Love the name. Interesting effect, though I (like many others) am not sure I like Blizzard experimenting with this direction.
Saying that, the card is trash and people are massively overrating it.
If other cards with this mechanic being release? Alone this card don't scary too much but if have, let say, a 3/4 for 3 manas and a 5/4 for 4 manas with same kind of effect, anything than aggro will suffer for fatigue a lot faster, maybe this is a new archetype for warlocks...
Sure, if Warlock gets 2-3 other cards all with this effect and it becomes a 'thing' then this card gets substantially better. That's kind of the point - this card is great if mill Warlock / fatgiue Warlock is a thing. Right now it certainly isn't, so the card is bad.
Exactly, It might make warlock a viable deck option in the future, and I dont think there will be enough cards like this one to even be worried about tbh. Its just a cute mechanic. Now if the DK hero card has some effect like this, i think even then it wouldnt be to OP, but maybe hold back on making more cards like that for a bit. Dont need another Rogue Quest.
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Me I'm dishonest, and a dishonest man you can always trust to be dishonest. Honestly it's the honest ones you have to watch out for, you never can predict if they're going to do something incredibly stupid.
Today in my free brawl pack I got Barongeddon, then I had a cup of fresh green tea. As a result of that, I think Priest is OP because my keyboard is not a mechanical one. I hope Blizzard will address this issue.
Because Blizzard hates me. They just don't care about me anymore :(
Gnomeferatu is not a demon for the same reason Blood-Queen Lana'thel and the princes aren't. They are vampires, and vampires are undead, not demons. In the other hand, I think I should clarify that dreadlords (like Mal'Ganis) are demons that just look like vampires and have some vampiric abilities, so they are like a mix between both races.
There is alot of confusion about this card. People don't understand that having less cards in your deck is actually a benefit to alot of decks.
As a warlock this battlecry is actually a negative. It thins your opponents deck for them. There is a small chance that you will cause them to discard a critical card but predominately this battlecry causes your opponent to get to the tools they need faster.
Since Warlocks don't go for fatique, a card removed from the top of their deck is on average irrelevant. Sometimes you remove something strong, but usually you will remove something that they don't want to draw.
This only really hardcounters combo decks, and only if they have an reasonable amount of combo pieces.
Warlock don't go fatigue? You mean aggro-Warlock don't go fatigue...
I remember countless Reno-lock and Hand-lock game lost due to fatigue in old days...
Pretty much every argument I have seen for or against this card is true in the opposite.
That's actually the real argument against it. If every upside and every downside cancel each other out, in the end this card nets out as a vanilla 2 mana 2/3, which isn't awful, but it's certainly not going to be played. We've had river croc for years now, and warlock has never ran it, so why would they run it now?
41.2% of voters think meta defining. Almost half of hearthpwn see this card as say, rogue quest level of game warping. That's pretty interesting I think.
That is a good point. However not all arguments have good counters. I still think it's a good early game drop at the very least. That is where I would most likely want to play it myself. To disable or lessen future draw or current early game plays or late game plays would be pretty sweet. Later in the game, once a player has gotten to draw some, Milling the card you want is a far more dubious thing. Actually I am surprised no one brought this up yet. As the game progresses, and especially in decks where there is a decent draw engine and the opponent draw more and more, the chances of hitting an important card are actually reduced as they may already have it in hand. Plainly put, the more cards they draw, or have drawn through the less effective this card has a chance of being. The effectiveness of this card doesn't really kick up again until fatigue. So early or early midgame is the best place for it. Late game it will generally be less effective.
I feel like there is something to be said though for playing this in a control style deck. Long/mid/short game power reduction and a bit of early game board presence, IF played on or near curve. But I think the game plan has to be with this card to take the game long, where you have the highest chance of the card potentially working out, especially against control or midrange decks. Against aggro, well this card is not great. There is a whole lot of aggro chaff cards. For the most part you won't be able to stop their board floods unless you get extremely lucky in your RNG and destroy something like Living Mana. But if you are playing a decent enough control deck then you may as well just play it out for the board presence alone and the chance of burning something important. I think most times it could be worth it.
Having said that, I wouldn't call this card meta defining or even very good. Playable, I think is appropriate. Though I will try out a fun, terrible probably rage inducing deck that involves this and Youthful Brew Master and Ancient Brewmaster...Oh I just realized this card has some serious anti-synergies with Weasel Tunneler.
This card is great in long games but useless against aggro or fast midrange, since they rarely draw more than 50% of their decks.
My sentiments exactly. If you last long enough against aggro 50% of time or more they just concede. Unless you pull a very important card with it, one they were waiting for to finish you, then most times it'll be useless against aggro.
This card is way too slow and will not see play. The effect is very poor. The body is poor as well. In order for a card to be worth something, we need direct damage Blizzard ... not something that makes it's effect known like several turns after you play it. This is just too slow to play and no direct damage to be worth it's slot.
I must stay ... really disappinted with cards thus far, seems like Blizzard are trying to turn this game into a snoozefest.
