for 4 turns, you've already won. This card is more about taking buffs than sticking on.
I love it. pretty weak by itself but when combo-ed with dmg buffers and protectors it can be a nightmare.
But how cool would it be if we get a card that buffs 2 attack or less minions? a buff that gets more value the bigger the minion(to avoid an aggro cancer)
The new name sounds much better than the old one.
This is obviously geared for Arena. It's comparable to Kvaldir Raider and perhaps the runt card. 8 health for a 6 mana minion is also pretty significant. If you play this on turn 6 while you somewhat have a board, then it becomes a 4/8 easy on turn 7. Kvaldir Raider is usually played on turn 7 and it's a 6/6. On turn 8 both becomes 8/8. Kvaldir Raider gains health I guess which can be important, but this minion doubles attack which means on turn 9 this would have 16 attack. That is bonkers in Arena. And I've just played an arena game where my Kvaldir Raider became a 10/10 so... it's not unrealistic for such a thing to happen in Arena.
At worst this becomes a target for Flame Lance/Polymorph, but just about every 5 mana drop and above is a target for Flame Lance. I love the 8 health tbh. It means a lone Fireball can't kill it. All in all this is going to be a fun edition to Arena. Not sure just how good it's going to be but... Kvaldir Raider is good. And a class like Rogue can have quite a few crappy Epics. (Cogmaster's wrench, poisoned blade, prep, kidnapper debateable.)
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The stats are crap, but you know that your opponent will use removal to get rid of it if you can manage to buff it at all. Even with Lance Carrier. And I can see this card being in a control deck and played late game when most enemy removal is gone and top decking is basically the only thing that can save them. Just go face or use it to take out whatever they happen to throw out to the battlefield. I could totally see Priest using it like that. 2x each of Shadow Word: Pain, Shadow Word: Death, Shadow Word: Horror, Entomb, Excavated Evil, and Holy Nova, then using Shadowform for late game additional removal. Dropping things like Frost Giant, North Sea Kraken, and Ragnaros the Firelord for finishers. Also filling the deck with taunt, silence, and heals, it might actually provide enough of a barrier to getting rushed that super late game fatigue and out-valuing the enemy would be possible. All in all, great as a late game card when the game is nearing its end and most hard removal is gone.
Sorry, but face is NOT place :P
"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
This card could bring miracle rogue back. I mean just think about it.
Turn 9 Scaled Nightmare + 2 Cold Bloods + Conceal = 20 damage guaranteed on the following turn unless they have an equality consecrate, twisting nether, etc. The best part is you don't have to play clunky master of disguise for this to work.
Possible include in Dragon Priest, but my guess is it's just too weak/slow.
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aaaaaaaannnnd dragon priest gets a buff.
oh happy day
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Haha this is a huge sleeper card just waiting to happen...
Im just gonna sit here and drink my Lipton...
Scaled Nightmare + Cold Blood + Cold Blood + Conceal is 9 mana for a 20 attack minion the next turn. That's pretty good.