Why do you guys keep trying to make him understand? In 2 weeks he will find out alone that this card is bad.
In the first week after the expansion launch this card will be used by tons of peoples, and after the first week people will either realize that this card is pure trash or they will just copy-paste pro decks that obviously will not use it.
Not trying to tilt you or anything but I am right on this one. If you think a random card in your deck in hearthstone right now, is different than the bottom card, in terms of value, it is like saying 2+2 is not the same value as 4
There is no "bottom card" in hearthstone. How could "a random card" be the same as something that does not exist ? I don't get your point. A random card in you deck is a random card in your deck, and you can draw any given card in your deck at the start of each turn. Aaaah whatever, let's just agree to disagree, this card won't see any constructed play anyway and we will never know who was right cause I don't even watch tournaments. But I am right on this one ;).
A Hearthstone deck is, in fact, ordered; so there is, in fact, a bottom card.
Why do you guys keep trying to make him understand? In 2 weeks he will find out alone that this card is bad.
In the first week after the expansion launch this card will be used by tons of peoples, and after the first week people will either realize that this card is pure trash or they will just copy-paste pro decks that obviously will not use it.
I know that this card is bad. On ladder. And I won't ever use this card because I don't play the game to (try to) tilt my opponents, even if this was a good disruption card.
If hearthstone decks had 10 cards instead of 30, or if ranks didn't exist, then this would be the most played card in the game.
So...if things were different then...things would be different?
So there is no difference between an increasingly higher chance every turn to draw a card in your deck, and a 0% chance to draw said card because it has been removed.
Are you retarded ? Not trying to be offensive (really not !). Bust you must be retarded somehow.
Ask a friend to play mill rogue against you. You'll see that many times you'll lose the game because you lacked key cards that he milled, not because you got to fatigue.
A reno not in my hand is a reno that I CAN POTENTIALLY DRAW AT THE START OF EACH TURN, until i EVENTUALLY draw it. Fatigue has nothing to do with this.
A reno that has been removed from my deck is a reno THAT I CAN NEVER DRAW DURING THAT GAME, BECAUSE I LOST IT. Fatigue has nothing to do with this.
Seriously MTG freaks, stop this nonsense trolling, have you ever played with mill rogue ? Against mill rogue ? you SHOULD KNOW by now that the impact of a missing key card in your deck is real and does occur before fatigue starts.
Most pros that reviewed this card agree with me by the way. Gnoferatu is a trash card but can and will destroy some opponents because it removed the card they needed, this is more relevant than the fatigue implication of this card, which is a totally different implication.
This is why I claim right here right now, that Gnomeferatu is going to be irrelevant in ladder, but fucking cancer in tournaments. Mark my words and quote me in a couple months.
When mill rogue mills a card from you by overdrawing you, it is doing something entirely different. At that point the card is no longer a random card in your deck. It is a card that would've been in your hand, but you have too many cards so its gone.
Not trying to tilt you or anything but I am right on this one. If you think a random card in your deck in hearthstone right now, is different than the bottom card, in terms of value, it is like saying 2+2 is not the same value as 4 because it is worded differently. I know they aren't semantically, or literally the same thing, but in terms of quantifying what this card's battlecry does in any way, they are the same thing.
Remember, once you hit fatigue it all goes out the window and the battlecry literally killed a card, but until then, nothing but information. Also worth noting that some information is devastating to hear, but still aint value.
I was gonna say on the plus side that you think this card sucks, but youre' saying now its gonna have a tournament impact. No chance in hell until something comes out to differentiate between the top card, bottom card, and random card in your deck. Or a warlock strategy that tries to go to fatigue becomes viable, then this might see play. In any case, this will all be realized soon enough, so I hope your not getting too upset over this. Its not exactly an intuitive concept.
This is untrue. There is not a deck order in this game. Every time you draw, you draw a random card from your deck. That is how the actual draw mechanic works in Hearthstone. It's also not decided until the card is drawn. Meaning when a mill rogue mills cards, he is not milling "the top card" in reality he is just milling random cards. The effect is essentially the same with gnomeferatu for all intents and purposes. The upside being is that you aren't drawing your opponent cards so you can actually begin milling them.
