Guessing this deck will have 10 deathratttles of either 1 or 2 mana. And maybe 20 cards to either hold out until the quest is complete or just normal cards.
Ok, I'm so sorry that I have to be that guy, but let me open your eyes a little.
Of course there is still a whole new expansion to see, but with the knowledge we currently have about the game, this card is garbage.
First of all, you always draw it in your starting hand and it does nothing for the board (so it's a terrible tempo card) but what is way worse, it's one less card you're drawing as a control deck. Control decks already have enough struggle to get the answers they need in time, now take a draw away from them.
Secondly, all deathrattles are gone. There aren't any, go look. And even if they print some good shit, 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).
So, I cannot tell if this card will be playable because we'll have to see the rest of the pull, but come on, I can't understand what's all this hype about. For the time being, this is pure trash.
play the spell on 1 (because what are you doing in priest anyway on turn 1) Low curve deathrattle minions (Mistress, Hoarder, Harvest Golem, Taunt guy) AoE's and removal to stay alive Reno yourself to 40 (because I assume this works like Alex) Then drop NZoth.
Ok just consider this.....this is Reno, on steroids, without the highlander requirement. Deathrattle Priest might be absolutely nuts in Wild, but I think for sure will be a top contender in Standard.
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I think there are enough Deathrattle cards to make this viable, but just. The removal of Sylvanas hurts a lot, although there could be more Deathrattle cards that are as of yet unreleased. The real problem will be drawing the 7 deathrattle minions before aggro busts your face in...again, though, we're not sure what the meta will be like after the new expansion, as there are still 120ish cards that are unreleased!
EDIT: Obvious N'Zoth deck synergy, but you can't play N'Zoth to complete the quest since the card calls for 7 UNIQUE Deathrattle minions. As long as you're making them unique, maybe might even go the whole hog for a N'Zoth/Kazakus deck? Who knows?
In this meta, it's a dead card. I will explain this in depth. First of all, it's a 5 mana 8/8, but you won't be able to use this on turn 5. In order to do this, you need to play 7 Deathrattle minions. On mulligan, you always get this on turn 1, so you are actually playing with 2 cards (if first). These 2 cards need to be Deathrattle. If you have perfect mulligan and draws, you can get the legendary on turn 7ish. Now, the effect. Set your Hero's Health to 40 can actually mean 2 things. 1st and most likely scenario is that your maximum HP will increase from 30 to 40. It won't actually get you this instant to 40HP. The second scenario is that your Health will be set to 40 as maximum and then you will be healed (but since it should be on the card, it's not likely). Overall, if we don't get Sludge Belcher-level Deathrattles, this shouldn't be a great card. In my opinion, it's a 6/10 in usefulness if you get a PERFECT mulligan and draws.
If the quest system start to count at the moment you play this card, it will be okay to strong (Legendary card, so chance to have it early is kinda low so unless you have it really early you'll need extended game or N'Zoth to trigger it. So possibly bad against Aggro.
If the quest system start to count from the beginning of the game, it's meta defining.
Unless we see proper Blizzard (TM) powercreep, what does this do against aggressive decks ? Oh yeah, you have 1 fewer card in hand for the whole game until
1. You play it ( This one can be played on turn one so it evades that problem, but it might not be the case for all, and that prevents playing a 1 drop or 2-drop with the coin very early to contest the board ).
2. You draw the necessary cards to activate it ( Again, with virtually 1 less card in hand for the whole game )
3. You actually activate it.
4. You play its reward.
This card is 5 mana but don't let that fool you, there's no way in hell it's ever playable before turn 7 in a priest deck, let alone with very good deathrattle minions rotating out. People hated Reno's inconsistency, wait 'til you get a load of this ; Harder to get, but even more brutal ; If this hits the board against an aggressive deck, you've won.
There's also that, the way I see it, Blizzard ain't making aggressive decks any tamer ( As in, balanced tamer ) for the foreseeable future if their design philosophy is any indication, so IMO the power level control decks will need to compete with isn't dropping signficantly ( Especially if the "class rotation" thing going on - every few expansions, a new class is chosen to break the game - keeps happening, with Hunter being a good contestant to take that place ; Prepare for Undertaker hunter 2.0 ). With that said, right after a rotation ( So basically the lowest point in card pool size and thus card availability for a given archetype, let alone one as restricted as deathrattles ) this will need to spawn a new archetype.
Not happening unless some very questionnable stuff happens, 3 mana 10 stats minion style.
Now of course I'd like to say being a harsh critic isn't all there is to this and I find all the revealed cards very good, with things Hearthstone needs like guaranteed draws ( This quest being an example ), strong control tools, and more importantly no curvestone card yet.
