To all the "unplayable", "trash" etc. naysayers of the present thread: I expect you to raise your hands in approximately a month from now, and have the courage to admit you severely underestimated the tempo gain it provides and the public's need to have some fun outside of a strictly predictable and god-awful boring way your deck is supposed to be played. Ok?
Or it's too rng and too unreliable. It will be fun yeah , like in casino mage, but its better to place a guaranteed card. There will be clips of course getting that perfect minion.
Its mana cost is such that according to my previous arguments, it gives it a tremendous boost in playability. I could understand the criticism if its cost was 3, 4 or higher - it would be "too slow" and could give you lower mana minions, but with a cost of 1??? Like they say in the mafia movies, "fuggedaboutit".
The thing is, as soon as he transforms into a Ragnaros for example, his cost increases to 8, he doesn't cost 1 all the time. The only time he costs 1 is when you draw him and you can play him as a 1 mana 1/1 or if he transforms into a 1 mana minion.
If he costed 1 no matter the minion he got turned into this card would be obviously OP.
Of course his cost will increase to the actual minion he transforms into, but the overwhelming majority of them are going to be better than a 1 1/1, and due to the fact he will be changing, you can afford to choose him when he fits you best.
problem is that usually won't be on curve.If you could put a random minion in your deck or one of your choice, very rarely will this card actually be the right card at the right time. You could get turn 2 Rag and turn 3 Tirion, but you can't play either, and by turn 5 you could be stuck with a Webspinner or even a Chillwind Yeti turn 5 would not be great.
Which also points out another downside which is that you cannot plan ahead at all with this card. You could get a great counter to the current deck (unlikely) but if it isn't on the right turn, you're going to be extremely frustrated when it is off by a turn or you didn't get to set up the board correctly for it.
That's true - you cannot safely plan what's going to happen. That's the issue with the whole RNG in Hearthstone. What you can do though up to a certain point is "steer" the chances towards your favour. And the further the game goes beyond turn 5, the easier it will be to play it in any way you see fit.
True, lets hope you actually get something that is actually worth playing in those later turns.
You don't have to worry about getting the best possible minion - you can afford to play it with other cards if it's cheap, and you can afford to play a big minion if the game progress supports it. All of them are going to be better than the original 1 1/1. One of its main advantages (probably its main one) is flexibility, which keeps on increasing as the game progresses.
You called for us naysayers to come out and tell you we were wrong when and if we are. So, if this card ends up in a tier 1 or 2 deck as a staple I will come and let you know I was incorrect. Can we expect you to have the same courtesy?
@Asteroidm: honestly man and without any offence, if after all these posts you haven't understood what I am talking about, I don't think you will if I keep on posting. The answer to the above is perfectly included in what I already wrote. Can't explain it further, and I don't have anything else to add. :-)
No one talked yet about the most important con of this card ?
...
It's the 10th neutral legendary revealed. So, unless one of the 2 bonus cards in the set (compared to TGT) is another legendary, it means there's no neutral legendary left.
WHICH MEANS ... No Ozumat ! Come on, how could you make an expansion about the Old Gods without adding Ozumat in it ! That's UNFORGIVABLE, Blizzard. (Except if it's a class legendary, which it would be a little bit annoying, but less than if it's not in the game !)
I like it. But it's a terrible nerf to mounted raptor, Confessor Palatress and Sneed's Old Shredder.
Mounted Raptor summons 1 minion out of about 45. Paletress and Sneed summon 1 minion out of about 92. How can one more minion in each group be a terrible nerf?
To all the "unplayable", "trash" etc. naysayers of the present thread: I expect you to raise your hands in approximately a month from now, and have the courage to admit you severely underestimated the tempo gain it provides and the public's need to have some fun outside of a strictly predictable and god-awful boring way your deck is supposed to be played. Ok?
Or it's too rng and too unreliable. It will be fun yeah , like in casino mage, but its better to place a guaranteed card. There will be clips of course getting that perfect minion.
Its mana cost is such that according to my previous arguments, it gives it a tremendous boost in playability. I could understand the criticism if its cost was 3, 4 or higher - it would be "too slow" and could give you lower mana minions, but with a cost of 1??? Like they say in the mafia movies, "fuggedaboutit".
The thing is, as soon as he transforms into a Ragnaros for example, his cost increases to 8, he doesn't cost 1 all the time. The only time he costs 1 is when you draw him and you can play him as a 1 mana 1/1 or if he transforms into a 1 mana minion.
If he costed 1 no matter the minion he got turned into this card would be obviously OP.
Of course his cost will increase to the actual minion he transforms into, but the overwhelming majority of them are going to be better than a 1 1/1, and due to the fact he will be changing, you can afford to choose him when he fits you best.
problem is that usually won't be on curve.If you could put a random minion in your deck or one of your choice, very rarely will this card actually be the right card at the right time. You could get turn 2 Rag and turn 3 Tirion, but you can't play either, and by turn 5 you could be stuck with a Webspinner or even a Chillwind Yeti turn 5 would not be great.
