sigh* This will have to be in every control deck no matter what, just to be able to keep up with control warrior and priest in the fatigue game. That aside this also makes aggro decks even MORE effective against control because of the higher chance to draw into these new (usually late game) legendaries, instead of the early game minions, heals, or board clears that keep control decks alive. It's just too big of an effect, like 5 more cards at the start? and they are all legendary? and it has premium stats? Pretty DAMN broke if you ask me. x2 that for control warrior and priest. Not to mention that games will be even more RNG based now which I'm not a fan of. In it's state, I don't think the game is ready for a card like this. Expect to see even MORE aggro once this expansion rolls around, because with this card, that's the only way I see control warrior losing games. x.x
If this card is completely terrible against aggro then people just won't play it. What you described makes zero sense.
Really? How do you not understand what I said? In a nutshell, I said think this will be a huge staple for control warrior/priest. (even if the card is bad against aggro, I think warrior will be fine) In order for other control decks to compete against control warrior they will need this card (in most cases) or they will simply get fatigued to death and/or out valued. With that said I think most control decks will probably run this card so they actually stand a chance against control warrior. If that's the case there will be a lot of it. If that's the case aggro will be really good. Obviously this is all speculation because the expansion is not out yet. I hope this made sense...
@garlicnerd Bb confirmed it to be the start of the game, after mulligan so it's a really good card for reno and fatigue decks.
That's exactly my point. That makes the card WORSE, not better. Something you would have understood if you had bothered to read my comment all the way. It would be BETTER if it was a battlecry because you wouldn't be stuck with 5 random garbage legendaries against every Zoo and Tempo Warrior. With Elise you can at least choose not to play the monkey. With this you're forced to have all those dead cards in your deck regardless of the match-up
Well that's his drawback, he is good on control decks specially renolock and CW..
on warlock it isn't much of an issue since you draw a lot, I played a share of renolock and the hand is always very big, if it was a battlecry it would be PLAIN BROKEN..
You gain: winning fatigue wars, a nice 5/6 minion for 5.
you lose: drawing consistancy in the early stages of the game..
The deck running this card should have a lot of drawing power.
Adding random cards to your deck is bad. Would you want to play a deck where you pick 25 cards, and the rest is filled out randomly (with legendaries)? I guess not. Obviously you want to choose the best cards for your deck, and you want to draw those cards, not random others.
Increased deck size is useful for fatigue, but does nothing when the game ends before fatigue anyway, and let's be real, even control vs control can finish games before comes down to fatigue, and it's not a common matchup. And even if you're afraid of fatigue wars, it's easier to include less card draw, rather than keep it, and draw into these randomly added cards too.
Elise is much different, because it turns your cards (many of which are needed early on, but are useless/harmful lategame, like shield block, acolyte, etc.) into late game threats. Having those lategame threats in your deck from the start would be bad, you want to get those late in the game, and Elise does exactly that, unlike this card.
Couldn't have said it better.
It feels like people who say this card is insane and compare it to Elise have never played her in a deck and don't understand what her function is. Her function isn't to add random legendaries to your deck. Her function is to convert useless cards into useful ones and random legandaries happens to be slightly more useful than the cards you have stuck in your hand with no purpose. Everyone who's played Golden Monkey more than once knows that the legendaries you often get are pretty bad and people who think that Elise being slow is a draw back, don't realize that you don't want or need her to be any faster because Golden Monkey is actually a drawback until the last couple of turns of the game.
Adding 5 random cards to your deck is good, why? playing a control v control matchup. The person running this card has 5 EXTRA cards in their deck, which means the fatigue battle is almost instantly won by the guy running this card.
Adding random cards to your deck is bad. Would you want to play a deck where you pick 25 cards, and the rest is filled out randomly (with legendaries)? I guess not. Obviously you want to choose the best cards for your deck, and you want to draw those cards, not random others.
Increased deck size is useful for fatigue, but does nothing when the game ends before fatigue anyway, and let's be real, even control vs control can finish games before comes down to fatigue, and it's not a common matchup. And even if you're afraid of fatigue wars, it's easier to include less card draw, rather than keep it, and draw into these randomly added cards too.
