Despite the deathrattle, 2/8 taunt for 3 mana is pretty overpowered in my opinion. On top of that it can totally ruin combos for miracle and freeze mage decks, making it doubly good for the player using it. Even when silenced, this card still has amazing stats for a 3 drop. I would prefer a vanilla 2/4 taunter for 3 mana over this. Just too much RNG for my taste.
I'm surprised no one has mentioned or thought about it. If your opponent is a druid and kills your Deathlord, what would happen if the game decides to pull any of the following minions from your deck onto the battlefield:
- Druid of the Claw: a blank 4/4? - Ancient of War: a blank 5/5? - Ancient of Lore / Keeper of the Grove: wasted battlecries?
I guess some people maybe already experienced something similar when playing as priest with Mindgames vs a druid, but I'm just curious.
I'm surprised no one has mentioned or thought about it. If your opponent is a druid and kills your Deathlord, what would happen if the game decides to pull any of the following minions from your deck onto the battlefield:
- Druid of the Claw: a blank 4/4? - Ancient of War: a blank 5/5? - Ancient of Lore / Keeper of the Grove: wasted battlecries?
I guess some people maybe already experienced something similar when playing as priest with Mindgames vs a druid, but I'm just curious.
Druid of the Claw is a blank 4/4, Ancient of War is a blank 5/5 and Battlecries do not trigger, nor does Choose One.
This card will be dangerous with priests. Just imagine a northsire cleric hiding behind him. With all the healing and hp enhancing cards they have, this will be hard to kill. Oh and the combo with inner fire will be devastating.
Good against cheap-minions aggro deck, terrible against control due to deathrattle.
Rationale is that for (5+X) cost(3 from mana, 2 from the card and X from the minion it brings in with deathrattle) you get a 8 hp body with 2 attack. Good if X is small, which means it brings in a 2 drop or below.
Since damage spells are inefficient against high hp guys, opponent will prefer removing it by attack--so you get the ultra value if it ends up killing 3 guys, which is a 3 for 2.
As it reads... your opponent puts A MINION from their deck... not A RANDOM MINION. meaning that every available creature in their deck would pop up in a list and they would pick and drop whatever they wanted right?
im a big wording guy and in MTG that wording would have done just that.
so what would be a good way to allow your opponent to gain control? need a card that swaps minions for a combo. give it to them.. kill it... monster drop.
...after losing 2-3 minions through deathlord alone? Maybe even losing a key minion AND yourself getting tempo through the low cost of Naturalize? It would still be a great trade after all :)
I'm actually worried what this card will do against ramp Druids (and Druids in general). I run one, and this card will be going in my deck, but I was thinking about what a nightmare it can be when used against me (which it will probably be by zoo players). Every single Druid card common to ramp druids would get screwed out of their utility. Suddenly I'm getting Wars pulled out as 5/5s, Lores without the card draw/heal, Claws as 4/4 with no charge.
I'm pretty sure that in my ramp druid deck I'll be saving all my Keepers to silence these if they become common in zoo decks.
I'm actually worried what this card will do against ramp Druids (and Druids in general). I run one, and this card will be going in my deck, but I was thinking about what a nightmare it can be when used against me (which it will probably be by zoo players). Every single Druid card common to ramp druids would get screwed out of their utility. Suddenly I'm getting Wars pulled out as 5/5s, Lores without the card draw/heal, Claws as 4/4 with no charge.
I'm pretty sure that in my ramp druid deck I'll be saving all my Keepers to silence these if they become common in zoo decks.
That's the worst move. Deathlord insane stats is balanced by its negative death rattle ( similar to casting 4 mana Mindgames for your opponent). If you silence him, you only get rid of the taunt but lose out 4 mana value. Deadthlord is never meant to be silenced unless you have lethal. Otherwise have fun dealing with an overpowered 2/8 - 3 mana creature.
You are supposed to control tempo against Zoo, not keeping card advantage it doesn't mean anything when your life point reach 0 so quickly. Hence, a naked 5/5 Lore on board on T5/T6 is ten times better than a late T7 Lore with battle cry.
