If you give great synergy deathrattle for priest, than Nzoth should be nerfed somehow. Putting alot of crap deathrattle minions it's a nerf. So a balance is needed
it makes no sense to make a reno deck since the cards effect is essentially another reno. you want dupes because you want to not die before you get to this point and put as many OP deathrattles as you can in the deck. in wild you probably want multiple sludge belchers, deathlords. and in standard you probably want loot hoarders to speed up the process.
the less combos your deck has the more reliable it is lol
i mean you will have no mana for these cards or you can draw them without eggs and this will make it useless. sunfury protector is the only decent taunt giver you may want to include.
you are saying like this deck is intended to draw from eggs, while the point is playing quest + 7 1-2 crappy deathrattle cards vs aggro to get your reno on turn 6. vs control you just hope that entomb, thoughtsteal and shades will give you enough resources.
The card and the mechanic is really cool but sadly it's too slow unless the meta slows down considerably. Right now even a coined out Reno can be too slow and this comes online long into the mid/late game. When this comes online the game has reached a state where you're starting to pull ahead and are able to stabilize through your hero power anyway. You also have to take into account the fact that you are basically starting with 1 card less than your opponent making it harder to contest the board in the early turns.
This would be stronger as an anti control tool I feel.
I'm really looking forward for the other quest cards though.
I read the effects for both cards. Then had to rub the sleep from my eyes and take another look just to make sure. Then I read that it's confirmed you start with quest card in your opening hand.
Is this the real life? Is this just fantasy?
In short I was not expecting to get this hyped this fast for the new expansion.
Draw well win the game, don't draw well put a one mana spell that doesn't do anything into your deck when you could have replaced that spell with something else.
It starts in your opening hand.
I'm referring to the deathrattle minions that are required to make this card worthwhile to give you one less effective card in your opening hand.
And what if for some reason you mulligan it away, which would defeat the purpose of the card anyway.
Draw well win the game, don't draw well put a one mana spell that doesn't do anything into your deck when you could have replaced that spell with something else.
It starts in your opening hand.
I'm referring to the deathrattle minions that are required to make this card worthwhile to give you one less effective card in your opening hand.
And what if for some reason you mulligan it away, which would defeat the purpose of the card anyway.
It's a long game card not a card that needs to be thrown down ASAP. If you need it out ASAP, you just put in more deathrattles. I have no idea what you are trying to say about mulligans, but some cards are better in some matchups than others. This card will be the same. The fact that it can be mulliganed is actually a HUGE advantage.
Draw well win the game, don't draw well put a one mana spell that doesn't do anything into your deck when you could have replaced that spell with something else.
It starts in your opening hand.
I'm referring to the deathrattle minions that are required to make this card worthwhile to give you one less effective card in your opening hand.
And what if for some reason you mulligan it away, which would defeat the purpose of the card anyway.
I see this card as more of a 'seal the deal' and not a 'win condition.' This probably is better in a control or midrange Priest deck, which won't be reliant on its deathrattles, but include just plain solid midrange minions, some of which happen to be deathrattles.
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I agree with the last post. In aggro matchups you'd have better to mulligan for. You will search for what you have put in your deck to actually counter that non favorable matchup. Now the problem is that you have to guess right, otherwise you're screwed. Mulliganing away thinking you face pirate warrior while it's actually control might be pretty bad.
That wouldn't be a problem since when you play control matchups the games usually go to fatigue or close to it, so if you mulligan the card you will have plenty of time to complete the quest throughout the game, unless the card is at the bottom of your deck, then it will be nearly impossible to complete the quest. In this case I think the only way to complete the quest is with N'Zoth's battlecry.
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Using Major Domo priest in wild then setting your health to 40? Sounds pretty good to me.
If you give great synergy deathrattle for priest, than Nzoth should be nerfed somehow. Putting alot of crap deathrattle minions it's a nerf. So a balance is needed
I have an aggro destroying Priest build already(for Wild). Pirates wont stand a chance and it still has tons of value for the control game.
it makes no sense to make a reno deck since the cards effect is essentially another reno. you want dupes because you want to not die before you get to this point and put as many OP deathrattles as you can in the deck. in wild you probably want multiple sludge belchers, deathlords. and in standard you probably want loot hoarders to speed up the process.
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Way too many people trying to build a new deck around this. Just plop this into a resurrekt deck, maybe a change here and there, and you'll be fine.
I returned to this game much like how a recovering alcoholic can relapse.
this in combo with a reno n'zoth priest. it could be used as another win condiition in wild.
Cheese Maker
probably should replace sw:pain for some aoes since we dont want to cast sw:pain early
in theory this pile of crap should win everything except fatigue druid and some midrange decks
Will this card encourage slower decks or encourage agro decks?
If I came up against a player running quests, I'd want to rush them before they get the chance to get Amara.
the less combos your deck has the more reliable it is lol
i mean you will have no mana for these cards or you can draw them without eggs and this will make it useless. sunfury protector is the only decent taunt giver you may want to include.
you are saying like this deck is intended to draw from eggs, while the point is playing quest + 7 1-2 crappy deathrattle cards vs aggro to get your reno on turn 6. vs control you just hope that entomb, thoughtsteal and shades will give you enough resources.
The card and the mechanic is really cool but sadly it's too slow unless the meta slows down considerably. Right now even a coined out Reno can be too slow and this comes online long into the mid/late game. When this comes online the game has reached a state where you're starting to pull ahead and are able to stabilize through your hero power anyway. You also have to take into account the fact that you are basically starting with 1 card less than your opponent making it harder to contest the board in the early turns.
This would be stronger as an anti control tool I feel.
I'm really looking forward for the other quest cards though.
... God damn it Blizzard, why must you force me to give you all of my money? Just take it you amazing monsters!
WHAMUU!!! AWAKEN MY MASTERS!
I read the effects for both cards. Then had to rub the sleep from my eyes and take another look just to make sure. Then I read that it's confirmed you start with quest card in your opening hand.
Is this the real life? Is this just fantasy?
In short I was not expecting to get this hyped this fast for the new expansion.
I'm referring to the deathrattle minions that are required to make this card worthwhile to give you one less effective card in your opening hand.
And what if for some reason you mulligan it away, which would defeat the purpose of the card anyway.
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it could be used as an alternative win condition in a control nzoth, just to make it even better against control
Cheese Maker
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