This in miracle rogue with conceal seems pretty sick at first glance. But thats basically why its a risky card design wise this can be broken pretty easyly.
Rogue or Druid can cast 10 spells in a single turn, how exactly is this slow ?
So what? Which turn do you think will be the earliest to play this giant? A cheap 8/8 is nice, but it will be a dead card until the late game.
Ysera is slow. This isn't Ysera "slow". Playing this along with your other minions/spells for 2/3 mana or 0 isn't slow, you could use this as soon as turn 7-8 efficiently without breaking a sweat in some decks.
LOL @ people calling this card slow. By the time you play yogg, you can play yogg and drop this afterwards for 0. This is the biggest tempo play. It's gonna be a big part of the meta for all kinds of decks.
I'm not sure on that. seems to me like 10 mana would probably make it playable in anything. Not just decks that run a lot of spells, The thing with the Giants is you want them to be really good in some things but not absolutely everywhere.
Rogue or Druid can cast 10 spells in a single turn, how exactly is this slow ?
So what? Which turn do you think will be the earliest to play this giant? A cheap 8/8 is nice, but it will be a dead card until the late game.
Ysera is slow. This isn't Ysera "slow". Playing this along with your other minions/spells for 2/3 mana or 0 isn't slow, you could use this as soon as turn 7-8 efficiently without breaking a sweat in some decks.
So it seems we agree on this card is unplayabe in the first 6 turns. This is what I call slow. Now there is another downside, you actually need to cast a lot of spells for it to make it cheap, and sometimes you just wont get your auctioneer in time.
Im not saying that the card is useless, but compared to something like Mountain Giant, it is quite slow.
Ya', except for the fact that you know: Mountain Giant works in a single deck in the entire game and you need to sacrifice 6 to 8 health and lose 3 to 4 turns to even play it on turn 4. This will be used as a tempo swing mid to late game without sacrificing anything, more as a bonus really, a 8/8 bonus on-top of your other plays.
This will be tried in Yogg Druid for sure. Yeah it's clunky early but it's also a cheap bomb late. I could see it having a place in a deck that plays lots of spells and has enough draw. Tempo Mage is another deck that will try this. I am glad we get another giant.
Ya', except for the fact that you know: Mountain Giant works in a single deck in the entire game and you need to sacrifice 6 to 8 health and lose 3 to 4 turns to even play it on turn 4. This will be used as a tempo swing mid to late game without sacrificing anything, more as a bonus really, a 8/8 bonus on-top of your other plays.
I do not at all miss the days of Warlocks dropping 2 8/8 taunts and a 2/3 for 2 mana. Kill them from 15 health or not at all, that's how it was.
Hummm. The problem I see with this card in Miracle Rogue and Druid are the cards it replaces. Most probably spells are gonna be taken out before creatures, hence making the deck less synergistic with arcane giant and overall less consistent. It does have crazy potential, I see it in mage or druid, less in rogue. I came up with this ''Summoner Mage deck'', not only does it look fun, it actually seems viable to climb the ladder casually. Arcane Giant is pretty key in this deck.
Definitely one of the few good cards this adventure has to bring. Sure, this makes a good tempo swing for tempo mages/yogg druids and can be a good topdeck once you run put of steam, but i think this is will be meta-defining and possibly create 2 new deck archetypes for rogue and warrior (priest too hopefully, but I wouldn't hold my breath on that one)
Seeing how aggro decks are generally dominating, control classes (hopefully rogue can be finally classed as one) have a hard time mixing good early game removal and late game threats. Arcane giant does just that.
One of the problems i often face with rogue is having to play my van cleef as a 4/4 or 6/6 early in the game to survive against faster decks. Running one copy of arcane giant allows miracle rogue to use van cleef as an early drop (even bait removal) and still have a somewhat reliable minion to drop after you cycle with auctioneer. At that point it will most likely cost near nothing to drop Arcane Giant and conceal it on the same turn, providing that extra damage you often find yourself needing against aggro decks (even warrior sometimes) to finish next turn.
Another possibility would be a removal-based fatigue warrior that runs blood warriors (that echo of Medivh Wannabe) and faceless shambler. Early game you focus on clearing the board and you have a generally strong late game woth blood warriors and faceless shambler/manipulator. I would suggest running the wild pyromancer/commanding shout to clear the board and at the same time make the arcane giant cheaper and get closer to the combo (reminds me of handlock), but i guess i won't be much of a fatigue warrior at that point.