Elise is much different, because it turns your cards (many of which are needed early on, but are useless/harmful lategame, like shield block, acolyte, etc.) into late game threats. Having those lategame threats in your deck from the start would be bad, you want to get those late in the game, and Elise does exactly that, unlike this card.
Couldn't have said it better.
It feels like people who say this card is insane and compare it to Elise have never played her in a deck and don't understand what her function is. Her function isn't to add random legendaries to your deck. Her function is to convert useless cards into useful ones and random legandaries happens to be slightly more useful than the cards you have stuck in your hand with no purpose. Everyone who's played Golden Monkey more than once knows that the legendaries you often get are pretty bad and people who think that Elise being slow is a draw back, don't realize that you don't want or need her to be any faster because Golden Monkey is actually a drawback until the last couple of turns of the game.
Adding 5 random cards to your deck is good, why? playing a control v control matchup. The person running this card has 5 EXTRA cards in their deck, which means the fatigue battle is almost instantly won by the guy running this card.
yes but "this guy" will loose a significantly higher percentage of his games against aggro/midrange or non-fatigue control matchups just because of drawing cards that might not fit into the gamestage at all ... the meta people are dreaming about for this card to be good has just never existed in HS History, even now in the arguably slowest meta since Naxx, this card would be bad!
P.S. and for the guys saying that "you can always draw bad cards for the gamestage" ... you have not the slightest clue of maths or better stochastic (you increase the odds by a lot ...)
sigh* This will have to be in every control deck no matter what, just to be able to keep up with control warrior and priest in the fatigue game. That aside this also makes aggro decks even MORE effective against control because of the higher chance to draw into these new (usually late game) legendaries, instead of the early game minions, heals, or board clears that keep control decks alive. It's just too big of an effect, like 5 more cards at the start? and they are all legendary? and it has premium stats? Pretty DAMN broke if you ask me. x2 that for control warrior and priest. Not to mention that games will be even more RNG based now which I'm not a fan of. In it's state, I don't think the game is ready for a card like this. Expect to see even MORE aggro once this expansion rolls around, because with this card, that's the only way I see control warrior losing games. x.x
If this card is completely terrible against aggro then people just won't play it. What you described makes zero sense.
Really? How do you not understand what I said? In a nutshell, I said think this will be a huge staple for control warrior/priest. (even if the card is bad against aggro, I think warrior will be fine) In order for other control decks to compete against control warrior they will need this card (in most cases) or they will simply get fatigued to death and/or out valued. With that said I think most control decks will probably run this card so they actually stand a chance against control warrior. If that's the case there will be a lot of it. If that's the case aggro will be really good. Obviously this is all speculation because the expansion is not out yet. I hope this made sense...
But why would it be a staple to begin with? If there's more aggro then why on earth would they put an anti-control card into there decks. There is actually zero logic in that. If there's less control then why wold they need to put in a card to compete with other control decks. Sure you're more likely to beat the 10% of control decks you actually face but your deck is going to be MUCH worse against the other 90% of decks that people are playing.
That's like cutting off your leg because your foot is itchy. You're causing much more problems for yourself than you're solving with that solution.
sigh* This will have to be in every control deck no matter what, just to be able to keep up with control warrior and priest in the fatigue game. That aside this also makes aggro decks even MORE effective against control because of the higher chance to draw into these new (usually late game) legendaries, instead of the early game minions, heals, or board clears that keep control decks alive. It's just too big of an effect, like 5 more cards at the start? and they are all legendary? and it has premium stats? Pretty DAMN broke if you ask me. x2 that for control warrior and priest. Not to mention that games will be even more RNG based now which I'm not a fan of. In it's state, I don't think the game is ready for a card like this. Expect to see even MORE aggro once this expansion rolls around, because with this card, that's the only way I see control warrior losing games. x.x
you do realise what this card does?! It throws 5 random legendary cards into you deck at the start of the game, regardless wether it is in you hand or not ... in an aggro deck this is about the most horrible thing you can add to your deck and I promise you that doing it will reward you with "ranked hell" - i.e. not being able to even break rank 10 ...
