Most people like this quest card. I understand your first reactions. But.. for me this is not a good card.
First of all, I must admit I was hoping for a quest that had to do with demons and maybe I got really disappointed. Now.. is this card going to work on a type of deck different than discard-lock? Well it needs to be consistent so the answer is no (well you might want to try to use it for late game but are you going to use discard mechanics in a control deck? enough to discard 6 cards?).
So since this is only for discard-locks someone must judge this card as part of an aggro deck. You want to play aggro and you pass on turn 1.. then IDEALLY you waste 6 cards of yours by turn 5? (If that is even remotely possible..is it also consistent?) and then waste turn 5? Aggro decks used to kill you by then, we can see new taunts and anti-aggro cards being introduced, so the only thing this card is going to achieve is to give you some advantage (yes a big one) probably after turn 7-8 ..after you play heavily with discard mechanics and waste 1+5 mana in the process..if you are playing aggro and you are not wining by then you are probably going to die really soon..
Of course I might be wrong and this is just my opinion..as I said I hate discard mechanics and maybe I am biased..but I cannot see it ..yet (far too many cards to see so.. who knows..)
Edit: Forgot to say that you also start the game with one card less.. keep that in mind too
So I would imagine that most people are hyped about putting this in Zoolock with Malchezaar's Imp, Doomguard, Soulfire, Lakkari Felhound, Darkshire Librarian, and maybe even Succubus. But in zoo is it not the goal to get on the board as fast as possible and stay there? How are you going to do that if your turn 1 play is to do nothing? And what about getting your face bashed in by turn 4? Pirate Warrior isn't going anywhere...
Making a bold claim here, but I think this card is overrated and will only see play in experimental zoo decks. I don't think Control Discolock will be a think because you will discard key control cards.
I don't think this is all that powerful. Well depends on what other cards are released. The main issue is, that this card doesn't fit into any deck type.
It's WAY too slow for aggro or even zoo. First: You have to sacrifice one mana (and most of the time you spend all mana). Second: you have to discarding 6 cards. Third: You have to refill those cards (unless you have Imp on the board). Foruth: You have to spend another turn / 5 mana to play it. Fifth: Only the turn afterwards you can make use of the 3/2s - at which stage they aren't really much of a threat. It's not until you get the effect a few times that they pose a threat.
Mid-range discard? Maybe. But I struggle to see how to incorporate enough discard.
Control doesn't need it nor wants to discard cards. They also have Jaraxxus as way better win condition.
So overall it's pretty underwhelming. Might have a use in something new or with some new support cards.
Most people like this quest card. I understand your first reactions. But.. for me this is not a good card.
First of all, I must admit I was hoping for a quest that had to do with demons and maybe I got really disappointed. Now.. is this card going to work on a type of deck different than discard-lock? Well it needs to be consistent so the answer is no (well you might want to try to use it for late game but are you going to use discard mechanics in a control deck? enough to discard 6 cards?).
So since this is only for discard-locks someone must judge this card as part of an aggro deck. You want to play aggro and you pass on turn 1.. then IDEALLY you waste 6 cards of yours by turn 5? (If that is even remotely possible..is it also consistent?) and then waste turn 5? Aggro decks used to kill you by then, we can see new taunts and anti-aggro cards being introduced, so the only thing this card is going to achieve is to give you some advantage (yes a big one) probably after turn 7-8 ..after you play heavily with discard mechanics and waste 1+5 mana in the process..if you are playing aggro and you are not wining by then you are probably going to die really soon..
Of course I might be wrong and this is just my opinion..as I said I hate discard mechanics and maybe I am biased..but I cannot see it ..yet (far too many cards to see so.. who knows..)
What you are talking is totally true I played with discardlock for last two months I already know how it works. Discard mechanic is not great for long games because lacking cards becomes a heavy burden on shoulders at late game and loosing one turn to play 2- 3/2 imps is a huge cost. It is not so bad but it is not good to.
