Completely agreed. As a matter of fact, I posted this few minutes ago, on the card reveal page:
"This effect gives an actual advantage in two situations :
1) the game is going to fatigue.
2) You destroy an essential piece of a combo deck.
That's it. Simply burning a card in a vacuum isn't that powerful. It may even sometimes serve your opponent well in the late game. If you're burning a 3 mana card that was on top of the deck, and he draws his awaited late game powerhouse instead, the vampire did more wrong than good. If you're not hitting a critical win condition of the opponent, thinning his deck is not something you want to do. That's why Fel Reaver was not such a horrible card for aggro decks, as they didn't care if half their deck was burned. "
It's effect is completly random, plus you can't know if the opponent has in his hand a key card so you can't forecast when it's the best moment to play this minion and it could be effectivly powerfull only against combo decks. I like anyway this kind of mechanics but a single card with it it's just useless, but if they'll support it with some other cards then it'll be fun indeed.
Burning a deck card doesn't matter unless you hit a combo piece or go for fatigue. It is just the same as having that card at the bottom of your deck. For help understanding this please Google "why is fel reaver a good card"
This is a reasonable argument to make statistically speaking, but it ignores the emotion of this card. If I lose a game because I never drew something critical, I'll be bummed. If I lose a game because my opponent burned a card I needed off the top of my deck, it feels like I was denied a win and couldn't do anything about it, and now I'm kind of mad. (Note that I'm assuming this works like normal card burn where the card is revealed to all parties.)
In that regard, I think this is very similar to the rogue quest pre-nerf. That deck was never super powerful statistically, but when it was effective it really ampted up the negative experience of the loss for your opponent. Frankly, I think this card is a nice concession for Discolock, and has the potential to help an opponent, so I'm all for it. But losing to this card is going to feel awful.
I want to know if this battlecry is considered "discarding" or if the choice of the word "remove" is deliberate. If this counts as a discard, the interaction between this and Cruel Dinomancer could be bonkers.
I don't think the card is that impressive. But I love that Blizz is exploring new game areas instead of dogmatically refusing to mess with your opponents deck/hand.
Finally blizzard is going to let us tamper with our opponent's strategy. You see, combo has never been strong and has always been nerfed because there was no way to stop it. Introducing cards like these lets you print strong combo cards knowing that there will be ways to counter them. In a way it makes combo decks interactive, just on another level. Can't wait for them to introduce mechanics like discard cards from your opponent's hand. And to all of you that think that it's unfair that strategies like this one think about it with a different perspective. The existence of this type of cards OPENS UP design space instead of reducing. If you could tamper more with your opponent's hand and deck more powerful cards can be printed without being OP since they can be countered. I know that this card is not exactly that but it shows a change in mentality that in the long run will be good for the game.
Combo has always been I teractive though.... Kill them before the combo... How is that any different than aggro? Oh right it's more interactive because it takes longer......
Idk. Yes unless control we barely ever go through 30 cards so there's no value in fatigue.
But then again against a mage, any burn destroyed is good or a counter spell, etc etc. Just enough to survive longer. Or pirate warrior getting any weapon or korkron could prevent a lethal and stabilise. What about paladin, burning a spikeridge mount or tirions could allow a zoolock to not hit a taunt wall... Shaman; list or thing from below or and evolve, the list goes on.
It still adds value because alot of the midrange decks are all value built these days and while eliminating a card that isn't a lynch pin can still cripple enough to mount a win.
I don't agree this card is meta defining, it's definitely good though and will have a place in constructed.
Yeap, it isn't a strong card, it basicaly does nothing and walock has no support to its gameplan in the cards we have atm.. i just wish rogues get something like this in a future set, so mill could get some love..
It's not meta defining, but if Zoolock is a thing, it will be a two of in the deck and because of its good stats, the results will range from "meh" to "tilt your opponent out of existence and potentially straight up win", which isn't good for the game.
See points 2 and 3.
There are much stronger 2 drops for zoo to be using anyway and you aren't actually destroying a card as much as getting information as to what your opponent doesn't have in hand when you play the card in a more aggressive style of deck like zoo. Even if you mill dragonfire potion, your opponent just as likely could have just not drawn a dragonfire potion.
Mostly irrelevant unless the opponent goes into fatigue, which never happens against self-loathing Warlock. That Tirion or Alexstrasza or Hero card was just as likely to be at the bottom of the deck and never drawn anyhow.
Assuming the card gets revealed, it even lets the opponent know which card they will never draw, allowing them to adjust their strategy accordingly.
Happen 20% of the time in control matchs, fatigue is not irrelevant and x2 of this card make more relevant.
It is a free battlecry, the minion is 2/3 for 2 manas.
2 mana 2/3 do nothing 80% of the time doesn't make the cut in constructed. And the 20% isn't instant win unless you're facing something like Exodia Mage and burn one of the 5 combo critical pieces.
This is a control tool for match vs other controls, like Entomb for priest, that card is terrible vs aggro but nuts vs other controls, warlock received the best card vs aggro we see so far in this expansion, the only missing piece for control warlock back is a decent healing.