Hell, I would even take that bet: a zoo deck with this card in it would not be able to go to rank 5, even in the hands of kolento or thijs or lifecoach!
Edit, I misread your post, sorry! still, this won't be a good card, I am pretty sure about that
This card is useless except for mill decks. It'd be better as a 1/1 for 5 that let you choose your starting hand. Hey! There's an idea. If you're gonna create a dead card, shoot for the moon. Make it's ability WORTH a dead spot. I mean it's stats are fine enough, but it's too slow and adds unwanted cards. At least make it a discover card and let you choose the five or something. As someone else, said it's basically an annoying pit fighter.
I'm really disappointed while reading over the text again. Honestly thought this was a battlecry not an effect that just happened whenever you put this card in a deck.
I'm really disappointed while reading over the text again. Honestly thought this was a battlecry not an effect that just happened whenever you put this card in a deck.
Although to be fair it would probably be too good as a battle cry... not to mention the deck it would enable would be some crazy control warrior... control warrior is probably close to strong enough.
The more I think about it the more I think he some how enables some discard handlockish fast draw warlock deck... Even with the imp though I still feel like warlock needs 1 more discard bonus card to make it work.
The way I see it, you can either not use good legendary cards in your deck and hope he adds them, or you use the good legendary cards and he will add a bunch of bad ones. You're screwing yourself over either way you look at it. And people are giving his stats way too much credit...this card could read "shuffle 5 random legendary cards and a pit fighter into your deck at the beginning of the game" and it would be the same exact thing...
It's good that mill rogue remains a possibility in standard for another year after gang up rotates out with this and elise + brann + shadowcaster. Maybe never good, but at least an option.
well everybody thinks is crazy but I don't. take into consideration that this cards ruins your draw chances and it may cost u the game if u draw the legendaries instead of the most needed card in some situations.
Would be a great pick in arena(if you can get it), and could be a great asset to your game in fatigue and/or mill decks. However, I think this would see the most play and work the best in reno decks. Not sure what type of reno deck, but reno decks all the same.
+Really good for new players that don't have good cards (since they don't have good cards legendaries are generally good cards, way better than razorfen raptors)
+Really good against control (control meta tech)
+A demon (relevant for warlocks) also good stats for it's cost.
+There are more and more LOW COST legendaries specially in this adventure (might be a bad point sometimes).
+This card doesn't negate reno.
+Surprise factor (when you quoue in ladder you normally know the full decklist by turn 4.),A wild Deathwing appears
Cons:
-On average lowers win rate vs aggro
-You draw less consistancely
-There are more and more LOW COST legendaries specially in this adventure (might be a good point sometimes)
-There are a LOT of shitty legendaries out there.
HeartPwn users and many streamers said that darkshire councilman was a terrible card, so dunno wait for practice.
Also something like 80% of the players said C'thun is a meta defining card.. well it was for a while but now mostly warrior plays it, and that's it.
Not everything has to be about the competitive and ladder scenes. Sometimes my friends and I agree to have mini tournaments without aggro, seems like it will probably see play in that format. Also will likely get some play in arena. Quit complaining that it doesn't fit your preferred format.
How is this "meta-defining"? In any normal deck, why would you want to lower the consistency of your deck by shuffling 5 random legendaries into it? You would much rather draw one of the 30 cards that you intentionally put in your deck. Getting a random legendary instead of a board clear, heal, or combo piece can cost you the game. And the legendaries you get from this card are, on average, going to be much worse than the legendaries you put in your deck. You would much rather draw your Ragnaros the Firelord than the Skycap'n Kragg randomly shuffled in your deck.
The one place I see this working is in a fatigue deck. Not mill Rogue, which is a combo deck that aims to deal burst through fatigue damage. Mill Rogue already has Gang Up to mitigate fatigue damage, and drawing an early Coldlight Oracle is too crucial to that deck to allow for 5 random cards to be shuffled in. However, with Prince Malchezaar, other fatigue decks could have a Gang Up effect, essentially winning the fatigue war by having more cards. Decks such as fatigue Druid don't rely on the Coldlights as much, and perhaps this card could allow other fatigue decks to flourish. We shall see.
It is really good in Arena, though. But so are a lot of legendary cards.