So when you look at gnomeferatu you can't look at it as milling cards that are in a particular order. You have to look at what you have denied them that could come out at any point in the game and what percentage chance of them drawing a particular card you have reduced.
I will say this, this card would be best in a deck that could use this effect more than twice. I suppose you could youthful brewmaster or ancient brewmaster it, but that is pretty expensive for an effect that is essentially a long game strategy. Including cards that NEED to be played in tandem with gnomeferatu eats up room for cards that get you to the long game where you can really see where removing cards has hurt your opponent. You mill one brawl early, the real pain of something like that won't be felt until they would need the other brawl.
Not trying to tilt you or anything but I am right on this one. If you think a random card in your deck in hearthstone right now, is different than the bottom card, in terms of value, it is like saying 2+2 is not the same value as 4
There is no "bottom card" in hearthstone. How could "a random card" be the same as something that does not exist ? I don't get your point. A random card in you deck is a random card in your deck, and you can draw any given card in your deck at the start of each turn. Aaaah whatever, let's just agree to disagree, this card won't see any constructed play anyway and we will never know who was right cause I don't even watch tournaments. But I am right on this one ;).
A Hearthstone deck is, in fact, ordered; so there is, in fact, a bottom card.
I have the feeling that the Deathknight Warlock hero might have a hero power similar to this cards effect. Something like a reverse card draw: "Your opponent draws 2 cards". That would actually pressure your opponent and force him to overextend the board, allowing you to play your boardclears. If he doesn't play them the cards get burned away. Would also counter Dead Man's Hand or the new Bishop legendary of Priests.
The card is a vanilla 2/3 for 2 in almost all cases. Therefore it is trash and will not see constructed play since Golakka Crawler is far better.
When would you play it over Golakka Crawler? When you want to mill your opponent, or expect to win through fatigue, both of which are unlikely Warlock win conditions. Oh, and I guess it shows you a card from your opponent's deck, which allows you to narrow down his strategy.
Otherwise it is good in the unlikely events that it disrupt your opponent's combo-and-sole-win-condition, or it disrupt your opponent's plan to play more than two copies of a spell using Shadow Vision.
The card is a vanilla 2/3 for 2 in almost all cases. Therefore it is trash and will not see constructed play since Golakka Crawler is far better.
When would you play it over Golakka Crawler? When you want to mill your opponent, or expect to win through fatigue, both of which are unlikely Warlock win conditions. Oh, and I guess it shows you a card from your opponent's deck, which allows you to narrow down his strategy.
Otherwise it is good in the unlikely events that it disrupt your opponent's combo-and-sole-win-condition, or it disrupt your opponent's plan to play more than two copies of a spell using Shadow Vision.
Golakka crawler is a terrible example. It's only played because the meta essentially mandates it. When pirate fall out of favor the card is better than Golakka. Some may argue not by much, other may argue by a lot. In any case it's still just better. As far as the combo mill goes. This depends a lot on the combo. For example exodia mage has a large number of combo pieces needed. Double apprentice, Double reflections and tirion Antonidas. Milling one of those has a good chance of severely slowing down the deck (and just killing it entirely in the unlikely event you hit antonidas)
So, who wants to argue some more? ;) I claim that whole upside of the card is information, the milling part is irrelevant (until fatigue hits your opponent).
It does not decrease your opponent chance to draw any card.
It does not "break" combos.
But it sure feels like it does destroy combos. What's the catch? The game itself has a way to screw combo decks. If you need two card combo you have to relay on drawing both cards before the game ends. Let's call that probability P1. Now if your opponent plays Gnomeferatu you would expect that probability to go down. But in fact it is exactly the same. Gnomeferatu is not destroying combos, it just gives you information that in this particular game your opponent was on the bad or good side of RNG.
