Just about every minion in Tempo Mage punishes you except for Babbling Book and maybe Mana Wyrm.
Its maybe consistently good vs Secret Hunter if you don't pull out the 3/4 and they don't have Freezing Trap to punish you, but that's it. It would be good vs aggro Paladin if it becomes a thing.
You are paying 2 mana to give yourself a mediocre taunt worth 4 mana that doesn't even kill a 1-drop and to give your opponent a minion that is often worth 3 mana. Its unplayable on 2, you just don't see it.
100% dude! So much shit snowballs early (specialy 3mana drops ((1mana minions have probably been played before he hits the floor)) that this could only be viable in a fun deck.
Or the meta shifts into heavy contr..... who am i kidding:)
The fact of the matter is that it has generated a plethora of heated debate, both for and against it; this alone shows that it's potentially very well designed, balanced (in which direction depending on your perspective), and it should push experimentation and the meta slightly.
firat of all this is not deathlord level its actually alot worse.
Bad side: with deathlord your opponent has to invest 8 damage first before getting the minion and the minion also cannot attack.
Good side: when its a control warrior mirror match this card has real potential to win you the game by summoing acylote from your opponents hand or nzoth and running their strategy.
it will be extremely broken in priest becuase it forces your opponent to play a card which you steal. in terma of card design its really bad because blizzard went against their own word of saying we changed Illidan becuase he used to mess with your opponent strategy and this does quite the same job.
so warriros cannot hide the monsters in hand anymore aganist priest and paladin the same cannot bait entomb to hide trioin
This is not meant to be played on T2. You want to draw it later when the enemy has exhausted his hand to regain the tempo. It's also absolutely amazing against combo decks who just sit on their cards until they can kill you. Pulling out Alexstrasza or Emperor on turn 5 with Shadow Word: Death in hand is like an auto-win against freeze mage.
I think it's good against aggro and control, but it requires a lot of thought to play correctly.
Hmm I think I like it. Especially in priest but maybe this has room in other classes. Really great to pull something out on your turn if you have removal lined up for it. Since this only costs 2 it's cheap enough to have a shadow word or something setup for afterwards. Pull out their Emperor or Rag and remove it before they even get a proc from it.
This is not meant to be played on T2. You want to draw it later when the enemy has exhausted his hand to regain the tempo. It's also absolutely amazing against combo decks who just sit on their cards until they can kill you. Pulling out Alexstrasza or Emperor on turn 5 with Shadow Word: Death in hand is like an auto-win against freeze mage.
I think it's good against aggro and control, but it requires a lot of thought to play correctly.
This. A lot of people saying this card is "bad" because it can lose the game for you on T2, but this card is not to played on T2. I am pretty sure that the better use will be to pull big minions from your opponents hand on late game and kill/steal it, and also get a 2/6 taunt for free. This card can be amazing. Some people are so used to only play Curvestone that forget other usages.
This is not meant to be played on T2. You want to draw it later when the enemy has exhausted his hand to regain the tempo. It's also absolutely amazing against combo decks who just sit on their cards until they can kill you. Pulling out Alexstrasza or Emperor on turn 5 with Shadow Word: Death in hand is like an auto-win against freeze mage.
I think it's good against aggro and control, but it requires a lot of thought to play correctly.
Yeah, the possibilities are good. If control warlock exists for example - play this then twisting nether, etc. Not sure if that's early enough, but yet another example of a good play with it.
Hmm I think I like it. Especially in priest but maybe this has room in other classes. Really great to pull something out on your turn if you have removal lined up for it. Since this only costs 2 it's cheap enough to have a shadow word or something setup for afterwards. Pull out their Emperor or Rag and remove it before they even get a proc from it.
Yes, Specifically it may also be good in Control warrior because they have so much time to tool around and even skip turns, they have the time and mana to make this card valid.
Hm, interesting. But directly worse than Deathlord.