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Wow... the effect + the stats make in insanely good. Not op, but good. Without Moroes we would of had another LoE legendary list.
Stealing your girl one combo at a time
This card is useless except for mill decks. It'd be better as a 1/1 for 5 that let you choose your starting hand. Hey! There's an idea. If you're gonna create a dead card, shoot for the moon. Make it's ability WORTH a dead spot. I mean it's stats are fine enough, but it's too slow and adds unwanted cards. At least make it a discover card and let you choose the five or something. As someone else, said it's basically an annoying pit fighter.
I... I love him.
I'm really disappointed while reading over the text again. Honestly thought this was a battlecry not an effect that just happened whenever you put this card in a deck.
Right...
The more I think about it the more I think he some how enables some discard handlockish fast draw warlock deck... Even with the imp though I still feel like warlock needs 1 more discard bonus card to make it work.
The way I see it, you can either not use good legendary cards in your deck and hope he adds them, or you use the good legendary cards and he will add a bunch of bad ones. You're screwing yourself over either way you look at it. And people are giving his stats way too much credit...this card could read "shuffle 5 random legendary cards and a pit fighter into your deck at the beginning of the game" and it would be the same exact thing...
It's good that mill rogue remains a possibility in standard for another year after gang up rotates out with this and elise + brann + shadowcaster. Maybe never good, but at least an option.
well everybody thinks is crazy but I don't. take into consideration that this cards ruins your draw chances and it may cost u the game if u draw the legendaries instead of the most needed card in some situations.
Would be a great pick in arena(if you can get it), and could be a great asset to your game in fatigue and/or mill decks. However, I think this would see the most play and work the best in reno decks. Not sure what type of reno deck, but reno decks all the same.
ok let's just weight all the pros and cons.
Pros:
+Really good for new players that don't have good cards (since they don't have good cards legendaries are generally good cards, way better than razorfen raptors)
+Really good against control (control meta tech)
+A demon (relevant for warlocks) also good stats for it's cost.
+There are more and more LOW COST legendaries specially in this adventure (might be a bad point sometimes).
+This card doesn't negate reno.
+Surprise factor (when you quoue in ladder you normally know the full decklist by turn 4.),A wild Deathwing appears
Cons:
-On average lowers win rate vs aggro
-You draw less consistancely
-There are more and more LOW COST legendaries specially in this adventure (might be a good point sometimes)
-There are a LOT of shitty legendaries out there.
HeartPwn users and many streamers said that darkshire councilman was a terrible card, so dunno wait for practice.
Also something like 80% of the players said C'thun is a meta defining card.. well it was for a while but now mostly warrior plays it, and that's it.
Not everything has to be about the competitive and ladder scenes. Sometimes my friends and I agree to have mini tournaments without aggro, seems like it will probably see play in that format. Also will likely get some play in arena. Quit complaining that it doesn't fit your preferred format.
One of the best cards I've seen on this expansion.
I can see this card being incredibly powerful in Paladin, Warrior, and Rogue depending on what they get from the expansion.
I'm here to kick ass and play cards, and I'm all out of ass.
How is this "meta-defining"? In any normal deck, why would you want to lower the consistency of your deck by shuffling 5 random legendaries into it? You would much rather draw one of the 30 cards that you intentionally put in your deck. Getting a random legendary instead of a board clear, heal, or combo piece can cost you the game. And the legendaries you get from this card are, on average, going to be much worse than the legendaries you put in your deck. You would much rather draw your Ragnaros the Firelord than the Skycap'n Kragg randomly shuffled in your deck.
The one place I see this working is in a fatigue deck. Not mill Rogue, which is a combo deck that aims to deal burst through fatigue damage. Mill Rogue already has Gang Up to mitigate fatigue damage, and drawing an early Coldlight Oracle is too crucial to that deck to allow for 5 random cards to be shuffled in. However, with Prince Malchezaar, other fatigue decks could have a Gang Up effect, essentially winning the fatigue war by having more cards. Decks such as fatigue Druid don't rely on the Coldlights as much, and perhaps this card could allow other fatigue decks to flourish. We shall see.
It is really good in Arena, though. But so are a lot of legendary cards.