Still not convinced? What if we hide the card that is destroyed from both players. Now the information part is gone, and there is only "milling" effect. Now that you don't know what card is gone you also "feel" that milling was irrelevant (until fatigue hits your opponent).
So, who wants to argue some more? ;) I claim that whole upside of the card is information, the milling part is irrelevant (until fatigue hits your opponent).
It does not decrease your opponent chance to draw any card.
It does not "break" combos.
But it sure feels like it does destroy combos. What's the catch? The game itself has a way to screw combo decks. If you need two card combo you have to relay on drawing both cards before the game ends. Let's call that probability P1. Now if your opponent plays Gnomeferatu you would expect that probability to go down. But in fact it is exactly the same. Gnomeferatu is not destroying combos, it just gives you information that in this particular game your opponent was on the bad or good side of RNG.
Still not convinced? What if we hide the card that is destroyed from both players. Now the information part is gone, and there is only "milling" effect. Now that you don't know what card is gone you also "feel" that milling was irrelevant (until fatigue hits your opponent).
I will. Let me do it in proper internet forums style.
WRONG!!1!1!!!1!!.
Seriously though. This is not entirely, correct.
Firstly combo draws A LOT. Them drawing through their deck isn't just common it's practically the purpose. So a card like this is felt far far more keenly in combo because the purpose of their deck are to draw through their deck to get specific card which might not be there anymore. Even if you don't hit a combo piece hitting draw can seriously hurt the. Combo is a type of deck that literally plans on using practically every card at their disposal to get to their combo turn.
Also the power of the effect comes in BOTH being present. Lets take away the mill part, you just get to look at a random card in your opponents deck...pretty useless. You add the Mill with the knowledge of knowing what is being milled together and you get something workable.
So, who wants to argue some more? ;) I claim that whole upside of the card is information, the milling part is irrelevant (until fatigue hits your opponent).
It does not decrease your opponent chance to draw any card.
It does not "break" combos.
But it sure feels like it does destroy combos. What's the catch? The game itself has a way to screw combo decks. If you need two card combo you have to relay on drawing both cards before the game ends. Let's call that probability P1. Now if your opponent plays Gnomeferatu you would expect that probability to go down. But in fact it is exactly the same. Gnomeferatu is not destroying combos, it just gives you information that in this particular game your opponent was on the bad or good side of RNG.
Still not convinced? What if we hide the card that is destroyed from both players. Now the information part is gone, and there is only "milling" effect. Now that you don't know what card is gone you also "feel" that milling was irrelevant (until fatigue hits your opponent).
I will. Let me do it in proper internet forums style.
WRONG!!1!1!!!1!!.
Seriously though. This is not entirely, correct.
Firstly combo draws A LOT. Them drawing through their deck isn't just common it's practically the purpose. So a card like this is felt far far more keenly in combo because the purpose of their deck are to draw through their deck to get specific card which might not be there anymore. Even if you don't hit a combo piece hitting draw can seriously hurt the. Combo is a type of deck that literally plans on using practically every card at their disposal to get to their combo turn.
Also the power of the effect comes in BOTH being present. Lets take away the mill part, you just get to look at a random card in your opponents deck...pretty useless. You add the Mill with the knowledge of knowing what is being milled together and you get something workable.
If your opponent doesn't draw the entire deck Gnomeferatu did nothing. It (she?) made your opponent doesn't draw one random card instead of another random card. I have no clue how you still don't get it.
Also Gnomeferatu's effect is not equivalent to looking at random card. It's equivalent to looking at the last card in your opponents deck. If the game does not go to fatigue looking at the last card of your opponents deck is the same as looking at the top card and destroying it. if you get that now you should see why the destroying part is irrelevant.
So, who wants to argue some more? ;) I claim that whole upside of the card is information, the milling part is irrelevant (until fatigue hits your opponent).
It does not decrease your opponent chance to draw any card.
It does not "break" combos.
