Last man standing =/= a random minion? Even some fatigue decks ran/run Elise in order to ensure whatever they play is something that gets on the board in some way, getting rid of an axe and a bash for some usually pretty good minions.
Now, his text could mean a number of things; does he put a random 5 legendaries into your deck? Does he put a random 5 legendaries that aren't in your deck already into your deck? Or does he put extra copies of legendaries that are in your deck, up to 5? These could all massively effect decks with Reno Jackson, for instance. However you slice it, though, this card does help general fatigue decks, because it delays your fatigue by 5 turns (which denies 15 damage) and allows you to potentially have bodies on the board that your opponent just can't deal with. Depending on the other cards released (32 is a significant number of cards), control decks can have a lot of tools to counter aggro and midrange, and control decks that run fatigue cards will have a straight up advantage against control decks that don't.
The difference between Elise and him is that you can get rid of 6 cards that serve no purpose in control mirrors instead of having them added to your deck. The point I'm making here is that you chose to play a more greedy deck my adding 6 more late game minions to your deck that all are RNG dependent instead of just adding 6 actual good minions to the deck that breaks the mirror.
For instance: who's gonna win the mirror: the guy with the Doomcaller + Emperor combo or the guy with Prince?
1) When the match starts, will we see the 5 Legendary cards that will be included? Really necessary to pray to RNGsus, wether to draw them or to put them at the end of the deck...
2) By the wording I understand that if you get this card after the game starts, let's say from a Portal or from a Shredder, you DO NOT get it to activate since it wasn't in you deck at the beginning... right ?
Any info on these?
*bump*
I think this got lost in the flood... or no one knows the answers yet?
If it comes down to fatigue, the player with Prince will be running double Brawl, likely at lease one Revenge (if it doesn't cycle out), as much removal as they can, and they'll have pretty decent cards, despite them being random. Keep in mind, there is nothing different than Elise's legendaries and Malchezaar's, as far as we know. Even if they suck, you can Elise for the card generation and value, and replace the crappy legendaries (if you get crappy legendaries) with likely better ones. C'Thun Warriors tend to run only one Doomcaller, and hardcore CW's that try to counter control in the late game would have no problem with Twin Emperors. The value on Malchezaar is insane--people might not play him if he wasn't a 5/6 on top of his effect, but he is.
Last man standing =/= a random minion? Even some fatigue decks ran/run Elise in order to ensure whatever they play is something that gets on the board in some way, getting rid of an axe and a bash for some usually pretty good minions.
Now, his text could mean a number of things; does he put a random 5 legendaries into your deck? Does he put a random 5 legendaries that aren't in your deck already into your deck? Or does he put extra copies of legendaries that are in your deck, up to 5? These could all massively effect decks with Reno Jackson, for instance. However you slice it, though, this card does help general fatigue decks, because it delays your fatigue by 5 turns (which denies 15 damage) and allows you to potentially have bodies on the board that your opponent just can't deal with. Depending on the other cards released (32 is a significant number of cards), control decks can have a lot of tools to counter aggro and midrange, and control decks that run fatigue cards will have a straight up advantage against control decks that don't.
The difference between Elise and him is that you can get rid of 6 cards that serve no purpose in control mirrors instead of having them added to your deck. The point I'm making here is that you chose to play a more greedy deck my adding 6 more late game minions to your deck that all are RNG dependent instead of just adding 6 actual good minions to the deck that breaks the mirror.
For instance: who's gonna win the mirror: the guy with the Doomcaller + Emperor combo or the guy with Prince?
If the guy with Prince get a 3/3 transform minion and change opponnent C'thun into a dinossaur win for sure...
Both have good chances to win, the first one have a small advantage in consistence and the second have a advantage if the match go for fatigue.
If it comes down to fatigue, the player with Prince will be running double Brawl, likely at lease one Revenge (if it doesn't cycle out), as much removal as they can, and they'll have pretty decent cards, despite them being random. Keep in mind, there is nothing different than Elise's legendaries and Malchezaar's, as far as we know. Even if they suck, you can Elise for the card generation and value, and replace the crappy legendaries (if you get crappy legendaries) with likely better ones. C'Thun Warriors tend to run only one Doomcaller, and hardcore CW's that try to counter control in the late game would have no problem with Twin Emperors. The value on Malchezaar is insane--people might not play him if he wasn't a 5/6 on top of his effect, but he is.