A priest just played Deathlord on me, turn 3. Pulled Al'Akir from my deck! He ragequit obviously (didn't actually concede but closed Hearthstone "your opponent left")
I think the downside on this card is too great, unless Zoo becomes closer to 40-50% of decks on ladder.
What do people think about the card in Arena? It seems to have been especially bad to me as far as luck goes, but considering the average curve in Arena is more mid-rangey I think as a whole he's a pretty big risk.
I'm actually worried what this card will do against ramp Druids (and Druids in general). I run one, and this card will be going in my deck, but I was thinking about what a nightmare it can be when used against me (which it will probably be by zoo players). Every single Druid card common to ramp druids would get screwed out of their utility. Suddenly I'm getting Wars pulled out as 5/5s, Lores without the card draw/heal, Claws as 4/4 with no charge.
I'm pretty sure that in my ramp druid deck I'll be saving all my Keepers to silence these if they become common in zoo decks.
It's still basically a net gain for you. It draws the card out of your deck and plays it onto the board. Ancient of Lore seven mana for 5/5 and draw 2 cards. The death rattle essentially plays him for zero mana while only drawing one card. And there is tons of stuff in Ramp that nobody wants to find with the deathrattle.
Losing taunt on the claw or the ancient of war, or losing a KotG against an aggro deck is definitely a bad pull, but you still get a sizable creature on the board for free, which will trade pretty well. And there's a ton of stuff in a ramp deck you don't want him playing free: Rag, Sylvanas, Cairne, Ysera. All that stuff essentially wins you the game.
I've had some success with Deathlord in a priest deck with lots of heals and three silences. If you can pop him out early and keep board control, it can totally shut down several decks for 3-4 turns. That's enough to get me to end-game where priest is able to shine. Often, I am able to keep him healed and wiping their board and then when he gets too low and I run out of enough heals, I use a silence to rob the opponent of the free minion. I've been having about a 50% win rate at rank 12 with this strategy. But watch out for hunters with Hunter's Mark!
I wouldn't put Deathlord in any deck that couldn't do a good job of keeping him alive or easily silence him. His downside is too big if you can't synergize him with heals and card draws off those heals like priests can.
I really wanted to put this card in my priest deck. But first time i played it it just get killed with kodo and my oponent got rag next time some priest just shadow word death it and get deathwing..... So i now hate this card and i will never play it again.
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Despite the deathrattle, 2/8 taunt for 3 mana is pretty overpowered in my opinion. On top of that it can totally ruin combos for miracle and freeze mage decks, making it doubly good for the player using it. Even when silenced, this card still has amazing stats for a 3 drop. I would prefer a vanilla 2/4 taunter for 3 mana over this. Just too much RNG for my taste.
I'm surprised no one has mentioned or thought about it. If your opponent is a druid and kills your Deathlord, what would happen if the game decides to pull any of the following minions from your deck onto the battlefield:
- Druid of the Claw: a blank 4/4?
- Ancient of War: a blank 5/5?
- Ancient of Lore / Keeper of the Grove: wasted battlecries?
I guess some people maybe already experienced something similar when playing as priest with Mindgames vs a druid, but I'm just curious.
Druid of the Claw is a blank 4/4, Ancient of War is a blank 5/5 and Battlecries do not trigger, nor does Choose One.
Come on, this card is very good... I will see a lot of decks will put this card into the deck, kind of like a Yeti where almost everyone plays now...
This card will be dangerous with priests. Just imagine a northsire cleric hiding behind him. With all the healing and hp enhancing cards they have, this will be hard to kill. Oh and the combo with inner fire will be devastating.
This card is going to become the staple for any serious Randuin Wrynn deck player.
But on a serious note, it's really cool card, especially against shaman and mage. You really wouldn't want to poly or hex this for your opponent.
Yes. Oh my gosh yes! Thank you for this amazing idea!
This is a signature.
Totally agree! This card is a diamond in the rough!
Good against cheap-minions aggro deck, terrible against control due to deathrattle.
Rationale is that for (5+X) cost(3 from mana, 2 from the card and X from the minion it brings in with deathrattle) you get a 8 hp body with 2 attack. Good if X is small, which means it brings in a 2 drop or below.
