It will be a good replacement for Reno, but i expect a card similar to Deathlord to make priest able to counter aggro decks since STB nerf won't affect pirate war vs priest matchup.
STB nerf and this new spell may bring Wild Pyromancer back to Priest.
This is such a Timmy Trap. this card is imo verry bad.
1. You start with 1 less card in one of the classes with the worst carddraw.
2. You have to play 7!!! In letters SEVEN deathrattle minions. Nobody thnat ever played a N`Zoth deck will rate this card as good, when did you ever get a full board n zoth at 10 mana and thats only 6 deathrattles.
I think this is a bad card.
2nd point is incorrect, in that you don't have to PLAY 7 deathrattles, you have to SUMMON 7 deathrattles. You could play 4, then play N'Zoth, and you'd meet this card's requirement.
This isn't a 5-drop 8/8 taunt. It's a late game Reno Jackson with insane stats and taunt.
edit: Just realized this would also work really really well with Resurrect and Onyx Bishop because of the summon vs play.
It will be a good replacement for Reno, but i expect a card similar to Deathlord to make priest able to counter aggro decks since STB nerf won't affect pirate war vs priest matchup.
It actually does this makes potion of maddness a better card and a 1 mana opener to the pirate package. Depending on if that deck hangs and how prevalent it is that can become a very solid answer especially considering zoo is supposed to comeback post nerf as well
You have to dig up the spell first, THEN play the 7 minions, THEN play her.
Bruh by the time you should actually play her you shouldve won already lol
The spell will always be in your opening hand when the game starts.
Oooo that changes things... On one hand its still draw dependent as you are going to need to prioritize plays over her but at least its thinning your deck...
Still slow lol. But when you get her you win the game, as you should.
Just would like to make everyone aware that we only got this card now because it would have made Majordomo Executus broken.
Take a moment to let that idea sink in.
not really.. you need to play a 9 mana card, it to not die and at the same time not die yourself..
I think people should wait before rating the card, I rated it as "playable" I don't think the card will be as good as it seems to be mostly overhyped and we don't know if the meta will devolve to turn 3 lethal instead with reno out of the equation..
You have to dig up the spell first, THEN play the 7 minions, THEN play her.
Bruh by the time you should actually play her you shouldve won already lol
The spell will always be in your opening hand when the game starts.
Oooo that changes things... On one hand its still draw dependent as you are going to need to prioritize plays over her but at least its thinning your deck...
Still slow lol. But when you get her you win the game, as you should.
- you don't have to dig up t he spell first. The quest will appear in your starting hand. They clarified this. - you don't have to PLAY the minions. You only need to summon them. However, even if you summon a deathrattle minion each turn, you won't have this on turn 5 unless they give us some deathrattle summoning tokens. However the stats AND the effect makes up for that. I think this is more a very long fatigue game card. You can even return her to your hand and set your health again to 40.
You have to dig up the spell first, THEN play the 7 minions, THEN play her.
Bruh by the time you should actually play her you shouldve won already lol
- you don't have to dig up t he spell first. The quest will appear in your starting hand. They clarified this. - you don't have to PLAY the minions. You only need to summon them. However, even if you summon a deathrattle minion each turn, you won't have this on turn 5 unless they give us some deathrattle summoning tokens. However the stats AND the effect makes up for that. I think this is more a very long fatigue game card. You can even return her to your hand and set your health again to 40.
I'd assume the "set" word here works also like on Keeper of Uldaman, where the target's current and maximum health is set to the number 3. It also helps that these tow cards are the same creature in lore.
I'm laughing so hard at people who think this is a johnny trap :D
-YES of course, it won't be played on turn 5 so what ? It's like saying "lol you can't play Reno on turn 6 it's so bad !!" please use your brain cells.[/quote]
But you can play Reno on turn6. That's the point, you play Reno because you're in trouble and next turn you'll be dead, so you play the card to save yourself. You can't do the same with this one. First you need to meet the criteria, and against PW and other aggro/burst decks we all know that being able to play this card on tun 8-12 means being unable to play it at all since... well, you're already dead.
NO, it's not one less card in your opening hand AT ALL. It's a 1 mana spell that is always is your opening hand and that gives you the 5 mana 8/8 once the condition is met.
If the card summons itself once your turn1 starts and not during the mulligan phase you're right, otherwise it's one card less in your opening hand. A 1mana activator with no real effect is the same as not having a card at all.
NO, it doesn't make your early game weaker. Most of the time YOU DON'T DO ANYTHING on turn 1 as a priest. Playing a 1 mana spell that does nothing is no different. And no it does not make your mulligan worse, I would be happy if Reno was guaranteed to be in my hand, don't be retarded this isn't a drawback at all.