He'd have to deal with 3 C'Thuns (Brann + Doomcaller), something that neither Brawl or Shield Slam do. Plus the 3 Battlecrys alone usually does the trick. But this is just an example. My point is that you can tune your deck to beat the mirror by adding 6 good legendaries to your deck over 6 random ones. In the previous example you just added 4 to your deck and that is by including Brann who is a 3-drop and solid even against aggro.
Last man standing =/= a random minion? Even some fatigue decks ran/run Elise in order to ensure whatever they play is something that gets on the board in some way, getting rid of an axe and a bash for some usually pretty good minions.
Now, his text could mean a number of things; does he put a random 5 legendaries into your deck? Does he put a random 5 legendaries that aren't in your deck already into your deck? Or does he put extra copies of legendaries that are in your deck, up to 5? These could all massively effect decks with Reno Jackson, for instance. However you slice it, though, this card does help general fatigue decks, because it delays your fatigue by 5 turns (which denies 15 damage) and allows you to potentially have bodies on the board that your opponent just can't deal with. Depending on the other cards released (32 is a significant number of cards), control decks can have a lot of tools to counter aggro and midrange, and control decks that run fatigue cards will have a straight up advantage against control decks that don't.
he puts legendaries that are not in your deck, and deck building rules apply i.e. cannot have a different class legendaries, cannot have two of the same legendaries
Maybe it's just me, but from my perspective there is no reason to not run this card unless you're playing combo or semicombo deck (because unless you don't care to kill opponent with specific cards you also don't care how fast your list ends), which really care on thining decklist, not expanding it. It's 5drop, which is just right to put it anywhere from aggro to controls because that middleground, has nice stats, and gives you free cards. From there you just need to look at monkey to see, that even bad or really specific legendaries can be useful if you get them for free. Also if you run both Malchezaar and Elise, then you can just correct your new cards if you don't like them, but fow now only Corrupted Nat and classic Mukla could really backfire when played. So for now i just see new Shredder/Undertaker/Boom. Maybe not quite from power perspective (Even when i think, that this card is really powerful), but i feel like this really force players to use it near everywhere. At least it looks like we will get it from prologue, so this will be free or quite cheap card to acquire.
1) When the match starts, will we see the 5 Legendary cards that will be included? Really necessary to pray to RNGsus, wether to draw them or to put them at the end of the deck...
2) By the wording I understand that if you get this card after the game starts, let's say from a Portal or from a Shredder, you DO NOT get it to activate since it wasn't in you deck at the beginning... right ?
Any info on these?
*bump*
I think this got lost in the flood... or no one knows the answers yet?
This is just my understanding of how cards like this work in hearthstone.,. and that is this only works if you get this guy in your opening hand at the start otherwise it doesn't trigger...
A 5/6 for five is pretty good you know, most 5 mana guys are about 5/5 in stat, or smaller but with a good ability. Though many decks struggle to find good five drops, as most strong minions are at six, and the like.
The real question then is how good are secondary legendary dudes, as he can't copy the ones you already play. Things like the new Mukla, new Hogger, Chillmaw, and many more are on the fringe of being playable, so there is a lot of opportunity for this guy to give you situational cards that are good. Then again I might be biased as I'm running really greedy decks to rank 5 each season (best reward for least effort) so a lot of my games do go to fatigue and the like.
I hate Barnes, I like this guy, this one is the fun kind of RNG while also having a good body. Barnes has a weak body and promotes really toxic RNG.
This card is bad. This card is insane if you get your opponent to fatigue but playing this card will make it significantly harder to get there as it dilutes your deck and floods your hand with likely mediocre legendaries. Thank blizzard this isn't a battlecry.
Even the Nat Paggle is not that bad in turn 2, I think the only really bad legendaries are Millhouse and Cho, have 3 or 4 not good like boogeymonster, 3 or 4 decent like Hogger, the others are very good or awesome.
Don't look the chances of this card ruined your deck are high, plus you can put two murlock making the two player draw for increase the chances of the game go to fatigue.
Just like to add that the mechanic behind this card (at the start of the game) is an effect very reminiscent to the tavern brawl where players had to discover a fate effect (this certain effect being similar to the effect that shuffled Unstable Portals into player's decks). I have a feeling we will see more of these effects on newly revealed cards.
