I am inclined to think that if one more synergistic card is announced, this can be a tier 1 deck. Warlock already has cards like Voidwalker, Flame Imp, and Possessed Villager to gain tempo in the early game. For all that you discard 2 cards, Lakkari Felhound is a fairly broken tempo card against decks that can't trade against it 1-for-1. You don't need to play the quest on turn 1; you only need to play it before you start discarding...so against matchups like aggro where you want to have a strong start on the board, you can.
The deck that this card will spawn will be neither full-on aggro (Zoo) nor Control, but a mid-range deck that uses infinite 3/2's to pressure into a win.
I can't understand how people can think this is a very good card. It makes no sense whatsoever.
It takes away one card draw -> makes your deck more inconsistent in the crucial early game.
You need to play it, meaning one of your turns will be gimped.
You need to actually DISCARD cards, just playing a Doomguard with an empty hand doesn't net you anything. This means you actually have to REDRAW your hand multiple times over. You either need to tap aggressively or rely on Imp. Unless you get more Silverware Golems along the way, this leads to huge problems.
6 cards is 1/5 of your entire deck, just think about that.
You need to play the portal and it costs at least 50% of your turn, if not more and it has no immediate effect. Unless you are winning already, the card will set you back even more.
The Imps actually need to stay alive - multiple times at that - to generate any value. At that stage in the game, it's more than likely that your opponent can deal with them or you are close to death anyway.
The card fits no deck type. Unless you make a specific mid-range-discard lock (and I struggle to see the value, most of the time), you won't have much success with the card. The card leads to inconsistencies in your deck and is far too slow to generate greater value making it inapt for Aggro / Faster Zoo decks, and control decks don't want the discard and have Jaraxxus as a more reliable way for a win condition.
So unless we get more discard support (which could be likely), the card in the current gamestate is nothing more than a gimmick.
So people saying this is meta-defining, please explain what I'm missing.
Can the portal itself be targeted by silence? Since it's stateless, I feel that the only way to remove it as of now is Twisting or Doom, as normal aoe like Lightning Strike won't do it..
I can't understand how people can think this is a very good card. It makes no sense whatsoever.
It takes away one card draw -> makes your deck more inconsistent in the crucial early game.
You need to play it, meaning one of your turns will be gimped.
You need to actually DISCARD cards, just playing a Doomguard with an empty hand doesn't net you anything. This means you actually have to REDRAW your hand multiple times over. You either need to tap aggressively or rely on Imp. Unless you get more Silverware Golems along the way, this leads to huge problems.
6 cards is 1/5 of your entire deck, just think about that.
You need to play the portal and it costs at least 50% of your turn, if not more and it has no immediate effect. Unless you are winning already, the card will set you back even more.
The Imps actually need to stay alive - multiple times at that - to generate any value. At that stage in the game, it's more than likely that your opponent can deal with them or you are close to death anyway.
The card fits no deck type. Unless you make a specific mid-range-discard lock (and I struggle to see the value, most of the time), you won't have much success with the card. The card leads to inconsistencies in your deck and is far too slow to generate greater value making it inapt for Aggro / Faster Zoo decks, and control decks don't want the discard and have Jaraxxus as a more reliable way for a win condition.
So unless we get more discard support (which could be likely), the card in the current gamestate is nothing more than a gimmick.
So people saying this is meta-defining, please explain what I'm missing.
I noticed this too when thinking about it, this quest is almost impossible to pull off, you have to successfully discard 20% of your deck, without discarding your discard cards (otherwise it would take even longer). Many times you will play a discard card and discard the play you planned for next turn, essentially forcing you to skip turn 3/4/5/6 which would make you fall super far behind. Not to mention if you're going second, you don't want to coin a 2 drop or 2 mana removal in any scenario because you'd be incentivized to get the quest out turn one. This quest is going to take a lot of turns with sub-optimal plays, and rng to pull off.
I can't understand how people can think this is a very good card. It makes no sense whatsoever.
It takes away one card draw -> makes your deck more inconsistent in the crucial early game.
You need to play it, meaning one of your turns will be gimped.
You need to actually DISCARD cards, just playing a Doomguard with an empty hand doesn't net you anything. This means you actually have to REDRAW your hand multiple times over. You either need to tap aggressively or rely on Imp. Unless you get more Silverware Golems along the way, this leads to huge problems.
6 cards is 1/5 of your entire deck, just think about that.
You need to play the portal and it costs at least 50% of your turn, if not more and it has no immediate effect. Unless you are winning already, the card will set you back even more.
The Imps actually need to stay alive - multiple times at that - to generate any value. At that stage in the game, it's more than likely that your opponent can deal with them or you are close to death anyway.