However this is only in a vacuum ; These deathrattle cards will still get shut down hard by a few select classes ( Shaman first and foremost, now having a goddamn AOE Transform effect on 1 mana, and if elementals are any indication, they're getting a lot of attention this time again ) while the others will get to take the pounding in total powerlessness ( And with Sylvanas rotating out, no more "Play Sylvanas and kill her to steal your opponent's big deathrattle" ).
Blizzard needs to stop "fixing" design flaws by hiding them under another design flaw. Right now if I were Team 5 I'd just spend a whole expansion fixing Classic and Basic cards ; No packs to buy except Classics that will never rotate out, no filler cards ( Both of these being F2P friendly ), just making sure the fundations of Hearthstone are safe and sound by patching the problems that with the years have become apparent and game-breaking.
An example would simply be making "Transform" mean "Kill this minion and replace it with another" ; No more discrepency between all types of removal, no more class forever stuck with broken or useless cards ( Like, seriously, explain Hex VS Assassinate ). You can't base the entirety of the game around Classic cards and leave their massive problems unaddressed.
EDIT: Obvious N'Zoth deck synergy, but you can't play N'Zoth to complete the quest since the card calls for 7 UNIQUE Deathrattle minions. As long as you're making them unique, maybe might even go the whole hog for a N'Zoth/Kazakus deck? Who knows?
Nah, they don't have to be unique. The second Mistress of Mixtures will trigger the quest the same as the first one. It just says summon minions, it doesn't say they have to be unique.
I'm actually positively surprised! I've never played Priest much, but I long for an N'Zoth Deathrattle Control deck. This might even see play in a highlander deck without Reno Jackson, since Priest has enough sustain and Raza the Chained. If Mage gets a decent mechanic similar to this, Kabal cards might still see play.
BUT Shaman will still get a shitty 1-drop and 2-drop that will kill the meta and it will take Team5 the whole Year of the Mammoth to fix it xD
play the spell on 1 (because what are you doing in priest anyway on turn 1) Low curve deathrattle minions (Mistress, Hoarder, Harvest Golem, Taunt guy) AoE's and removal to stay alive Reno yourself to 40 (because I assume this works like Alex) Then drop NZoth.
Seems like it will probably work.
It's almost like we haven't been playing the same game. Did you ever draw patches in your starting hand? It sucks, right? Not only because you have to pay the mana for it, but also because you effectively have one less card. Well, this is even worse, since patches at least is a 1/1 charge that might have some impact on the board. Remember that HS is all about tempo.
So, ok, you are playing against some kind of control deck. I doubt CW will be a thing, but let's imagine you're facing one and successfully played your 7 deathrattles minions... Great! Now you have 40 health and a 8/8 taunt which will be immediately killed with an execute or a shield slam (or a siphon soul if facing control warlock, whatever). You play your N'Zoth and he responds with brawl (or twisting nether, whatever). Enjoy your 40 life in fatigue.
Against aggro is even worse though. As I said before, you start with one less answer. That wonderful 1 mana quest card could be the AoE you need to win against pirate warrior, or a SWD to kill a 7/7. Do you seriously think that you'll be able to survive till turn 15+ (which is what's required to play your 7 deathrattle minions on average, pretty sure about that)?
And of course, every single one of these points might change with the new cards to came (tho I really doubt it), but if as for now anyone thinks this card could work, that person should've been living under a rock as far as HS is concerned.
Guessing this deck will have 10 deathratttles of either 1 or 2 mana. And maybe 20 cards to either hold out until the quest is complete or just normal cards.
This deck type will use Mistress of Mixtures and Bloodmage Thalnos
Not sure if it will use any of these.
zealous intiate Tentacle of N'Zoth Leper Gnome Loot Hoarder
Not sure if hyped yet.
play the spell on 1 (because what are you doing in priest anyway on turn 1)
Low curve deathrattle minions (Mistress, Hoarder, Harvest Golem, Taunt guy)
AoE's and removal to stay alive
Reno yourself to 40 (because I assume this works like Alex)
Then drop NZoth.
Seems like it will probably work.
who cares about standard im gonna play my wild wallet priest LUL
Ok just consider this.....this is Reno, on steroids, without the highlander requirement. Deathrattle Priest might be absolutely nuts in Wild, but I think for sure will be a top contender in Standard.
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With N'Zoth the quest won't be to difficult to do.
By turn 9 play 4 deathrattle minions. (4/7)
Turn 10, play N'Zoth
N'Zoth will summon the 4 deathrattle minions (8/7) and you will complete the quest :)
I think there are enough Deathrattle cards to make this viable, but just. The removal of Sylvanas hurts a lot, although there could be more Deathrattle cards that are as of yet unreleased. The real problem will be drawing the 7 deathrattle minions before aggro busts your face in...again, though, we're not sure what the meta will be like after the new expansion, as there are still 120ish cards that are unreleased!