I am not so much disappointed with the card myself. I really like a lot of them. I am mostly just afraid that Jade is just gonna be king of the hill. Though I am looking forward to the trollden video of double Gnomeferatu, milling both Jade Idol's and seeing the player just concede.
Wow, another expansion, another card to punish the slower decks.
Actually the effect on average isn't that good, you're still just destroying a random card - it could be a card that you needed on turn 4, but just as well it could have been a card that would stick around in your hand till turn nine or ten, which actually can improve your chances of survival.
But if you'll take into account decks like Jade Druid and Freeze Mage - anything you pull from those decks is a loss to them, many amongst those losses are absolutely devastating. Not to mention decks that relly on certain cards to win.
Dirty Rat at least has some risks, and can be played strategicallly, when you have a good read on your opponents hand - it's a tech card that has some rng, but controllable rng that when used outside a controled situation can backfire on you. Additionaly the devastating plays with Dirty Rat happen in mid to late game, when you are aware of the threat and can play your odds.
This - this is the worst design Hearthstone has ever seen - seeing this I hope that Warlock stays in the gutter for the next 2 years. A bloody uninteractive curve drop with the potential to loose the game for your opponent and make him rage quit on turn 2, while it gives you no satisfaction at all, as it involves no choice, no decission making, no skill. You just drop this turn 2 and spam some emotes. It's seeing cards like this that makes me question playing this game at all.
So much hostility towards a Gnome. I really don't get it myself.
Mind you, I grew up playing Magic where whole deck Archetypes revolved around making you discard cards from your hand and deck. Or forcing you to play cards quicker because you would take damage equal to the number of cards in your hand...
But really, the amount of people losing thier shit over a 2 mana 2/3 that basically does nothing is incredible. I'm just glad that Warlock now has a viable Two drop to play in Standard.
How is this card doing anything different to what a Deck like Mill Rogue does?
Almost nothing in MTG was more annoying than land destruction, at least in the early days.
I wonder if people would evaluate it differently if it said remove the bottom card of your opponents deck. They are virtually the same card, with a minuscule difference. If you could pick a card from the deck to remove, this would be a very different story, but because your not selecting the card, you obviously have no idea what you're removing. This is why it is treated as basically being the bottom card of the deck in terms of value. Your not stopping them from drawing, so this isn't card advantage. Your not picking a key card in the game, so your just as likely, if not more likely, to help your opponent draw a card that they want to draw.
There will be people who play this card and hit Tirion and start cheering and good for them, glad your having fun. In reality, all you did was give both players a little information. People will figure this out when the set releases. Hopefully they learn from it. I think it'd be kinda cool if this did see play in a really slow control warlock, but it probably wont.
Bottom line, this card only matters if your opponent hits fatigue (or if you get insanely lucky against a deck that can't win without drawing a single copy of a card), and anyone who says otherwise is simply wrong. By these people's logic, tracking would be the worst card in the game, since it kills two cards from your deck. It would be like paying 1 mana and a card slot to give you a negative value, which is obviously not the case.
To all those who think this card will be good, I highly suggest you read this article Kibler wrote about Fel Reaver, and especially the first half of it.
While old, it perfectly explains why burning cards from your opponent's deck is way different than burning cards in hand and why it doesn't really do much.
To all those who think this card will be good, I highly suggest you read this article Kibler wrote about Fel Reaver, and especially the first half of it.
While old, it perfectly explains why burning cards from your opponent's deck is way different than burning cards in hand and why it doesn't really do much.
It doesn't work like that at all, and weirdly enough it is now becoming a common mistake to try to relate these two. You are trying to compare the passive RNG of important cards staying at the bottom of your deck, which is a perfectly acceptable condition of every card game & one we've all been through, to the active (and at least double) active card destruction from the top of your opponent's deck. The distance between these two is quite big.
Plus, there is a crucial difference: Fel Reaver was throwing away your OWN cards in a deck specially made not to bother you for losing them. GV is actively destroying your opponent's cards, which he put there for a very specific purpose. Apples to oranges?
Can you explain how this punishes combo decks, that weren't going to go to fatigue?
This card doesn't punish combo decks, because it can't consistently discard the combo pieces, that's it.
Of course it can punish combo decks. All cards used there are crucial, and almost all are necessary for the combo. Even when you run duplicates for consistency, you usually spend one just to survive (for example a Fireball or an Ice Block). Not to mention that your opponent will use 2 of these babies for maximum deck disruption. Add 2 Dirty Rats & prepare for a salt storm.
If all cards in a combo deck are crucial, then that dictates that a combo deck must draw all 30 cards in order to combo, which isn't true.
Combo decks use about 5-6 key cards which are held in the hand for the majority of the game. Dirty Rat is good because it forces them out of the hand. This card is not, because it so likely to burn one of the other 25 cards.
As it stands, there's no point teching this card when you can tech Dirty Rat.