But it sure feels like it does destroy combos. What's the catch? The game itself has a way to screw combo decks. If you need two card combo you have to relay on drawing both cards before the game ends. Let's call that probability P1. Now if your opponent plays Gnomeferatu you would expect that probability to go down. But in fact it is exactly the same. Gnomeferatu is not destroying combos, it just gives you information that in this particular game your opponent was on the bad or good side of RNG.
Still not convinced? What if we hide the card that is destroyed from both players. Now the information part is gone, and there is only "milling" effect. Now that you don't know what card is gone you also "feel" that milling was irrelevant (until fatigue hits your opponent).
I will. Let me do it in proper internet forums style.
WRONG!!1!1!!!1!!.
Seriously though. This is not entirely, correct.
Firstly combo draws A LOT. Them drawing through their deck isn't just common it's practically the purpose. So a card like this is felt far far more keenly in combo because the purpose of their deck are to draw through their deck to get specific card which might not be there anymore. Even if you don't hit a combo piece hitting draw can seriously hurt the. Combo is a type of deck that literally plans on using practically every card at their disposal to get to their combo turn.
Also the power of the effect comes in BOTH being present. Lets take away the mill part, you just get to look at a random card in your opponents deck...pretty useless. You add the Mill with the knowledge of knowing what is being milled together and you get something workable.
If your opponent doesn't draw the entire deck Gnomeferatu did nothing. It (she?) made your opponent doesn't draw one random card instead of another random card. I have no clue how you still don't get it.
Also Gnomeferatu's effect is not equivalent to looking at random card. It's equivalent to looking at the last card in your opponents deck. If the game does not go to fatigue looking at the last card of your opponents deck is the same as looking at the top card and destroying it. if you get that now you should see why the destroying part is irrelevant.
Listen I get what you are saying. Once you mill a card the opponent can, essentially assume that the milled card is at the bottom of their deck and they were never going to draw it.
Just that that isn't a bad thing against combo. Lets say I play 10 games against exodia mage with control warlock. No gnomeferatus are played in those ten games. That exodia mage will likely get combo and kill me 9/10 times. Now lets say I put gnomeferatu and I play it once per game for 10 games (will just say on turn 2 for ease of math), I have roughly a 20% chance to mill a combo piece. (this percentage is assuming he has drawn 2 cards by the time I play gnomeferatu, also looking at the five mandatory cards for exodia combo.) This means I mill an essential part of his combo 2 out of 10 times. I have essentially doubled or even trippled my potential win rate. If I am to assume we just milled the bottom card, fine, cause over the course of multiple games I am effectively forcing a card to the bottom of his deck and potentially an important one for combo. But it's even better cause he won't actually ever get it and he'll go into fatigue faster, which is a serious thing to consider for any control deck.
It's just false to say "particular game your opponent was on the bad or good side of RNG". With gnomeferau, and especially if you can repeat the effect you are putting that RNG in your favor game after game.
Against combo with out a mill effect 8-9 times out of ten he will just get the combo and win. Basically if I mill a combo card 5 out of 10 games (entirely possible with two gnomes and bounce effects) it's no longer just "oh RNG just didn't smile on him" BS. You are forcing the card "to the bottom" and combo will miss their combo more often than you would see without gnomeferatu.
P.S. I am not saying this card is good. I am saying the effect has potential. It's not strong enough on it's own I don't think. Though I will test it thoroughly.
It's the next card you draw and that you won't be able to search.
Let's say you have only 1 secret ice block in deck and a archeologist in hand. On my turn I play this card with the "random cad in the deck" and hit iceblock -> now you cant get it via arche.
But with the current text, you would get iceblock next turn anyway and which will make arche useless either with this cards effect or by drawing it as the top card.
So, who wants to argue some more? ;) I claim that whole upside of the card is information, the milling part is irrelevant (until fatigue hits your opponent).
It does not decrease your opponent chance to draw any card.
It does not "break" combos.