EDIT: Obvious N'Zoth deck synergy, but you can't play N'Zoth to complete the quest since the card calls for 7 UNIQUE Deathrattle minions. As long as you're making them unique, maybe might even go the whole hog for a N'Zoth/Kazakus deck? Who knows?
Take a look at my card creations here in vojza's mini expansion topic.
In this meta, it's a dead card. I will explain this in depth. First of all, it's a 5 mana 8/8, but you won't be able to use this on turn 5. In order to do this, you need to play 7 Deathrattle minions. On mulligan, you always get this on turn 1, so you are actually playing with 2 cards (if first). These 2 cards need to be Deathrattle. If you have perfect mulligan and draws, you can get the legendary on turn 7ish. Now, the effect. Set your Hero's Health to 40 can actually mean 2 things. 1st and most likely scenario is that your maximum HP will increase from 30 to 40. It won't actually get you this instant to 40HP. The second scenario is that your Health will be set to 40 as maximum and then you will be healed (but since it should be on the card, it's not likely). Overall, if we don't get Sludge Belcher-level Deathrattles, this shouldn't be a great card. In my opinion, it's a 6/10 in usefulness if you get a PERFECT mulligan and draws.
This is a very creative mechanic and I love it.
Too bad Patches will still be in charge in the Year of the Mammoth.
Unless we see proper Blizzard (TM) powercreep, what does this do against aggressive decks ? Oh yeah, you have 1 fewer card in hand for the whole game until
1. You play it ( This one can be played on turn one so it evades that problem, but it might not be the case for all, and that prevents playing a 1 drop or 2-drop with the coin very early to contest the board ).
2. You draw the necessary cards to activate it ( Again, with virtually 1 less card in hand for the whole game )
3. You actually activate it.
4. You play its reward.
This card is 5 mana but don't let that fool you, there's no way in hell it's ever playable before turn 7 in a priest deck, let alone with very good deathrattle minions rotating out. People hated Reno's inconsistency, wait 'til you get a load of this ; Harder to get, but even more brutal ; If this hits the board against an aggressive deck, you've won.
There's also that, the way I see it, Blizzard ain't making aggressive decks any tamer ( As in, balanced tamer ) for the foreseeable future if their design philosophy is any indication, so IMO the power level control decks will need to compete with isn't dropping signficantly ( Especially if the "class rotation" thing going on - every few expansions, a new class is chosen to break the game - keeps happening, with Hunter being a good contestant to take that place ; Prepare for Undertaker hunter 2.0 ). With that said, right after a rotation ( So basically the lowest point in card pool size and thus card availability for a given archetype, let alone one as restricted as deathrattles ) this will need to spawn a new archetype.
Not happening unless some very questionnable stuff happens, 3 mana 10 stats minion style.
Now of course I'd like to say being a harsh critic isn't all there is to this and I find all the revealed cards very good, with things Hearthstone needs like guaranteed draws ( This quest being an example ), strong control tools, and more importantly no curvestone card yet.
However this is only in a vacuum ; These deathrattle cards will still get shut down hard by a few select classes ( Shaman first and foremost, now having a goddamn AOE Transform effect on 1 mana, and if elementals are any indication, they're getting a lot of attention this time again ) while the others will get to take the pounding in total powerlessness ( And with Sylvanas rotating out, no more "Play Sylvanas and kill her to steal your opponent's big deathrattle" ).
Blizzard needs to stop "fixing" design flaws by hiding them under another design flaw. Right now if I were Team 5 I'd just spend a whole expansion fixing Classic and Basic cards ; No packs to buy except Classics that will never rotate out, no filler cards ( Both of these being F2P friendly ), just making sure the fundations of Hearthstone are safe and sound by patching the problems that with the years have become apparent and game-breaking.
An example would simply be making "Transform" mean "Kill this minion and replace it with another" ; No more discrepency between all types of removal, no more class forever stuck with broken or useless cards ( Like, seriously, explain Hex VS Assassinate ). You can't base the entirety of the game around Classic cards and leave their massive problems unaddressed.
now looks bad, but in wild can be insane, i will waiting for news deathrattle cards.
This card will be so strong.
Absolutely really strong card((I love it). Brewmaster this etc, god this card has so much potential.
I'm actually positively surprised! I've never played Priest much, but I long for an N'Zoth Deathrattle Control deck. This might even see play in a highlander deck without Reno Jackson, since Priest has enough sustain and Raza the Chained. If Mage gets a decent mechanic similar to this, Kabal cards might still see play.
BUT Shaman will still get a shitty 1-drop and 2-drop that will kill the meta and it will take Team5 the whole Year of the Mammoth to fix it xD
I've no clue what I'm doing...
Well... y'all are prolly gonna hate me for this but...
Screw sticking Awaken the Makers in a control deck, stick it in:
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I returned to this game much like how a recovering alcoholic can relapse.
Hi, insect