I am almost mad. I loved this theme with quest -cards and now rogue gets this shit?! Like even if you complete the quest (that doesn't even sound fun quest to do) the award from it is just bad. Everytime same thing with rogues; getting fucked by Blizzard.
Rogue cards in this set: 2 legendaries released, both shit. Rommitopi is a sad panda.
Gosh, isn't it terrible how rogue is always so awful? Like the last expansion, where it was a tier 1/2 deck? Or before, when oil rogue was a fairly good deck for quite a while? Or before that, where everyone hated miracle rogue because it totally dominated the ladder, and its best counter was an aggressive rogue deck??? Poor rogue. The priest players, whose only high tier competitive deck has been a boring curve deck, are over here crying for your.
People chronically under-rate rogue cards for two reasons. The first is that the core rogue cards are really good. With cards like backstab/eviscerate/sap/prep, rogue doesn't need the sort of core class cards that a class like priest needs. And rogue cards are meant to work in combination, rather than on their own. So they often don't look like the best on paper, but they can still end up being really strong in practice.
And remember, the reward for this quest is actually really good. A 5/5 for 5 is considered decent. So with anything on board, you don't really fall behind on tempo for playing it. And then all of the crappy novice engineer/swashburgular/brewmaster type cards you put in your deck to complete the quest are really good. You can even pull off a lot of burst with your extra bounce effects and any charger.
Judging from everyone's reaction to this card, it's pretty obvious no one understands the power of this card. It also appears that absolutely no one understands how in synergizes with the new cards introduced.
This is by no means a competitively viable deck or optimized in any sense, but behold, the power of Murlocs in the Year of the Mammoth. Shadowcaster, Shadowstep, Youthful Brewmaster, and the new Primalfin Lookout allow you to bounce your cheap murlocs multiple times or discover them. Flood your deck with cheap 5/5s and adapt with Gentle Megasaur to finish your opponent. Barnes gives you a free 5/5, plenty of draw to regain momentum against board clears.
I hope this demonstrates to some of you that this card is more viable than you initially perceived.
Yeah, sadly Dopplegangster won't work to trigger it... but at the same time it seems sweet in the deck. You can Shadowstep it back and leave 2 2/2s (not great, but not horrible), and if you trigger the reward then you just straight up pay 5 mana for 3 5/5s.
Actually thinking about the reasons why turning your minions into 5/5s, it's actually extremely good;
1. Single cards that summon other cards, like Dopplegangster or Defias Ringleader, are now insane tempo machines
2. Violet Teacher now becomes "whenever you play a spell summon a 5/5 token" essentially, which seems outright broken.
3. Patches Combo potential? Summoning a bunch of 5/5 charge minions seems sick, albeit limited to Wild with the rotation of Gang Up.
I'm not sure about what a decklist that supports this even begins to look like, but I'm actually pretty intrigued now. This feels like there's some potential.
Rollback Post to RevisionRollBack
Articles I suggest every player reads to improve at the game;
I don't understand why a quest reward would actually have a huge downside to it... Seems pretty insulting to Rogue players. I totally get the potential of the card to make a bunch of cheap 5/5s, but why the hell would it bring down minions higher then that to 5/5.
So basically if Rogue wants to commit to this type of deck, they can't play any minions over 5/5 or they will just get gimped? What the hell kind of design is that for a class quest... No other classes get punished like that for playing theirs.
Do any of the other classes have to look at cool new legendarys being released and make the choice between playing them or their class quest? Instead of both.
Don't like the design one bit. I mean I know Rogues don't really play any minions with more then 5/5 stats right now, aside from a huge edwin/questing, but this type of card feels really constricting and like it's completely shutting out the possibility of different Rogue archetypes now, unless you just don't run the quest card, which is disappointing.
Yikes, it's play 4 minions with the same name. That's incredibly difficult to pull off for an effect that isn't anything special and actually blocks your Edwin plays.
If you want legend I don't expect you'll be running this card. If you're like me and prefer quirky and strange decks, this will be one of the first cards to craft and experiment with. I'll be hovering around rank 15 for a while playing with this.
My first impression is it will work well with murlocs. Finja and chargers can provide burst while coldlight can draw duplicates and bounce-back cards you need.
Until I get to play with this.... it looks really bad. Maybe I'll change my opinion later, but most of the stuff they create for Rogue is just not very good.
I don't understand why a quest reward would actually have a huge downside to it... Seems pretty insulting to Rogue players. I totally get the potential of the card to make a bunch of cheap 5/5s, but why the hell would it bring down minions higher then that to 5/5.
because then you could put this (with the new copy card and youtful sees regulary play and both have already synergie with miracoli) in every rogue deck and make it a auto include in every deck, which blizzard doesnt want
Well, at minimum, the quest itself certainly fills the "unique quest type" bill people were worried about not having.
Hard to evaluate card I think since it's basically designed for cards that have been considered bad or very niche for a long time. But so were the classic pirates and look where we are now...
I like it since it's a different archetype than we've seen with Rogue in recent years. This doesn't fit with Miracle which is a good thing since Miracle isn't really taking a hit with the card rotation.