But it sure feels like it does destroy combos. What's the catch? The game itself has a way to screw combo decks. If you need two card combo you have to relay on drawing both cards before the game ends. Let's call that probability P1. Now if your opponent plays Gnomeferatu you would expect that probability to go down. But in fact it is exactly the same. Gnomeferatu is not destroying combos, it just gives you information that in this particular game your opponent was on the bad or good side of RNG.
Still not convinced? What if we hide the card that is destroyed from both players. Now the information part is gone, and there is only "milling" effect. Now that you don't know what card is gone you also "feel" that milling was irrelevant (until fatigue hits your opponent).
I will. Let me do it in proper internet forums style.
WRONG!!1!1!!!1!!.
Seriously though. This is not entirely, correct.
Firstly combo draws A LOT. Them drawing through their deck isn't just common it's practically the purpose. So a card like this is felt far far more keenly in combo because the purpose of their deck are to draw through their deck to get specific card which might not be there anymore. Even if you don't hit a combo piece hitting draw can seriously hurt the. Combo is a type of deck that literally plans on using practically every card at their disposal to get to their combo turn.
Also the power of the effect comes in BOTH being present. Lets take away the mill part, you just get to look at a random card in your opponents deck...pretty useless. You add the Mill with the knowledge of knowing what is being milled together and you get something workable.
If your opponent doesn't draw the entire deck Gnomeferatu did nothing. It (she?) made your opponent doesn't draw one random card instead of another random card. I have no clue how you still don't get it.
Also Gnomeferatu's effect is not equivalent to looking at random card. It's equivalent to looking at the last card in your opponents deck. If the game does not go to fatigue looking at the last card of your opponents deck is the same as looking at the top card and destroying it. if you get that now you should see why the destroying part is irrelevant.
Listen I get what you are saying. Once you mill a card the opponent can, essentially assume that the milled card is at the bottom of their deck and they were never going to draw it.
Just that that isn't a bad thing against combo. Lets say I play 10 games against exodia mage with control warlock. No gnomeferatus are played in those ten games. That exodia mage will likely get combo and kill me 9/10 times. Now lets say I put gnomeferatu and I play it once per game for 10 games (will just say on turn 2 for ease of math), I have roughly a 20% chance to mill a combo piece. (this percentage is assuming he has drawn 2 cards by the time I play gnomeferatu, also looking at the five mandatory cards for exodia combo.) This means I mill an essential part of his combo 2 out of 10 times. I have essentially doubled or even trippled my potential win rate. If I am to assume we just milled the bottom card, fine, cause over the course of multiple games I am effectively forcing a card to the bottom of his deck and potentially an important one for combo. But it's even better cause he won't actually ever get it and he'll go into fatigue faster, which is a serious thing to consider for any control deck.
It's just false to say "particular game your opponent was on the bad or good side of RNG". With gnomeferau, and especially if you can repeat the effect you are putting that RNG in your favor game after game.
Against combo with out a mill effect 8-9 times out of ten he will just get the combo and win. Basically if I mill a combo card 5 out of 10 games (entirely possible with two gnomes and bounce effects) it's no longer just "oh RNG just didn't smile on him" BS. You are forcing the card "to the bottom" and combo will miss their combo more often than you would see without gnomeferatu.
P.S. I am not saying this card is good. I am saying the effect has potential. It's not strong enough on it's own I don't think. Though I will test it thoroughly.
We are getting somewhere here ;) Your example is very good. The one thing you are missing is the fact that it is just as much likely that the random card you remove will make your opponent draw a combo piece as it is to remove combo piece. The chance to draw any combination of X cards during the game depends only on the number of cards that you didn't draw. And Gnomeferatu does not change that number unless your opponent goes to fatigue.
So, who wants to argue some more? ;) I claim that whole upside of the card is information, the milling part is irrelevant (until fatigue hits your opponent).
It does not decrease your opponent chance to draw any card.
It does not "break" combos.