I'm gonna go ahead and say that if this card ever sees play it's gonna be in a deck that mulligans it away every single game. Playing this is your typical zoo/discard lock will at best be super inconsistent. Not only are you losing one mana of tempo early on (in a deck filled with small minions specifically to grab early tempo), you're losing a card AND you're supposed to discard 6 more cards. At best you need like 12 cards (quest, 6 discarded and 5 "discarders") in total to activate the quest, that means either tapping like crazy (in a zoo deck?), getting super lucky with imp (inconsistent) or going way into the late game. You're not gonna get this popped on turn 5-7.
It makes me wonder how much they've thought about the "always in starting hand" rule. While it makes sense in the way that you want to get started early so you're not playing all your activators before getting the quest, it makes no sense for the kinda decks you want to play them in. Both this and the priest one is a card you want to play on turn 4-7 once you've dealt with any super aggressive decks.
Ok, initially when I saw this reveal on the steam I was mind blown at how ridiculous it was. Summon 2 3/2 Imps every turn is pretty damn good. People say it isn't good late game, but 2 3/2s can kill a lot of late game cards. Then I realized Malchezaar's Imp is being rotated out and they cannot make another card that is as good as it without directly copying it. Card sucks.
Absolutely overhyped card. While i don't think it's bad at all, i don't think it's meta-defining. You not only need this card, you also need malchezaars imp to be viable, and he also must stay on board. Without the imp, you simply don't have enough cards to make this card viable at all. You need to have 10 cards, discard the RIGHT cards (and discard is a b**ch, that always works perfectly for your opponent and never for you) and then you also need to play the portal by itself, and it cost 5 mana too. Yes, the value is infinite, and if you manage to play it on turn 5, bam, you won, but still you need to play it. And here's the problem with discard-warlock; you can actually discard the portal too.
Tell me exactly how you're going to discard the portal by accident? ;)
Ok, initially when I saw this reveal on the steam I was mind blown at how ridiculous it was. Summon 2 3/2 Imps every turn is pretty damn good. People say it isn't good late game, but 2 3/2s can kill a lot of late game cards. Then I realized Malchezaar's Imp is being rotated out and they cannot make another card that is as good as it without directly copying it. Card sucks.
Isn't the Imp card from Karazahn? It shouldn't rotate out for awhile yet.
They're going to need a lot more discard support to make this work since the only good cards we have to trigger the effects right now are Soulfire, Darkshire Librarian, and Doomguard. But if they give us 2 more Soulfire-caliber cards or even Librarian level cards, look out...
How about run this in control warlock with only deathwin to activate it ?
Warlock is the second last class that can play a control deck first one is hunter. Because warlock takes too much damage to the face thanks to board clears and hero power.
Ok, initially when I saw this reveal on the steam I was mind blown at how ridiculous it was. Summon 2 3/2 Imps every turn is pretty damn good. People say it isn't good late game, but 2 3/2s can kill a lot of late game cards. Then I realized Malchezaar's Imp is being rotated out and they cannot make another card that is as good as it without directly copying it. Card sucks.
Isn't the Imp card from Karazahn? It shouldn't rotate out for awhile yet.
Well I'll be damn, forgot which sets got rotated out and Karazhan felt so long ago. My mistake, guess card isn't as bad as I thought. It seems quite flexible to me in a disco-lock. Haven't played with or against a disco-lock deck in awhile, but how many discard cards are in a typical deck? I was thinking, if your initial mulligan is 3 1 drops, would having a turn 2 tempo loss be that bad? Play the quest and another 1 drop. If not, you can mulligan it away and potentially lose tempo in the later rounds. I can't remember a time where a disco-lock game went past 10 rounds which leaves 10-15 cards left in your deck. The odds of drawing the quest seems quite low and may save you in the control games where you pretty much lost the board. Albeit, you might not be able to discard 6 cards after playing it late game.
Ok seems like I wasted time typing that. Card still sucks.
Playing Hearthstone since Oct 2015. Favourite class: Warlock.
Aaaand I have 99 skills, but the english language ain't one. :D
Its a wincondition.
Priest set your health on 40 HP is....nothing.
