This is often worse than Doomsayer though because Doomsayer can often be played onto an empty board to force your opponent to pass the turn. In fact, except for mage with Frost Nova, that is often the whole point ofDoomsayer. This card wants to be played when you have lost the board but then your opponent can just go face with the minions that are corrupted and play new minions with no real tempo loss. I think this card will be worse than people think.
Also, doomsayer can be played as '7' armour when your opponent has a board already (so they need to trade into doomsayer). I agree, this card isn't going to be as good as people think.
Only 7 health for 2 mana is extremely bad. Doomsayer is played to clear the board and gain tempo and when it doesn't go off you fall behind. This card actually guarantees a board clear, something Doomsayer doesn't
Is that bad? Yes, that's pretty bad. But you cán. That's the keyword right there. So far I have seen 3 different utilities for Doomsayer in this thread, whereas Mist only gives you 1 utility.
(Utilities Doomsayer:
1) Clear the board (Frost nova) 2) Play on an empty board to hold initiative 3) Play on a full board to 'heal for 7')
Is that bad? Yes, that's pretty bad. But you cán. That's the keyword right there. So far I have seen 3 different utilities for Doomsayer in this thread, whereas Mist only gives you 1 utility.
(Utilities Doomsayer:
1) Clear the board (Frost nova) 2) Play on an empty board to hold initiative 3) Play on a full board to 'heal for 7')
This card does the first one better without needing a counterable two card combo, and doesn't do the other two. Basically a 2 mana Twisting Nether for a significant health cost - I say that's good.
Is that bad? Yes, that's pretty bad. But you cán. That's the keyword right there. So far I have seen 3 different utilities for Doomsayer in this thread, whereas Mist only gives you 1 utility.
(Utilities Doomsayer:
1) Clear the board (Frost nova) 2) Play on an empty board to hold initiative 3) Play on a full board to 'heal for 7')
This card does the first one better without needing a counterable two card combo, and doesn't do the other two. Basically a 2 mana Twisting Nether for a significant health cost - I say that's good.
Except Twisting nether clears the board immediately, preventing the opponent slinging his minions at your face one more time. Also, Twisting nether + INFERNAL! is a strong possibility, one which mist won't allow you to do.
i agreed this was a bad card when i first saw it...well im here to say i have changed my mind. with the warlock quest i find that the quick rush of minions in the first two turns is destroyed by this card. it has helped me a few times get into the later turns because of that.
I've tried it a few times. I don't like it. It has the same issue as corruption in that you only want to play it when your side of the board is empty (or has tiny creatures at most). If you drop this and then play a medium-size threat, the enemy can ram all their doomed minions into your guys. That means you can never take advantage of the tempo advantage. They, on the other hand, know you'll have zero minions at the start of your next turn. If they have any cards that are vulnerable the turn they come out but are really good soon thereafter (like Gadgetzan Auctioneer or Tundra Rhino), they know that this is their best chance.
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2) Play on an empty board to hold initiative
3) Play on a full board to 'heal for 7')
seems a bit to slow. now if i can get a frost nova....then maybe.
i agreed this was a bad card when i first saw it...well im here to say i have changed my mind. with the warlock quest i find that the quick rush of minions in the first two turns is destroyed by this card. it has helped me a few times get into the later turns because of that.
I've tried it a few times. I don't like it. It has the same issue as corruption in that you only want to play it when your side of the board is empty (or has tiny creatures at most). If you drop this and then play a medium-size threat, the enemy can ram all their doomed minions into your guys. That means you can never take advantage of the tempo advantage. They, on the other hand, know you'll have zero minions at the start of your next turn. If they have any cards that are vulnerable the turn they come out but are really good soon thereafter (like Gadgetzan Auctioneer or Tundra Rhino), they know that this is their best chance.