Yeti on turn 5 is terrific. It's the golden standard of vanilla value at 4. Webspinner is also excellent if you want extra minions or have a beast synergy, but you can wait or play it together with other cards on the same turn. Turn 2 Rag or turn 3 Tirion are obviously out of the question, but that's the basic level of fail-safe mechanism keeping this card from destroying the game.
Like I said, there are three chances: (a) you get it in the first turns: outcome not particularly good, but it will change every turn and the more changes, the higher chance of becoming something playable on its mana turn. (b) you get it in the middle: most minions are in the midrange, so the chances are getting much higher that it can be instantly playable. (c) you get it in the late game: top chances of playing it on its own as a big guy or with other cards on the same turn. New minion card effect: not relevant beyond the vanilla stats, but welcome bonus in case it's even halfway decent.
Vanilla yeti on turn five is not terrific...it's especially not terrific in a control deck. It's may be okay in a midrange deck but solid midrange decks will have better options for almost every mana slot. You don't see yeti being played now, and that is cause he isn't terrific. He is maybe a smidgen above average, which isn't even good enough from competitive play now. I mean you could get a massively good five drop (instead of a medicore 4 drop), or you may not. In competitive play being able to have a game plan and following through with that plan is bigger than some miracle drop coming a long.
Yes, but the whole issue is that you didn't include a Yeti in the first place in your deck. What you did include is an ever-changing 1 1/1 that you can choose to play in the turn you want. And based on the game circumstances as you evaluate them, a Yeti is a terrific RNG compromise in case you don't get something better.
You keep saying I can choose to play it when I want, I CAN'T. RNG decides if I can play it when I want, not me. So what I included was a 1/1 that I can SOMETIMES play when I want that may just give me a shitty yeti that doesn't really help me at all, because as a control deck I am not fighting for board with other minions. Yeti isn't a "terrific" compromise. It's likely the sort of compromise you will see most times and it's bad because instead of a shitty yeti I could have a card that I actually want and not one that is "ok". This card is straight up bad to have before turn 10 because of it's ability to simply be always out of range of play, and post 10 it's bad because of it's ability to simply copy a low impact creature because there is so damn many of them at that point in the game. Will it occasionally win the game for you? Sure, Trollden clips will surely show that in the future. But I think far more often you are going to have yourself a creature who is merely "ok" and that isn't good enough in competitive play.
THANK YOU, people keep saying this is flexible, it is NOT, you need to fulfill so many conditions for this to be good, it needs to transform into a minion that you are willing to play this turn, while having the mana to do so, and that has to be your best option right now, and sometimes playing a minion is not even the best option, hell there are times that i have the mana and does not play Dr.Boom because i need to cast a spell this turn, even if it turns into the perfect mana efficient minion for this turn it is not guarantee that it is the best thing you can do.
Pretty much it's all up to RNG but it is a very fun concept nonetheless. Chill out guys, not every minion has to be Dr Balanced kind of good. Not that it can't be Kappa .
Solid card for CW, Reno lock, and maybe priest. As a CW you have axe, bash, slam, acolyte, and maybe armorsmiths again. I think I can afford to hold onto this as I have more than enough removal. Also, there is another 1 mana card in my deck that id like even less in the early game, shield slam. At least with this I have the chance to draw something that can help me. If I don't get it on the first roll then oh well if the shield slam didn't help me turn 1 then it probably wont turn 2 and probably wont turn 3, 4, and 5. With the other removal and the late game life gain I think CW can easily run this. It's basically like running a mini Elise, except its not guaranteed to be a legendary.
@Asteroidm: honestly man and without any offence, if after all these posts you haven't understood what I am talking about, I don't think you will if I keep on posting. The answer to the above is perfectly included in what I already wrote. Can't explain it further, and I don't have anything else to add. :-)
As for the courtesy, certainly.
I understand perfectly what you are speaking to. I just don't think the upsides you speak of are worth the downsides. Simple as that. You value the cards versatility to which I say it's not really versatility. Unless you straight up get a perfect result from the card it'll almost always be worse than a different card you could have had in it's place that actually plays to your decks strengths. Playing a yeti or ANY other minion in a deck where i wouldn't normally play the card isn't good enough for a deck slot. Unless I get the perfect minion for the situation then it's not good and that perfect minion, even at 30 plus turns will be rare for the simply HUGE number of creatures it could be.
Seems like a really fun card to play around with, especially if you draw him early. Its RNG, but its not as bad as Unstable Portal. Its not like youre going to be able to drop a turn 5 Tirion Fordring. In fact I can see this card being frustrating to play. Get Tirion with 7 mana, and watch him transform into a wisp the following turn.
1/1 in opening hand on the play if you desperately need one (minor upside, but still...)
Can get you minions from other classes, 3rd copies of a minion you already play 2 of.
Can get you something your opponent would never ever think is in your deck. Like King Crush (or other chargers) in decks that normally don't have burst, something big in fast decks, and so on. Might catch your opponent off guard.
Has some flexibility, although very unreliable.
FUN! At least for those who like a bit of the unexpected. Adds quite some desicions. Will make great TROLDEN-Videos.
Cons:
Keeping this in your opening hand might strand you with a dead card for quite some time.
1/1 the turn you draw it.