Mind Vision Priest new meta Lol =P
Its a fact, that you can deal easily with one card less in you starthand as a warlock - just lifetap and gg
As a Priest and also for alle the other classes ....its just absolutely horrible.
Most people like this quest card. I understand your first reactions. But.. for me this is not a good card.
First of all, I must admit I was hoping for a quest that had to do with demons and maybe I got really disappointed. Now.. is this card going to work on a type of deck different than discard-lock? Well it needs to be consistent so the answer is no (well you might want to try to use it for late game but are you going to use discard mechanics in a control deck? enough to discard 6 cards?).
So since this is only for discard-locks someone must judge this card as part of an aggro deck. You want to play aggro and you pass on turn 1.. then IDEALLY you waste 6 cards of yours by turn 5? (If that is even remotely possible..is it also consistent?) and then waste turn 5? Aggro decks used to kill you by then, we can see new taunts and anti-aggro cards being introduced, so the only thing this card is going to achieve is to give you some advantage (yes a big one) probably after turn 7-8 ..after you play heavily with discard mechanics and waste 1+5 mana in the process..if you are playing aggro and you are not wining by then you are probably going to die really soon..
Of course I might be wrong and this is just my opinion..as I said I hate discard mechanics and maybe I am biased..but I cannot see it ..yet (far too many cards to see so.. who knows..)
Edit: Forgot to say that you also start the game with one card less.. keep that in mind too
No, it cannot be targeted. The only way to get rid of it is to concede.
So I would imagine that most people are hyped about putting this in Zoolock with Malchezaar's Imp, Doomguard, Soulfire, Lakkari Felhound, Darkshire Librarian, and maybe even Succubus. But in zoo is it not the goal to get on the board as fast as possible and stay there? How are you going to do that if your turn 1 play is to do nothing? And what about getting your face bashed in by turn 4? Pirate Warrior isn't going anywhere...
Making a bold claim here, but I think this card is overrated and will only see play in experimental zoo decks. I don't think Control Discolock will be a think because you will discard key control cards.
Just wondering if Sylvanas Windrunner could steal this Nether Portal in Wild ! Or even Mind Control Tech in Standard...
wish they talked about this.
meta defining card by the way, and should be a lot easier to complete in comparison of the priest quest.
I don't think this is all that powerful. Well depends on what other cards are released. The main issue is, that this card doesn't fit into any deck type.
So overall it's pretty underwhelming. Might have a use in something new or with some new support cards.
I'm gonna go ahead and say that if this card ever sees play it's gonna be in a deck that mulligans it away every single game. Playing this is your typical zoo/discard lock will at best be super inconsistent. Not only are you losing one mana of tempo early on (in a deck filled with small minions specifically to grab early tempo), you're losing a card AND you're supposed to discard 6 more cards. At best you need like 12 cards (quest, 6 discarded and 5 "discarders") in total to activate the quest, that means either tapping like crazy (in a zoo deck?), getting super lucky with imp (inconsistent) or going way into the late game. You're not gonna get this popped on turn 5-7.
It makes me wonder how much they've thought about the "always in starting hand" rule. While it makes sense in the way that you want to get started early so you're not playing all your activators before getting the quest, it makes no sense for the kinda decks you want to play them in. Both this and the priest one is a card you want to play on turn 4-7 once you've dealt with any super aggressive decks.
Ok, initially when I saw this reveal on the steam I was mind blown at how ridiculous it was. Summon 2 3/2 Imps every turn is pretty damn good. People say it isn't good late game, but 2 3/2s can kill a lot of late game cards. Then I realized Malchezaar's Imp is being rotated out and they cannot make another card that is as good as it without directly copying it. Card sucks.
They're going to need a lot more discard support to make this work since the only good cards we have to trigger the effects right now are Soulfire, Darkshire Librarian, and Doomguard. But if they give us 2 more Soulfire-caliber cards or even Librarian level cards, look out...
See only real zoo players understand how important turn 1 is. I think this card and the taunt are not good cards at all
Mages will be running Counterspell x2 to counter this on Turn 5.
maybe it could work..
it sounds better than all other options but it is too soon to know..