In the end, these are just my two cents - or rather pennies - on the card, hopefully some pro will come up with a better deck and make rogue great again.
There are 2 decks that really speak to me when I see this card. Giant Blood Warriors, and Echomage. The first was a deck i planned to play in WotOG but gave up immediately the moment I saw the atrocity that is the Molten Giant Nerf, and the latter is a deck that only works better with this card than molten giants ever could have. This is gonna be fun c:
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I'm here to kick ass and play cards, and I'm all out of ass.
"you know what I think this meta needed? more Yogg!" -no one
don't get me wrong, Yogg was fun for a while, but getting a little sick of him deciding games, and now he's getting a pretty substantial indirect buff.
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This in miracle rogue with conceal seems pretty sick at first glance. But thats basically why its a risky card design wise this can be broken pretty easyly.
BGH TARGET
Should be 10 mana. Too overpriced to see play.
LOL @ people calling this card slow. By the time you play yogg, you can play yogg and drop this afterwards for 0. This is the biggest tempo play. It's gonna be a big part of the meta for all kinds of decks.
Brilliant card for spell based classes like yog hunter / mages and other classes
I'm not sure on that. seems to me like 10 mana would probably make it playable in anything. Not just decks that run a lot of spells, The thing with the Giants is you want them to be really good in some things but not absolutely everywhere.
Mage... MAge .... MAGE
"What is a better weapon? The sharp one your enemies expect, or the blunt one they ignore?" - The Art of Warrior, Chapter 9
This will be tried in Yogg Druid for sure. Yeah it's clunky early but it's also a cheap bomb late. I could see it having a place in a deck that plays lots of spells and has enough draw. Tempo Mage is another deck that will try this. I am glad we get another giant.
You are not prepared!
This is ok but the old Molten isnt....
Hummm. The problem I see with this card in Miracle Rogue and Druid are the cards it replaces. Most probably spells are gonna be taken out before creatures, hence making the deck less synergistic with arcane giant and overall less consistent. It does have crazy potential, I see it in mage or druid, less in rogue. I came up with this ''Summoner Mage deck'', not only does it look fun, it actually seems viable to climb the ladder casually. Arcane Giant is pretty key in this deck.
Definitely one of the few good cards this adventure has to bring. Sure, this makes a good tempo swing for tempo mages/yogg druids and can be a good topdeck once you run put of steam, but i think this is will be meta-defining and possibly create 2 new deck archetypes for rogue and warrior (priest too hopefully, but I wouldn't hold my breath on that one)
Seeing how aggro decks are generally dominating, control classes (hopefully rogue can be finally classed as one) have a hard time mixing good early game removal and late game threats. Arcane giant does just that.
One of the problems i often face with rogue is having to play my van cleef as a 4/4 or 6/6 early in the game to survive against faster decks. Running one copy of arcane giant allows miracle rogue to use van cleef as an early drop (even bait removal) and still have a somewhat reliable minion to drop after you cycle with auctioneer. At that point it will most likely cost near nothing to drop Arcane Giant and conceal it on the same turn, providing that extra damage you often find yourself needing against aggro decks (even warrior sometimes) to finish next turn.
Another possibility would be a removal-based fatigue warrior that runs blood warriors (that echo of Medivh Wannabe) and faceless shambler. Early game you focus on clearing the board and you have a generally strong late game woth blood warriors and faceless shambler/manipulator. I would suggest running the wild pyromancer/commanding shout to clear the board and at the same time make the arcane giant cheaper and get closer to the combo (reminds me of handlock), but i guess i won't be much of a fatigue warrior at that point.
In the end, these are just my two cents - or rather pennies - on the card, hopefully some pro will come up with a better deck and make rogue great again.
Tempo Mage will love this .
There are 2 decks that really speak to me when I see this card. Giant Blood Warriors, and Echomage. The first was a deck i planned to play in WotOG but gave up immediately the moment I saw the atrocity that is the Molten Giant Nerf, and the latter is a deck that only works better with this card than molten giants ever could have. This is gonna be fun c:
I'm here to kick ass and play cards, and I'm all out of ass.
This card seems great in yogg druid.
"you know what I think this meta needed? more Yogg!" -no one
don't get me wrong, Yogg was fun for a while, but getting a little sick of him deciding games, and now he's getting a pretty substantial indirect buff.