The fact that most of the time you don't do anything on turn1 as priest is completely irrelevant. What matters is starting the game with one less playable card in hand.
To summarize, if the card teleports into your hand once the turn1 starts then there's no issue, otherwise you're starting with one less useful card than normal, something that could've possibly saved your life but didn't get because this card usurped the precious slot automatically.
It sounds kinda cool. Maybe depending what deathrattle cards are added within the expansion(s). But yes, like it was mentioned, aggro or tempo don't care that much about cool mechanics or what kind of cards you have - when they curve you down with their first 5 cards
You have to dig up the spell first, THEN play the 7 minions, THEN play her.
Bruh by the time you should actually play her you shouldve won already lol
The spell will always be in your opening hand when the game starts.
Oooo that changes things... On one hand its still draw dependent as you are going to need to prioritize plays over her but at least its thinning your deck...
Still slow lol. But when you get her you win the game, as you should.
Not really.
If you play her and N'zoth near fatigue as control priest i'd call that securing a victory no? How else would you use her?
you still have to play 7 freaking minions to get that card whose effect is totally useless against greedy control decks or just busted late game decks such as jade druid, and vs aggro you'll never be able to play it in time (remember, dead by turn 5).
Second, if you're playing Priest and dead by turn 5 right now no matter what aggro deck you face, you're just playing badly. Mulligan for Potion of Madness, Shadow Word: Pain, and Wyrmrest Agent. It's not that hard. And there are a LOT more cards still coming, including new Deathrattles according to a comment they made during the "Hall of Fame" announcement.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Nice gimmick card, but won't see any serious play unless meta slows down about dozen notches.
Unless we get a new Sludge Belcher and a new Piloted Shredder - Casual mode only.
good card for the most part but...
cant play around Big Game Hunter. Completely useless
Golden legendary cards opened: Ragnaros the Firelord, Auctionmaster Beardo, Kalimos, Primal Lord
Kaladin's RoS Set Review
Join me at Out of Cards!
40 health as Ragnaros PogChamp
I used to be a control player like you, then I took a quick shot to the knee.
It actually does this makes potion of maddness a better card and a 1 mana opener to the pirate package. Depending on if that deck hangs and how prevalent it is that can become a very solid answer especially considering zoo is supposed to comeback post nerf as well
This is so slow lol
You have to dig up the spell first, THEN play the 7 minions, THEN play her.
Bruh by the time you should actually play her you shouldve won already lol
Just would like to make everyone aware that we only got this card now because it would have made Majordomo Executus broken.
Take a moment to let that idea sink in.
- you don't have to dig up t he spell first. The quest will appear in your starting hand. They clarified this.
- you don't have to PLAY the minions. You only need to summon them.
However, even if you summon a deathrattle minion each turn, you won't have this on turn 5 unless they give us some deathrattle summoning tokens. However the stats AND the effect makes up for that. I think this is more a very long fatigue game card. You can even return her to your hand and set your health again to 40.
- you don't have to PLAY the minions. You only need to summon them.
However, even if you summon a deathrattle minion each turn, you won't have this on turn 5 unless they give us some deathrattle summoning tokens. However the stats AND the effect makes up for that. I think this is more a very long fatigue game card. You can even return her to your hand and set your health again to 40.
I'd assume the "set" word here works also like on Keeper of Uldaman, where the target's current and maximum health is set to the number 3. It also helps that these tow cards are the same creature in lore.
But you can play Reno on turn6. That's the point, you play Reno because you're in trouble and next turn you'll be dead, so you play the card to save yourself.
You can't do the same with this one. First you need to meet the criteria, and against PW and other aggro/burst decks we all know that being able to play this card on tun 8-12 means being unable to play it at all since... well, you're already dead.
If the card summons itself once your turn1 starts and not during the mulligan phase you're right, otherwise it's one card less in your opening hand. A 1mana activator with no real effect is the same as not having a card at all.
The fact that most of the time you don't do anything on turn1 as priest is completely irrelevant. What matters is starting the game with one less playable card in hand.
To summarize, if the card teleports into your hand once the turn1 starts then there's no issue, otherwise you're starting with one less useful card than normal, something that could've possibly saved your life but didn't get because this card usurped the precious slot automatically.
This space intentionally left blank.
It sounds kinda cool. Maybe depending what deathrattle cards are added within the expansion(s). But yes, like it was mentioned, aggro or tempo don't care that much about cool mechanics or what kind of cards you have - when they curve you down with their first 5 cards