Will seldom be something that fits in you decks core strategy.
Will most likely have to spend some time in your hand before you get the right (or even acceptable) minion.
You cannot plan ahead with this card.
Verdict: Pretty slow and unreliable cards. Lets compare this to Unstable Portal:
The Reasons Unstable Portal was played are a) it makes the minion cheaper, gaining you 1 mana and a 3-mana-tempo-burst on bigger minions. And it's a spell in a deck that is based on spell synergy. You could use it the turn you drew it. Plus, once played, you KNEW what minion you got and could plan around it.
This guy, on the other hand... no synergy I can see, no tempo gain, no reliable flexibility... I think playing a solid late game card will be better in most cases.
But for the record: I really like this card and would love to see it getting some love in constructed. But I really doubt it...
Finally someone who is not Rank 25 and understand how crap this card is. Reading this threads responses gave me cancer.
Neat legendary but won't see play in competitive decks.
One thing to keep in mind is that drawing this card will always be a bad top deck. Yes, this card has the potential to transform into the perfect minion, but how many turns on average do you need to keep it in your hand to get something worthwhile? Something people forget is that the act of holding on to a card itself is expensive. It's the exact reason that card advantage is important - more cards means better options. Even slow decks like control warriors want to be drawing their answers.
The reward for the risk is simply not worth it. This card makes Forbidden Shaping look good.
(This is of course assuming there is no mana discount on the transformed minion)
Not sure why people don't seen the value of this card. It's basically a free unstable that doesn't give any mana discount but re-rolls every turn. Fantastic in control decks for tech flexibility and surprise factor. As close to meta-defining as any card I've seen so far.
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@Asteroidm: honestly man and without any offence, if after all these posts you haven't understood what I am talking about, I don't think you will if I keep on posting. The answer to the above is perfectly included in what I already wrote. Can't explain it further, and I don't have anything else to add. :-)
As for the courtesy, certainly.
No one talked yet about the most important con of this card ?
...
It's the 10th neutral legendary revealed. So, unless one of the 2 bonus cards in the set (compared to TGT) is another legendary, it means there's no neutral legendary left.
WHICH MEANS ... No Ozumat ! Come on, how could you make an expansion about the Old Gods without adding Ozumat in it ! That's UNFORGIVABLE, Blizzard. (Except if it's a class legendary, which it would be a little bit annoying, but less than if it's not in the game !)
RNG is fun
RNG is fun
Pretty much it's all up to RNG but it is a very fun concept nonetheless. Chill out guys, not every minion has to be Dr Balanced kind of good. Not that it can't be Kappa .
You talking to me ?
Stealth buff to Dark Peddler
Solid card for CW, Reno lock, and maybe priest. As a CW you have axe, bash, slam, acolyte, and maybe armorsmiths again. I think I can afford to hold onto this as I have more than enough removal. Also, there is another 1 mana card in my deck that id like even less in the early game, shield slam. At least with this I have the chance to draw something that can help me. If I don't get it on the first roll then oh well if the shield slam didn't help me turn 1 then it probably wont turn 2 and probably wont turn 3, 4, and 5. With the other removal and the late game life gain I think CW can easily run this. It's basically like running a mini Elise, except its not guaranteed to be a legendary.
Seems like a really fun card to play around with, especially if you draw him early. Its RNG, but its not as bad as Unstable Portal. Its not like youre going to be able to drop a turn 5 Tirion Fordring. In fact I can see this card being frustrating to play. Get Tirion with 7 mana, and watch him transform into a wisp the following turn.
Seems ok.
Randuin wrynns new legendary baby!
high priest of shenanigans!
"Who am I? None of your business"
"...You're Shifter Zerus"
*mind explosion!
Just waiting for a video of this transforming into itself 4 turns in a row.
RIP Patron
Can't wait to see the golden art for this guy.
this card is TERRIBLE, its all gimmick.
it turns to tirion on turn 4 wow! but u can't play it.
then it turns into a sht card on turn 8 when u need a strong minion.
might as well put a card that has an actual synergy with ur deck instead rely on RNG.
i assume when it changes in your hand, the cost will also change...
in that case, this card isn't really that good. i mean, it's a "do you feel lucky" kinda card.
my decks (comments appreciated):
Lyra's Dragons (standard) | C'Thun Druid (standard) | Lyra's Prince (standard) | C'Thun Undead (wild)
Neat legendary but won't see play in competitive decks.
One thing to keep in mind is that drawing this card will always be a bad top deck. Yes, this card has the potential to transform into the perfect minion, but how many turns on average do you need to keep it in your hand to get something worthwhile? Something people forget is that the act of holding on to a card itself is expensive. It's the exact reason that card advantage is important - more cards means better options. Even slow decks like control warriors want to be drawing their answers.
The reward for the risk is simply not worth it. This card makes Forbidden Shaping look good.
(This is of course assuming there is no mana discount on the transformed minion)
Not sure why people don't seen the value of this card. It's basically a free unstable that doesn't give any mana discount but re-rolls every turn. Fantastic in control decks for tech flexibility and surprise factor. As close to meta-defining as any card I've seen so far.