I really dislike this card and fear it will negatively effect the game. I really enjoy the RNG factor in Hearthstone; but this is too far. To add 5 additional legendaries to any deck is a huge move, and given the broad range of usefulness/value across all of the legendary cards, this card's impact will be as unpredictable and potentially outcome-determinative as Yogg. I can imagine many situations where both players use this card, and one player's legendaries are leagues above the others, and they blow their opponent out of the water. But this card, unlike Yogg, also does not threaten losing you the game on the turn you play it, or even harming you seriously, so it lacks the immediate deterrent effect of the other candidate for most threateningly-RNG-based card in the game(Yogg).
Also, this card, by adding 5 cards to a deck, will slow down a deck's ability to draw multiple cards necessary to pull off certain combos, so card draw will be much more important to get combos like auchenai/circle or grommash/ping, thereby taking away from any fatigue value it may have had and also devaluing the importance of card-synergy and constructed strategies. And any really synergistic legendaries will probably already be put in a constructed deck, so you will most likely not be getting any really useful legendaries unless you already used them, just extras that could not make the cut in the top 30. Nonetheless, if you got even a couple really strong legendaries, this card could easily win you the game.
In short, this card makes card synergy and strategy less important than dumb luck and op randomness. I wish that developers focused more on intelligently designed, strategicly valuable, clever cards instead of throwing out these random and lazily designed cards which threaten to harm the quality of the game by removing any strategic value from it, while allowing developers to avoid really challenging the meta and progressing. I fear that too much reliance on RNG on the part of the developers will make Hearthstone less of a strategy based card game like MTG, and more of a game of roulette.
I am very interested in hearing alternate points of view, maybe I am wrong.
I agree, this card could win you the game with RNG and even playing it in a deck automatically reduces the need to plan, strategize, and synergize since it makes it less likely you will be able to play combos. Why can't we get cards that rely on strategy and innovation rather than randomness and lazy development?
I wonder if the legendaries played will say "Created by Prince Malchezaar". Probably won't matter but if I see a turn two Lorewalker Cho I will want to know if he is running Prince or just playing a terrible New Meta deck
What am I missing here? How exactly can this card just "win the game through rng"? What, you get all 5 legendary cards that you were hoping for? Why don't you just run those 5 legendary cards then? That way you can get the 5 best legendary cards EVERY time. And as an added bonus, you wouldn't have to have a vanilla 5 mana 5/6 in your deck! How is that not a better situation? Yeah, that new Hogger card isn't that bad if you end up having to play it...but you know what's better? LOTS OF SHIT. Seriously, can someone explain how this card helps you besides protecting you from fatigue?
I am very interested in hearing alternate points of view, maybe I am wrong.
This card is another one after Elise to make fatigue a competitive strategy, and try to survive all of opponent cards is very hard deckbuilding, a little RGN from the legendaries you get but anything than that is pure and hard strategy.
For me it is much more fun than this actual meta, even warrior is agressive, no strategy at all, go face, smorc.
Paladin, priest and other no warrior controls disappear...
If it comes down to fatigue, the player with Prince will be running double Brawl, likely at lease one Revenge (if it doesn't cycle out), as much removal as they can, and they'll have pretty decent cards, despite them being random. Keep in mind, there is nothing different than Elise's legendaries and Malchezaar's, as far as we know. Even if they suck, you can Elise for the card generation and value, and replace the crappy legendaries (if you get crappy legendaries) with likely better ones. C'Thun Warriors tend to run only one Doomcaller, and hardcore CW's that try to counter control in the late game would have no problem with Twin Emperors. The value on Malchezaar is insane--people might not play him if he wasn't a 5/6 on top of his effect, but he is.
Stealing your girl one combo at a time
Maybe it's just me, but from my perspective there is no reason to not run this card unless you're playing combo or semicombo deck (because unless you don't care to kill opponent with specific cards you also don't care how fast your list ends), which really care on thining decklist, not expanding it. It's 5drop, which is just right to put it anywhere from aggro to controls because that middleground, has nice stats, and gives you free cards. From there you just need to look at monkey to see, that even bad or really specific legendaries can be useful if you get them for free. Also if you run both Malchezaar and Elise, then you can just correct your new cards if you don't like them, but fow now only Corrupted Nat and classic Mukla could really backfire when played. So for now i just see new Shredder/Undertaker/Boom. Maybe not quite from power perspective (Even when i think, that this card is really powerful), but i feel like this really force players to use it near everywhere. At least it looks like we will get it from prologue, so this will be free or quite cheap card to acquire.