But it sure feels like it does destroy combos. What's the catch? The game itself has a way to screw combo decks. If you need two card combo you have to relay on drawing both cards before the game ends. Let's call that probability P1. Now if your opponent plays Gnomeferatu you would expect that probability to go down. But in fact it is exactly the same. Gnomeferatu is not destroying combos, it just gives you information that in this particular game your opponent was on the bad or good side of RNG.
Still not convinced? What if we hide the card that is destroyed from both players. Now the information part is gone, and there is only "milling" effect. Now that you don't know what card is gone you also "feel" that milling was irrelevant (until fatigue hits your opponent).
I will. Let me do it in proper internet forums style.
WRONG!!1!1!!!1!!.
Seriously though. This is not entirely, correct.
Firstly combo draws A LOT. Them drawing through their deck isn't just common it's practically the purpose. So a card like this is felt far far more keenly in combo because the purpose of their deck are to draw through their deck to get specific card which might not be there anymore. Even if you don't hit a combo piece hitting draw can seriously hurt the. Combo is a type of deck that literally plans on using practically every card at their disposal to get to their combo turn.
Also the power of the effect comes in BOTH being present. Lets take away the mill part, you just get to look at a random card in your opponents deck...pretty useless. You add the Mill with the knowledge of knowing what is being milled together and you get something workable.
If your opponent doesn't draw the entire deck Gnomeferatu did nothing. It (she?) made your opponent doesn't draw one random card instead of another random card. I have no clue how you still don't get it.
Also Gnomeferatu's effect is not equivalent to looking at random card. It's equivalent to looking at the last card in your opponents deck. If the game does not go to fatigue looking at the last card of your opponents deck is the same as looking at the top card and destroying it. if you get that now you should see why the destroying part is irrelevant.
Listen I get what you are saying. Once you mill a card the opponent can, essentially assume that the milled card is at the bottom of their deck and they were never going to draw it.
Just that that isn't a bad thing against combo. Lets say I play 10 games against exodia mage with control warlock. No gnomeferatus are played in those ten games. That exodia mage will likely get combo and kill me 9/10 times. Now lets say I put gnomeferatu and I play it once per game for 10 games (will just say on turn 2 for ease of math), I have roughly a 20% chance to mill a combo piece. (this percentage is assuming he has drawn 2 cards by the time I play gnomeferatu, also looking at the five mandatory cards for exodia combo.) This means I mill an essential part of his combo 2 out of 10 times. I have essentially doubled or even trippled my potential win rate. If I am to assume we just milled the bottom card, fine, cause over the course of multiple games I am effectively forcing a card to the bottom of his deck and potentially an important one for combo. But it's even better cause he won't actually ever get it and he'll go into fatigue faster, which is a serious thing to consider for any control deck.
It's just false to say "particular game your opponent was on the bad or good side of RNG". With gnomeferau, and especially if you can repeat the effect you are putting that RNG in your favor game after game.
Against combo with out a mill effect 8-9 times out of ten he will just get the combo and win. Basically if I mill a combo card 5 out of 10 games (entirely possible with two gnomes and bounce effects) it's no longer just "oh RNG just didn't smile on him" BS. You are forcing the card "to the bottom" and combo will miss their combo more often than you would see without gnomeferatu.
P.S. I am not saying this card is good. I am saying the effect has potential. It's not strong enough on it's own I don't think. Though I will test it thoroughly.
We are getting somewhere here ;) Your example is very good. The one thing you are missing is the fact that it is just as much likely that the random card you remove will make your opponent draw a combo piece as it is to remove combo piece. The chance to draw any combination of X cards during the game depends only on the number of cards that you didn't draw. And Gnomeferatu does not change that number unless your opponent goes to fatigue.
Your whole argument is based on the % chance it was the bottom card in the deck every single time you play it which it cant be.
If its battle cry was shuffle your oponents top card to the bottom of your opponents deck your analysis is 100% correct.
The whole idea (if you want to go into chances of ruining the combo) is that you are actually MORE LIKELY to push your opponent towards a needed combo piece than you are to ruin said combo piece. The card is literally a negative effect and helpful for your opponent most of the time, and the idea that combo decks rely on 'every card in their deck' to get to and play their combo is clearly untrue or they'd never ever kill you before hitting fatigue.