They are crucial because they are part of an optimised - and very possibly netdecked - strategy, which as I explained is not limited to ONLY the combo, but surviving until the moment you find it, and ensuring your card draw and extra card generation is such that puts your odds at winning where they should be.
To all those who think this card will be good, I highly suggest you read this article Kibler wrote about Fel Reaver, and especially the first half of it.
While old, it perfectly explains why burning cards from your opponent's deck is way different than burning cards in hand and why it doesn't really do much.
It doesn't work like that at all, and weirdly enough it is now becoming a common mistake to try to relate these two. You are trying to compare the passive RNG of important cards staying at the bottom of your deck, which is a perfectly acceptable condition of every card game & one we've all been through, to the active (and at least double) active card destruction from the top of your opponent's deck. The distance between these two is quite big.
Plus, there is a crucial difference: Fel Reaver was throwing away your OWN cards in a deck specially made not to bother you for losing them. GV is actively destroying your opponent's cards, which he put there for a very specific purpose. Apples to oranges?
Did you even read the article? the first half of it, like I wrote, specifically talks about destryoing your OPPONENT'S deck, not your own. the first half of it doesn't even talk about fel reaver.
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Exactly, It might make warlock a viable deck option in the future, and I dont think there will be enough cards like this one to even be worried about tbh. Its just a cute mechanic. Now if the DK hero card has some effect like this, i think even then it wouldnt be to OP, but maybe hold back on making more cards like that for a bit. Dont need another Rogue Quest.
Me I'm dishonest, and a dishonest man you can always trust to be dishonest. Honestly it's the honest ones you have to watch out for, you never can predict if they're going to do something incredibly stupid.
#gNOmeferatu
There is alot of confusion about this card. People don't understand that having less cards in your deck is actually a benefit to alot of decks.
As a warlock this battlecry is actually a negative. It thins your opponents deck for them. There is a small chance that you will cause them to discard a critical card but predominately this battlecry causes your opponent to get to the tools they need faster.
I feel like the controversy behind this card will bring more entertainment value than the card itself.
I'm still gonna craft it though. Because I love some good RNG, whether I benefit from it, or die from it.
Honestly fuck whoever designed this card and everything they stand for. This is disgusting and should never be allowed to exist.
I'm here to kick ass and play cards, and I'm all out of ass.
Meta changes the moment you switch your deck.
This card is great in long games but useless against aggro or fast midrange, since they rarely draw more than 50% of their decks.
Wow, another expansion, another card to punish the slower decks.
Actually the effect on average isn't that good, you're still just destroying a random card - it could be a card that you needed on turn 4, but just as well it could have been a card that would stick around in your hand till turn nine or ten, which actually can improve your chances of survival.
But if you'll take into account decks like Jade Druid and Freeze Mage - anything you pull from those decks is a loss to them, many amongst those losses are absolutely devastating. Not to mention decks that relly on certain cards to win.
Dirty Rat at least has some risks, and can be played strategicallly, when you have a good read on your opponents hand - it's a tech card that has some rng, but controllable rng that when used outside a controled situation can backfire on you. Additionaly the devastating plays with Dirty Rat happen in mid to late game, when you are aware of the threat and can play your odds.
This - this is the worst design Hearthstone has ever seen - seeing this I hope that Warlock stays in the gutter for the next 2 years. A bloody uninteractive curve drop with the potential to loose the game for your opponent and make him rage quit on turn 2, while it gives you no satisfaction at all, as it involves no choice, no decission making, no skill. You just drop this turn 2 and spam some emotes. It's seeing cards like this that makes me question playing this game at all.
I wonder if people would evaluate it differently if it said remove the bottom card of your opponents deck. They are virtually the same card, with a minuscule difference. If you could pick a card from the deck to remove, this would be a very different story, but because your not selecting the card, you obviously have no idea what you're removing. This is why it is treated as basically being the bottom card of the deck in terms of value. Your not stopping them from drawing, so this isn't card advantage. Your not picking a key card in the game, so your just as likely, if not more likely, to help your opponent draw a card that they want to draw.
There will be people who play this card and hit Tirion and start cheering and good for them, glad your having fun. In reality, all you did was give both players a little information. People will figure this out when the set releases. Hopefully they learn from it. I think it'd be kinda cool if this did see play in a really slow control warlock, but it probably wont.
Bottom line, this card only matters if your opponent hits fatigue (or if you get insanely lucky against a deck that can't win without drawing a single copy of a card), and anyone who says otherwise is simply wrong. By these people's logic, tracking would be the worst card in the game, since it kills two cards from your deck. It would be like paying 1 mana and a card slot to give you a negative value, which is obviously not the case.
To all those who think this card will be good, I highly suggest you read this article Kibler wrote about Fel Reaver, and especially the first half of it.
While old, it perfectly explains why burning cards from your opponent's deck is way different than burning cards in hand and why it doesn't really do much.
http://bmkgaming.com/understanding-fel-reaver-hearthstone-theory/
I'd rather play Friendly Bartender, tbh.
Gorge you hatred, embrace your rage.