My Youtube
A 5/6 for five is pretty good you know, most 5 mana guys are about 5/5 in stat, or smaller but with a good ability. Though many decks struggle to find good five drops, as most strong minions are at six, and the like.
The real question then is how good are secondary legendary dudes, as he can't copy the ones you already play. Things like the new Mukla, new Hogger, Chillmaw, and many more are on the fringe of being playable, so there is a lot of opportunity for this guy to give you situational cards that are good. Then again I might be biased as I'm running really greedy decks to rank 5 each season (best reward for least effort) so a lot of my games do go to fatigue and the like.
I hate Barnes, I like this guy, this one is the fun kind of RNG while also having a good body. Barnes has a weak body and promotes really toxic RNG.
CRAZZZZZZZY
That neutral demon deck hype
This card is bad. This card is insane if you get your opponent to fatigue but playing this card will make it significantly harder to get there as it dilutes your deck and floods your hand with likely mediocre legendaries. Thank blizzard this isn't a battlecry.
Even the Nat Paggle is not that bad in turn 2, I think the only really bad legendaries are Millhouse and Cho, have 3 or 4 not good like boogeymonster, 3 or 4 decent like Hogger, the others are very good or awesome.
Don't look the chances of this card ruined your deck are high, plus you can put two murlock making the two player draw for increase the chances of the game go to fatigue.
Just like to add that the mechanic behind this card (at the start of the game) is an effect very reminiscent to the tavern brawl where players had to discover a fate effect (this certain effect being similar to the effect that shuffled Unstable Portals into player's decks). I have a feeling we will see more of these effects on newly revealed cards.
I really dislike this card and fear it will negatively effect the game. I really enjoy the RNG factor in Hearthstone; but this is too far. To add 5 additional legendaries to any deck is a huge move, and given the broad range of usefulness/value across all of the legendary cards, this card's impact will be as unpredictable and potentially outcome-determinative as Yogg. I can imagine many situations where both players use this card, and one player's legendaries are leagues above the others, and they blow their opponent out of the water. But this card, unlike Yogg, also does not threaten losing you the game on the turn you play it, or even harming you seriously, so it lacks the immediate deterrent effect of the other candidate for most threateningly-RNG-based card in the game(Yogg).
Also, this card, by adding 5 cards to a deck, will slow down a deck's ability to draw multiple cards necessary to pull off certain combos, so card draw will be much more important to get combos like auchenai/circle or grommash/ping, thereby taking away from any fatigue value it may have had and also devaluing the importance of card-synergy and constructed strategies. And any really synergistic legendaries will probably already be put in a constructed deck, so you will most likely not be getting any really useful legendaries unless you already used them, just extras that could not make the cut in the top 30. Nonetheless, if you got even a couple really strong legendaries, this card could easily win you the game.
In short, this card makes card synergy and strategy less important than dumb luck and op randomness. I wish that developers focused more on intelligently designed, strategicly valuable, clever cards instead of throwing out these random and lazily designed cards which threaten to harm the quality of the game by removing any strategic value from it, while allowing developers to avoid really challenging the meta and progressing. I fear that too much reliance on RNG on the part of the developers will make Hearthstone less of a strategy based card game like MTG, and more of a game of roulette.
I am very interested in hearing alternate points of view, maybe I am wrong.
I agree, this card could win you the game with RNG and even playing it in a deck automatically reduces the need to plan, strategize, and synergize since it makes it less likely you will be able to play combos. Why can't we get cards that rely on strategy and innovation rather than randomness and lazy development?
I wonder if the legendaries played will say "Created by Prince Malchezaar". Probably won't matter but if I see a turn two Lorewalker Cho I will want to know if he is running Prince or just playing a
terribleNew Meta deckYea, its potential is too promising to ignore, but its so RNG-dependent that strategy will take a back-seat to luck.
What am I missing here? How exactly can this card just "win the game through rng"? What, you get all 5 legendary cards that you were hoping for? Why don't you just run those 5 legendary cards then? That way you can get the 5 best legendary cards EVERY time. And as an added bonus, you wouldn't have to have a vanilla 5 mana 5/6 in your deck! How is that not a better situation? Yeah, that new Hogger card isn't that bad if you end up having to play it...but you know what's better? LOTS OF SHIT. Seriously, can someone explain how this card helps you besides protecting you from fatigue?