Since damage spells are inefficient against high hp guys, opponent will prefer removing it by attack--so you get the ultra value if it ends up killing 3 guys, which is a 3 for 2.
With those stats being so far above base, I'm certain this card will be abused in some ridiculously cheesy aggro deck.
As it reads... your opponent puts A MINION from their deck... not A RANDOM MINION. meaning that every available creature in their deck would pop up in a list and they would pick and drop whatever they wanted right?
im a big wording guy and in MTG that wording would have done just that.
so what would be a good way to allow your opponent to gain control? need a card that swaps minions for a combo. give it to them.. kill it... monster drop.
Anyone thought about a possible Deathlord + Naturalize yet? Its pretty simple:
1. Your opponent gets a weak minion on the field... proceed to destroy it
2. Your opponent gets a strong minion on the field... proceed to naturalize it...
Sounds like that card might finally get a chance :D,also might work with Poison Seeds and any other removal :D
୧༼ಠ益ಠ༽୨ MRGLRLRLR ୧༼ಠ益ಠ༽୨
...after losing 2-3 minions through deathlord alone? Maybe even losing a key minion AND yourself getting tempo through the low cost of Naturalize? It would still be a great trade after all :)
୧༼ಠ益ಠ༽୨ MRGLRLRLR ୧༼ಠ益ಠ༽୨
I'm actually worried what this card will do against ramp Druids (and Druids in general). I run one, and this card will be going in my deck, but I was thinking about what a nightmare it can be when used against me (which it will probably be by zoo players). Every single Druid card common to ramp druids would get screwed out of their utility. Suddenly I'm getting Wars pulled out as 5/5s, Lores without the card draw/heal, Claws as 4/4 with no charge.
I'm pretty sure that in my ramp druid deck I'll be saving all my Keepers to silence these if they become common in zoo decks.
That's the worst move. Deathlord insane stats is balanced by its negative death rattle ( similar to casting 4 mana Mindgames for your opponent). If you silence him, you only get rid of the taunt but lose out 4 mana value. Deadthlord is never meant to be silenced unless you have lethal. Otherwise have fun dealing with an overpowered 2/8 - 3 mana creature.
You are supposed to control tempo against Zoo, not keeping card advantage it doesn't mean anything when your life point reach 0 so quickly. Hence, a naked 5/5 Lore on board on T5/T6 is ten times better than a late T7 Lore with battle cry.
A priest just played Deathlord on me, turn 3. Pulled Al'Akir from my deck! He ragequit obviously (didn't actually concede but closed Hearthstone "your opponent left")
I think the downside on this card is too great, unless Zoo becomes closer to 40-50% of decks on ladder.
What do people think about the card in Arena? It seems to have been especially bad to me as far as luck goes, but considering the average curve in Arena is more mid-rangey I think as a whole he's a pretty big risk.
It's still basically a net gain for you. It draws the card out of your deck and plays it onto the board. Ancient of Lore seven mana for 5/5 and draw 2 cards. The death rattle essentially plays him for zero mana while only drawing one card. And there is tons of stuff in Ramp that nobody wants to find with the deathrattle.
Losing taunt on the claw or the ancient of war, or losing a KotG against an aggro deck is definitely a bad pull, but you still get a sizable creature on the board for free, which will trade pretty well. And there's a ton of stuff in a ramp deck you don't want him playing free: Rag, Sylvanas, Cairne, Ysera. All that stuff essentially wins you the game.
I've had some success with Deathlord in a priest deck with lots of heals and three silences. If you can pop him out early and keep board control, it can totally shut down several decks for 3-4 turns. That's enough to get me to end-game where priest is able to shine. Often, I am able to keep him healed and wiping their board and then when he gets too low and I run out of enough heals, I use a silence to rob the opponent of the free minion. I've been having about a 50% win rate at rank 12 with this strategy. But watch out for hunters with Hunter's Mark!
I wouldn't put Deathlord in any deck that couldn't do a good job of keeping him alive or easily silence him. His downside is too big if you can't synergize him with heals and card draws off those heals like priests can.
I really wanted to put this card in my priest deck. But first time i played it it just get killed with kodo and my oponent got rag next time some priest just shadow word death it and get deathwing..... So i now hate this card and i will never play it again.