I don't think so. This is worse than Deathlord as an early game tool but is much better than Deathlord as a combo/threat removal tool. You can keep it in your hand and pull out Malygos when you are sure you can kill it. You can pull out Golden Monkey or Reno Jackson without triggering it's battlecry. You can pull out and kill Emperor Thaurissan or Ragnaros the Firelord without any effect triggering. You can pull out Gadgetzan Auctioneer without rogue getting any value. And the list goes on and on. Sure, it's worse as an anti-aggro card. But it's probably the most universal tech card in the game and I'm super excited to see it in the new meta.
I don't think you can play it for those reasons alone. Being good against aggro is priority no. 1. Nobody played Ancestor's Call as a tech choice.
It probably is good vs. aggro though. But we'll have to wait and see.
There's a difference - first of all Ancestor's Call is a Shaman card and Shaman was never a control class, it tends to finish the game off before the combo can be played. Not even a card as brilliant as Hallazeal made people play non-aggresive Shaman decks. And there's no need for tech cards like this in aggro decks (probably no need for tech cards at all). Having a chance to get rid of your opponent's biggest threat (and sometimes only way to win a game) while getting a 2/6 taunt on the board is amazing. And you can still play more cards on the same turn. And if your opponent plays aggro, this card is also useful. You just can't compare this to Ancestor's Call - Dirty Rat is not restricted to an aggro class and it is much more well-rounded. As an anti-aggro tool, this is slightly worse than Deathlord and would probably not see much play (especially if meta is still Shaman heavy) but the "mill" side of it makes it viable for me.
The real downside this has over deathlord is that Deathlord doesn't have a drawback until it dies, and given how it was played by priest, it could stay alive for a good long time.
This card however... Do you really want to be facing down Ragnaros on turn 2? Sylvanas? Cairne? This card will sometimes wreck you, and more often than Deathlord did because they'll have that minion swinging turn 2 or 3. Deathlord could usually either survive till turn 5 or so, or force your opponent to hex/polymorph/silence it and negate the downside of it themselves.
On the upside, yes, it can be used to screw over players who were hoping to use strong deathrattles later. N'Zoth off of this is an okay sized body, but once it dies, so does a deck's major win condition. Elise Starseeker, Kazakus, Reno Jackson... And it's usually not bad against aggro (though even aggro runs things like Doomguard or Savanah Highmane nowadays)
...only time will tell if this is meta-defining or a completely worthless card.
Yeah so this could be good in CW but anything else and you're stupid for playing it. Playing it turn 2 is retarded. I feel like this card would be good in combination with removal, where your opponent might be holding onto a N'Zoth or a big minion whilst trying to bait out removal. This would counter that quite well. Honestly this card could be OP af if used correctly.
Some thoughts ---------------------------- + Doomsayer on turn 4 is a great board wipe. Almost as strong as the very good Pyro/Equality combo. Gives similar to classes like Druid that lack good clears. + Any board wipe. Great with Brawl/Twisting Nether/equality combos. + Any good removal in hand. Mid Range Shaman loves this with a Hex in hand and the extra 3 mana on turn 5. Rogue probably thinks it's fine with Sap on turn 4. IF it's something you can't deal with, put it back deal with later. Entomb is just stupid good here. Even bad removal gets added utility when you can control what happens when. So, extra value for things like Keeper of Uldamon, Deadly Shot, Hunter's Mark, BGH, Tinkmaster, Corruption, Patient Assassin, etc... + Steal. PLay on turn 10 with a Sylvanas and SWD in hand. Pull something big then play Sylvanas and then SWD sylvanas. Same with Slam or other. Also works well enough with a Cabal and Pint Sized (or two) in hand. Occasionally good with MCT. + Res. Gives Res Priest an option at 2 mana when facing certain classes. Getting back a 2/6 taunt isn't bad.
Don't forget, that we will have new meta after the expansion. Stop thinking about this card in a current meta.
Inner Fire for 1 extra mana and I have a 6/6. It much of a gambling to draw an enemy card though. Can be many "well played" there. :/
Maybe we get another card that blocks battlecries. Wait and bleed.
The fact of the matter is that it has generated a plethora of heated debate, both for and against it; this alone shows that it's potentially very well designed, balanced (in which direction depending on your perspective), and it should push experimentation and the meta slightly.