The 2 2/3 makes it easy to play for almost any deck rather than a tech card inclusion. Against most decks burning a card just doesn't matter. But burning a combo piece could win the game, and it's an archetype Warlock is terrible against. And there have been metas where Warlock is in grindy control match-ups where putting the opponent two cards closer to fatigue to offset Lifetaps and denying resources actually does matter.
They made it very clear that they don't want to have any effects that mess with your opponents turn in a uninteractive way. So now it's apparently fine? Can we get an answer out of Brode, any of the game designers?
Gul'dan, as a response from every other class, please god don't play this card. Even if it's good. It's so unhealthy.
OP is afraid of this card and is laying down some weak logic hoping others won't use it.
Gonna craft golden of these and run bouncers just hoping to tilt op.
The only one using weak logic in here is yourself. If you've got arguments to prove this card is bonkers go ahead; if you've got nothing but useless taunts to throw at op, be quiet.
This has so much potential I will dread ever facing another Warlock again. I play many reno decks, and this card fucks them over. (Since 2-3 of your cards are VITAL to the deck, so there's a good chance for them to be removed). Don't even get me started on Combo Decks. In any case, even normal decks running a single 1-of that is still important may be forced to run 2 of them - like Priest running 2x Dragonfire Potion.
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Hearthstone highlight:When you burn both your opponent's Jade idol lmao
Completely agreed. As a matter of fact, I posted this few minutes ago, on the card reveal page:
"This effect gives an actual advantage in two situations :
1) the game is going to fatigue.
2) You destroy an essential piece of a combo deck.
That's it. Simply burning a card in a vacuum isn't that powerful. It may even sometimes serve your opponent well in the late game. If you're burning a 3 mana card that was on top of the deck, and he draws his awaited late game powerhouse instead, the vampire did more wrong than good. If you're not hitting a critical win condition of the opponent, thinning his deck is not something you want to do. That's why Fel Reaver was not such a horrible card for aggro decks, as they didn't care if half their deck was burned. "
Hello.
It's effect is completly random, plus you can't know if the opponent has in his hand a key card so you can't forecast when it's the best moment to play this minion and it could be effectivly powerfull only against combo decks. I like anyway this kind of mechanics but a single card with it it's just useless, but if they'll support it with some other cards then it'll be fun indeed.
For what profit is it to a man, if he gains the world and loses his own soul?
I hope this enable some stupid mill combo.
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I want to know if this battlecry is considered "discarding" or if the choice of the word "remove" is deliberate. If this counts as a discard, the interaction between this and Cruel Dinomancer could be bonkers.
Old school WoW Mage motto: if you don't end the run with the most damage dealt AND the most deaths, you're not trying hard enough.
I don't think the card is that impressive. But I love that Blizz is exploring new game areas instead of dogmatically refusing to mess with your opponents deck/hand.
I consider this a healthy sign for the game.
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Idk. Yes unless control we barely ever go through 30 cards so there's no value in fatigue.
But then again against a mage, any burn destroyed is good or a counter spell, etc etc. Just enough to survive longer. Or pirate warrior getting any weapon or korkron could prevent a lethal and stabilise. What about paladin, burning a spikeridge mount or tirions could allow a zoolock to not hit a taunt wall... Shaman; list or thing from below or and evolve, the list goes on.
It still adds value because alot of the midrange decks are all value built these days and while eliminating a card that isn't a lynch pin can still cripple enough to mount a win.
I don't agree this card is meta defining, it's definitely good though and will have a place in constructed.
Yeap, it isn't a strong card, it basicaly does nothing and walock has no support to its gameplan in the cards we have atm.. i just wish rogues get something like this in a future set, so mill could get some love..
Yeah, a toast!
OP is afraid of this card and is laying down some weak logic hoping others won't use it.
Gonna craft golden of these and run bouncers just hoping to tilt op.
The 2 2/3 makes it easy to play for almost any deck rather than a tech card inclusion. Against most decks burning a card just doesn't matter. But burning a combo piece could win the game, and it's an archetype Warlock is terrible against. And there have been metas where Warlock is in grindy control match-ups where putting the opponent two cards closer to fatigue to offset Lifetaps and denying resources actually does matter.
CCGing since '98.
They made it very clear that they don't want to have any effects that mess with your opponents turn in a uninteractive way. So now it's apparently fine? Can we get an answer out of Brode, any of the game designers?
Gul'dan, as a response from every other class, please god don't play this card. Even if it's good. It's so unhealthy.
almost same level as dirty rat for ppl to be salty.... well done blizzard... did they learn from gwent or what...
soon, they will print some card that says, look into opponent deck and remove them...
Hello.
This has so much potential I will dread ever facing another Warlock again. I play many reno decks, and this card fucks them over. (Since 2-3 of your cards are VITAL to the deck, so there's a good chance for them to be removed). Don't even get me started on Combo Decks. In any case, even normal decks running a single 1-of that is still important may be forced to run 2 of them - like Priest running 2x Dragonfire Potion.