The card fits no deck type. Unless you make a specific mid-range-discard lock (and I struggle to see the value, most of the time), you won't have much success with the card. The card leads to inconsistencies in your deck and is far too slow to generate greater value making it inapt for Aggro / Faster Zoo decks, and control decks don't want the discard and have Jaraxxus as a more reliable way for a win condition.
So unless we get more discard support (which could be likely), the card in the current gamestate is nothing more than a gimmick.
So people saying this is meta-defining, please explain what I'm missing.
The only way I see this quest is possible if release cards make you draw cards and after discard cards, like 3 or 4 manas draw 4 cards and discard two random cards.
Without this kind of card you will be dead or no cards in hand and the quest lacking one or two cards.
I think this card will be a plan B against eg. priest where you usually run out ig resources.
You play it on turn 3-4 after you already have the board and you can afford to lose a little bit of tempo.
In this case is better don't have the quest in deck, this kind of card is to build the deck around it, too many resources to make possible, this kind of card is the worst top deck in game history, because of this the devs make the rule for come in starting hand.
I can't understand how people can think this is a very good card. It makes no sense whatsoever.
It takes away one card draw -> makes your deck more inconsistent in the crucial early game.
You need to play it, meaning one of your turns will be gimped.
You need to actually DISCARD cards, just playing a Doomguard with an empty hand doesn't net you anything. This means you actually have to REDRAW your hand multiple times over. You either need to tap aggressively or rely on Imp. Unless you get more Silverware Golems along the way, this leads to huge problems.
6 cards is 1/5 of your entire deck, just think about that.
You need to play the portal and it costs at least 50% of your turn, if not more and it has no immediate effect. Unless you are winning already, the card will set you back even more.
The Imps actually need to stay alive - multiple times at that - to generate any value. At that stage in the game, it's more than likely that your opponent can deal with them or you are close to death anyway.
The card fits no deck type. Unless you make a specific mid-range-discard lock (and I struggle to see the value, most of the time), you won't have much success with the card. The card leads to inconsistencies in your deck and is far too slow to generate greater value making it inapt for Aggro / Faster Zoo decks, and control decks don't want the discard and have Jaraxxus as a more reliable way for a win condition.
So unless we get more discard support (which could be likely), the card in the current gamestate is nothing more than a gimmick.
So people saying this is meta-defining, please explain what I'm missing.
The only way I see this quest is possible if release cards make you draw cards and after discard cards, like 3 or 4 manas draw 4 cards and discard two random cards.
Without this kind of card you will be dead or no cards in hand and the quest lacking one or two cards.
I think Blizz will do either of the three for at least one or two cards this expansion (possibly the legendary): - More stuff like Silverware Golem + Effect or just a strong effect when discarded - Card that directly summons discarded minions. - Card that adds discarded cards back to your hand.
I think Blizz will do either of the three for at least one or two cards this expansion (possibly the legendary): - More stuff like Silverware Golem + Effect or just a strong effect when discarded - Card that directly summons discarded minions. - Card that adds discarded cards back to your hand.
Need more stuff like Silverware Golem like that's a top priority. As for the other 2 thats pretty strong if they do do it it will probably only hit 1-2 cards. I feel like they'd more go back down the route of Tiny KOE and make some basic discard synergy cards.
Need more stuff like Silverware Golem like that's a top priority. As for the other 2 thats pretty strong if they do do it it will probably only hit 1-2 cards. I feel like they'd more go back down the route of Tiny KOE and make some basic discard synergy cards.
Like I just posted in the warlock forum, Tiny Knight is a terrible card and should never be done again, unless the minion itself has already premium stats.
You can't have too many Silverware Golems tho, as that makes your hand / deck clunky and dependable and still RNG reliant. I think a simple 2 or 3 drop that adds a discarded card back to your hand would go a long way.
Also, warlock class desperately needs spells. With PO being banned, there aren't all that much playable spells left - in particular for Zoo.
can this get stolen by sylvanas?
It is not a minion i think.
I'm sure it can't
Because I think Succubus is pretty bad and will not see play even in a discard-synergy deck.
Well, this is sick! Probably one of the best cards revealed so far
I can't understand how people can think this is a very good card. It makes no sense whatsoever.
So unless we get more discard support (which could be likely), the card in the current gamestate is nothing more than a gimmick.
So people saying this is meta-defining, please explain what I'm missing.
Can the portal itself be targeted by silence? Since it's stateless, I feel that the only way to remove it as of now is Twisting or Doom, as normal aoe like Lightning Strike won't do it..
Cogito ergo sum
I think this card will be a plan B against eg. priest where you usually run out ig resources.
You play it on turn 3-4 after you already have the board and you can afford to lose a little bit of tempo.
I think Blizz will do either of the three for at least one or two cards this expansion (possibly the legendary):
- More stuff like Silverware Golem + Effect or just a strong effect when discarded
- Card that directly summons discarded minions.
- Card that adds discarded cards back to your hand.
Yo