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firat of all this is not deathlord level its actually alot worse.
Bad side: with deathlord your opponent has to invest 8 damage first before getting the minion and the minion also cannot attack.
Good side: when its a control warrior mirror match this card has real potential to win you the game by summoing acylote from your opponents hand or nzoth and running their strategy.
it will be extremely broken in priest becuase it forces your opponent to play a card which you steal. in terma of card design its really bad because blizzard went against their own word of saying we changed Illidan becuase he used to mess with your opponent strategy and this does quite the same job.
so warriros cannot hide the monsters in hand anymore aganist priest and paladin the same cannot bait entomb to hide trioin
I play CW most of the time, 2 of this card and 2 Brawl will be in all my lists, this card turn the very good Brawl in OP removal.
This is not meant to be played on T2. You want to draw it later when the enemy has exhausted his hand to regain the tempo. It's also absolutely amazing against combo decks who just sit on their cards until they can kill you. Pulling out Alexstrasza or Emperor on turn 5 with Shadow Word: Death in hand is like an auto-win against freeze mage.
I think it's good against aggro and control, but it requires a lot of thought to play correctly.
Hmm I think I like it. Especially in priest but maybe this has room in other classes. Really great to pull something out on your turn if you have removal lined up for it. Since this only costs 2 it's cheap enough to have a shadow word or something setup for afterwards. Pull out their Emperor or Rag and remove it before they even get a proc from it.
Currently Playing:
Dragon Priest / Mid-Hunter
LOVE IT! FUCK YOU AGGRO!
Fuck cubelock
i always tought that dying on turns 7 was a hard counter :s
need take time to make new pic and signature using the new cards.
Hey people, remember when Death Lord was a card, and an extremely played one, while at it?
People mulligan for curve cards, not for huge threats.
The real downside this has over deathlord is that Deathlord doesn't have a drawback until it dies, and given how it was played by priest, it could stay alive for a good long time.
This card however... Do you really want to be facing down Ragnaros on turn 2? Sylvanas? Cairne? This card will sometimes wreck you, and more often than Deathlord did because they'll have that minion swinging turn 2 or 3. Deathlord could usually either survive till turn 5 or so, or force your opponent to hex/polymorph/silence it and negate the downside of it themselves.
On the upside, yes, it can be used to screw over players who were hoping to use strong deathrattles later. N'Zoth off of this is an okay sized body, but once it dies, so does a deck's major win condition. Elise Starseeker, Kazakus, Reno Jackson... And it's usually not bad against aggro (though even aggro runs things like Doomguard or Savanah Highmane nowadays)
...only time will tell if this is meta-defining or a completely worthless card.
Yeah so this could be good in CW but anything else and you're stupid for playing it. Playing it turn 2 is retarded. I feel like this card would be good in combination with removal, where your opponent might be holding onto a N'Zoth or a big minion whilst trying to bait out removal. This would counter that quite well. Honestly this card could be OP af if used correctly.
Some thoughts
----------------------------
+ Doomsayer on turn 4 is a great board wipe. Almost as strong as the very good Pyro/Equality combo. Gives similar to classes like Druid that lack good clears.
+ Any board wipe. Great with Brawl/Twisting Nether/equality combos.
+ Any good removal in hand. Mid Range Shaman loves this with a Hex in hand and the extra 3 mana on turn 5. Rogue probably thinks it's fine with Sap on turn 4. IF it's something you can't deal with, put it back deal with later. Entomb is just stupid good here. Even bad removal gets added utility when you can control what happens when. So, extra value for things like Keeper of Uldamon, Deadly Shot, Hunter's Mark, BGH, Tinkmaster, Corruption, Patient Assassin, etc...
+ Steal. PLay on turn 10 with a Sylvanas and SWD in hand. Pull something big then play Sylvanas and then SWD sylvanas. Same with Slam or other. Also works well enough with a Cabal and Pint Sized (or two) in hand. Occasionally good with MCT.
+ Res. Gives Res Priest an option at 2 mana when facing certain classes. Getting back a 2/6 taunt isn't bad.
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