Just because you kill an Antonidas one game in 30 doesn't make it a good card. It means the other 29 times you've helped your opponent out.
I agree with DyingAtheist. Its simple, really. There are a lot of filler-cards in a combo deck, and far less combo pieces. All in all, as long as you can't control the card it removes, it will be bad. You may know which card is not in their deck anymore, but that means you need to actually know their deck. Sure, most decks are net-decks, but not all. Additionally, there are a myriad of small modifications...
To be honest, I never understood the hype. Why would it be awesome? Why would it be so good? It literally just reduces the amounts of cards in your opponent decks by 1, if you don't play till fatigue, it won't even matter at all.
Just because you kill an Antonidas one game in 30 doesn't make it a good card. It means the other 29 times you've helped your opponent out.
If you think that pulling Antonidas is the only situation where this is good then sure, but with that approach you were never going to rate the card as anything than garbage anyway.
Have you ever had Dirty Rat pull a minion from your hand and then immediately destroyed? If the stars align and your opponent manages it with Dirty Rat & Doomsayer on turn 4, pulls your Alexstrasza and you can't remove the Doomsayer it feels bad, right? How often does that happen? Close to never right? Why?
Because who really hangs on to late game cards? That only happens if you drew it from your deck in the early game and you don't have an answer to Doomsayer, which sucks for you anyway. That also has to happen at the same time that they also mulligan'd/drew into Dirty Rat & Doomsayer, had the guts to play the combo for 4 mana and lose the Dirty Rat in the process.
This does that for one card, which is massive, true, but unlikely, as you said. You then seem to argue that therefore it's bad.
I'll happily destroy one of your cards leaving a 2/3 body for 2 mana compared to trying to fish a minion with Dirty Rat and probably give you the game in the process. I don't care what the card is, because if you've included it in your deck, you've excluded something else for a reason (I'm talking here about the few players that don't copy paste Pirate Warrior)
-Pretend here that I've reeled off a bunch of perfectly acceptable targets to destroy from your opponent's deck in order to show that this card is more good than bad for its statline given its absurd effect that doesn't need to singlehandedly win the game on turn two because things like Savannah Highmane, Fireball, Frostbolt, Ice Block, Deadly Shot, Radiant Elemental, Inner Fire and literally ANY draw spell exist. Then pretend that I looked at Skulking Geist and Coldlight Oracle and then wondered if Blood-Queen Lana'thel interacts with it.-
Just because you kill an Antonidas one game in 30 doesn't make it a good card. It means the other 29 times you've helped your opponent out.
I'll happily destroy one of your cards leaving a 2/3 body for 2 mana compared to trying to fish a minion with Dirty Rat and probably give you the game in the process. I don't care what the card is, because if you've included it in your deck, you've excluded something else for a reason (I'm talking here about the few players that don't copy paste Pirate Warrior)
Unless you go to fatigue this means nothing though. You're on about destroying a card I'd find valuable...so what? You don't draw every card in your deck anyway in normal circumstances so let's say on average you draw 20 that means every game you effectively have 10 cards (that I chose at the exclusion of others) that get 'destroyed'. And it means nothing. Destroying a card means nothing unless you go to fatigue. This isn't a guess, this isn't my 'opinion' it is a statistical fact and people arguing otherwise will realise once they actually play with the card.
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Why do you guys keep trying to make him understand? In 2 weeks he will find out alone that this card is bad.
In the first week after the expansion launch this card will be used by tons of peoples, and after the first week people will either realize that this card is pure trash or they will just copy-paste pro decks that obviously will not use it.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
I have the feeling that the Deathknight Warlock hero might have a hero power similar to this cards effect. Something like a reverse card draw: "Your opponent draws 2 cards". That would actually pressure your opponent and force him to overextend the board, allowing you to play your boardclears. If he doesn't play them the cards get burned away. Would also counter Dead Man's Hand or the new Bishop legendary of Priests.