Build a deck with the return to hand pandas, gadgetzan ferryman, and plenty of cheap minions to fill the board. Think about the implications. 2 mana 5/5 novice engineer, 1 mana 5/5 charge minions, a card like Target Dummy is a 0 mana 5/5 with taunt. Put a sprint into this deck and you'd begin filling up the board insanely quick. I'll be trying this archetype out since it seems fairly easy to complete and has a powerful effect when built with the right deck. 👍
Rogue is having an identity crisis. First Valeera was all about combo, then deathrattle. This card promotes small minions with powerful battlecries+bounce effects: swashburglar, novice engineer, 3/2 panda, jeweled scarab etc. There is no synergy between these cards.
Well, this opens some interesting possibilities. Just have to figure out where to find four same minions lol. Can jade golems be considered minions with same name?
Yes but you need to play them from your hand to activate the quest. Summoning them through stuff won't work.
Overall this card is garbage
No man, not because of that. Jade golems are consistent, they are minions with the same name, you can return and play the first two with minimum tempo loss, and numbers 3 and 4 with shadowstep.
Will summoned tokens like 1/1 murloc scout from murloc tidehunter also going to be 5/5? And will the minions on board also become 5/5? If both are positive, this is a good quest.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Judging from everyone's reaction to this card, it's pretty obvious no one understands the power of this card. It also appears that absolutely no one understands how in synergizes with the new cards introduced.
This is by no means a competitively viable deck or optimized in any sense, but behold, the power of Murlocs in the Year of the Mammoth. Shadowcaster, Shadowstep, Youthful Brewmaster, and the new Primalfin Lookout allow you to bounce your cheap murlocs multiple times or discover them. Flood your deck with cheap 5/5s and adapt with Gentle Megasaur to finish your opponent. Barnes gives you a free 5/5, plenty of draw to regain momentum against board clears.
I hope this demonstrates to some of you that this card is more viable than you initially perceived.
Articles I suggest every player reads to improve at the game;
MTG/Hearthstone biases to avoid
Reframing negative Hearthstone experiences to improve at the game
Who's the Beatdown?
ok, i considered it enough, THIS IS SHIT.
need take time to make new pic and signature using the new cards.
wow this came unexpected
maybe blizzard only created this card to redeem ferryman would be pretty funny lol
I don't understand why a quest reward would actually have a huge downside to it... Seems pretty insulting to Rogue players. I totally get the potential of the card to make a bunch of cheap 5/5s, but why the hell would it bring down minions higher then that to 5/5.
So basically if Rogue wants to commit to this type of deck, they can't play any minions over 5/5 or they will just get gimped? What the hell kind of design is that for a class quest... No other classes get punished like that for playing theirs.
Do any of the other classes have to look at cool new legendarys being released and make the choice between playing them or their class quest? Instead of both.
Don't like the design one bit. I mean I know Rogues don't really play any minions with more then 5/5 stats right now, aside from a huge edwin/questing, but this type of card feels really constricting and like it's completely shutting out the possibility of different Rogue archetypes now, unless you just don't run the quest card, which is disappointing.
Yikes, it's play 4 minions with the same name. That's incredibly difficult to pull off for an effect that isn't anything special and actually blocks your Edwin plays.
I wonder if doppelgangster will work
If you want legend I don't expect you'll be running this card. If you're like me and prefer quirky and strange decks, this will be one of the first cards to craft and experiment with. I'll be hovering around rank 15 for a while playing with this.
My first impression is it will work well with murlocs. Finja and chargers can provide burst while coldlight can draw duplicates and bounce-back cards you need.
Obviously you don't run Edwin then
Until I get to play with this.... it looks really bad. Maybe I'll change my opinion later, but most of the stuff they create for Rogue is just not very good.
Well, at minimum, the quest itself certainly fills the "unique quest type" bill people were worried about not having.
Hard to evaluate card I think since it's basically designed for cards that have been considered bad or very niche for a long time. But so were the classic pirates and look where we are now...
The idea of youthful brewmaster rogue seems intriguing though
I like it since it's a different archetype than we've seen with Rogue in recent years. This doesn't fit with Miracle which is a good thing since Miracle isn't really taking a hit with the card rotation.
Build a deck with the return to hand pandas, gadgetzan ferryman, and plenty of cheap minions to fill the board. Think about the implications. 2 mana 5/5 novice engineer, 1 mana 5/5 charge minions, a card like Target Dummy is a 0 mana 5/5 with taunt. Put a sprint into this deck and you'd begin filling up the board insanely quick. I'll be trying this archetype out since it seems fairly easy to complete and has a powerful effect when built with the right deck. 👍
I have this feeling that if the elements that Fire Fly summons come from another source this could easily get overpowered really quick :)
Rogue is having an identity crisis. First Valeera was all about combo, then deathrattle. This card promotes small minions with powerful battlecries+bounce effects: swashburglar, novice engineer, 3/2 panda, jeweled scarab etc. There is no synergy between these cards.