The card is a vanilla 2/3 for 2 in almost all cases. Therefore it is trash and will not see constructed play since Golakka Crawler is far better.
When would you play it over Golakka Crawler? When you want to mill your opponent, or expect to win through fatigue, both of which are unlikely Warlock win conditions. Oh, and I guess it shows you a card from your opponent's deck, which allows you to narrow down his strategy.
Otherwise it is good in the unlikely events that it disrupt your opponent's combo-and-sole-win-condition, or it disrupt your opponent's plan to play more than two copies of a spell using Shadow Vision.
tirionAntonidas. Milling one of those has a good chance of severely slowing down the deck (and just killing it entirely in the unlikely event you hit antonidas)So, who wants to argue some more? ;) I claim that whole upside of the card is information, the milling part is irrelevant (until fatigue hits your opponent).
It does not decrease your opponent chance to draw any card.
It does not "break" combos.
But it sure feels like it does destroy combos. What's the catch? The game itself has a way to screw combo decks. If you need two card combo you have to relay on drawing both cards before the game ends. Let's call that probability P1. Now if your opponent plays Gnomeferatu you would expect that probability to go down. But in fact it is exactly the same. Gnomeferatu is not destroying combos, it just gives you information that in this particular game your opponent was on the bad or good side of RNG.
Still not convinced? What if we hide the card that is destroyed from both players. Now the information part is gone, and there is only "milling" effect. Now that you don't know what card is gone you also "feel" that milling was irrelevant (until fatigue hits your opponent).
I am def going to use this card in almost any Warlock deck that I build because of the chances of discarding something great.
It's the next card you draw and that you won't be able to search.
Let's say you have only 1 secret ice block in deck and a archeologist in hand. On my turn I play this card with the "random cad in the deck" and hit iceblock -> now you cant get it via arche.
But with the current text, you would get iceblock next turn anyway and which will make arche useless either with this cards effect or by drawing it as the top card.
The whole idea (if you want to go into chances of ruining the combo) is that you are actually MORE LIKELY to push your opponent towards a needed combo piece than you are to ruin said combo piece. The card is literally a negative effect and helpful for your opponent most of the time, and the idea that combo decks rely on 'every card in their deck' to get to and play their combo is clearly untrue or they'd never ever kill you before hitting fatigue.
Just because you kill an Antonidas one game in 30 doesn't make it a good card. It means the other 29 times you've helped your opponent out.
I agree with DyingAtheist. Its simple, really. There are a lot of filler-cards in a combo deck, and far less combo pieces. All in all, as long as you can't control the card it removes, it will be bad. You may know which card is not in their deck anymore, but that means you need to actually know their deck. Sure, most decks are net-decks, but not all. Additionally, there are a myriad of small modifications...
To be honest, I never understood the hype. Why would it be awesome? Why would it be so good? It literally just reduces the amounts of cards in your opponent decks by 1, if you don't play till fatigue, it won't even matter at all.
Have you ever had Dirty Rat pull a minion from your hand and then immediately destroyed? If the stars align and your opponent manages it with Dirty Rat & Doomsayer on turn 4, pulls your Alexstrasza and you can't remove the Doomsayer it feels bad, right? How often does that happen? Close to never right? Why?
Because who really hangs on to late game cards? That only happens if you drew it from your deck in the early game and you don't have an answer to Doomsayer, which sucks for you anyway. That also has to happen at the same time that they also mulligan'd/drew into Dirty Rat & Doomsayer, had the guts to play the combo for 4 mana and lose the Dirty Rat in the process.
This does that for one card, which is massive, true, but unlikely, as you said.
You then seem to argue that therefore it's bad.
I'll happily destroy one of your cards leaving a 2/3 body for 2 mana compared to trying to fish a minion with Dirty Rat and probably give you the game in the process. I don't care what the card is, because if you've included it in your deck, you've excluded something else for a reason (I'm talking here about the few players that don't copy paste Pirate Warrior)