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.
Look at the revealed cards so far.
Blizzard are pushing really; really; really hard for a control meta.
Also; every singleclass will have a Deathknight Hero card avaliable to them. If you take that out of a deck designed around that card; you basically immediately win.
This is an anti-fun card; that if you run two of might as well read '1/13 chance to immediately win the game against a control deck' [Let's assume the key card gets mulliganed due to high cost]
Sure; 1/13 may not sound like much; but it's still BS.
This is a strong card that will see play. It's also a card I'd much rather prefer not exist. If you're playing Mage and this card snipes Archmage Antonidas you just lose; for example.
Yeah... No
If your opponent has 1 card in his deck that he REALLY needs. Then yes, you will destroy him a very small percentage of the time.
But on the contrary. The other 95% of the times, he will be one turn closer to get his powercard. Meaning that he has a higher chance of winning that game. That evens out in the long run.
The only example where the card is reliably good enough is against an opponent who can't win without a combination of different cards. Like Freeze mage, Patron Warrior or any Malygos deck ever. Where the chance of burning a relevant card is high enough.
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I want a new title, but Flux won't let me have one,
Ridiculously overrated card. The effect isn't any worse than Deathlord or Dirty Rat, both of which weren't really "meta-definining". Playable maybe, but far from being broken.
Dirty rat and deathlord have downsides. They potentially give your opponent game winning tempo. This new card however, does not have that downside at all. No risk involved.
The risk is removing something not situationally useful. Say I struggle against secret mage so tech in an Eater of Secrets. If you remove it from my deck, my deck is now stronger against you because you've eliminated what is, in this matchup, a very weak card.
The truth is that in most games you aren't going to draw your entire deck anyway; removing a single card isn't that different from the inevitable truth that in t matchups nearly half your cards will remain undrawn.
Good against OTK combo decks that require stalling and accumulating 6 or 7 pieces. Burning a combo piece or even a key stall piece can be game winning. But let's be real... those kinds of decks are very rare and never get above 50% winrate.
Vanilla 2/3 against every other deck. I'd argue it even helps the opponent. Assuming the card is revealed, they can now adjust their strategy knowing which card they will never draw rather than waiting for something that could be on the bottom of the deck anyhow.
Will only see play if somehow a pure mill Warlock archetype is created. As it stands, this card is garbage unless the opponent runs out of cards faster than Warlock and fatigues first, which also means not taking full advantage of the best hero power in the game.
Rollback Post to RevisionRollBack
Anger is the punishment we give ourselves for someone else's mistake.
Wouldn't call this card garbage... At the very least, it's a 2 mana 2/3 (premmium stats), and at best, if not going against a 6 card combo deck, you just used it as a removal, either for spells or for minions.
Just imagine that by playing a good minion for your 2 mana, you won't have to spend resources to deal with that Fire Elemental, for example.
My point is: it's as good against combo as Dirty Rat or Deathlord, and is quite good on every other matchup as well.
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.
Look at the revealed cards so far.
Blizzard are pushing really; really; really hard for a control meta.
Also; every singleclass will have a Deathknight Hero card avaliable to them. If you take that out of a deck designed around that card; you basically immediately win.
This is an anti-fun card; that if you run two of might as well read '1/13 chance to immediately win the game against a control deck' [Let's assume the key card gets mulliganed due to high cost]
Sure; 1/13 may not sound like much; but it's still BS.
This is a strong card that will see play. It's also a card I'd much rather prefer not exist. If you're playing Mage and this card snipes Archmage Antonidas you just lose; for example.
Yeah... No
If your opponent has 1 card in his deck that he REALLY needs. Then yes, you will destroy him a very small percentage of the time.
But on the contrary. The other 95% of the times, he will be one turn closer to get his powercard. Meaning that he has a higher chance of winning that game. That evens out in the long run.
The only example where the card is reliably good enough is against an opponent who can't win without a combination of different cards. Like Freeze mage, Patron Warrior or any Malygos deck ever. Where the chance of burning a relevant card is high enough.
This is the bigger risk. Let's say you're playing against a token shaman who is already flooding the board with junk minions. If you party this on turn three you have close to a ten percent chance of discarding over of their Bloodlust cards. Pretty nice, right? Ten percent chance to cut in half their chance to draw an early win.
What ThisOtherGuyTox correctly points out is that the other 90% of the time you remove something else and make drawing one of those Bloodlusts more likely. I may be wrong, but I don't see it as a winning play.
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.
Rollback Post to RevisionRollBack
Anger is the punishment we give ourselves for someone else's mistake.
Wouldn't call this card garbage... At the very least, it's a 2 mana 2/3 (premmium stats), and at best, if not going against a 6 card combo deck, you just used it as a removal, either for spells or for minions.
Just imagine that by playing a good minion for your 2 mana, you won't have to spend resources to deal with that Fire Elemental, for example.
My point is: it's as good against combo as Dirty Rat or Deathlord, and is quite good on every other matchup as well.
Your point is partially wrong: Dirty Rat pulls a minion from hand, not the last card of the deck. It is, however, equivalent to Deathlord's effect (minus the Minion tag), which is also only relevant if the entire deck is drawn.
Replying to a guy who asked earlier (sorry, lost the quote) if "remove" in this case equals "discard": no, I don't think so at all. It's literally the "pfft" you see when you have 10 cards in hand, and draw more. Besides, if it would be a Discard effect, the keyword would appear in the card description in bold.
It depends. As I said on the topic for the card, for most combo decks you're more likely to thin their deck and make drawing the combo piece more likely.
The exception could be something like Quest Mage in which they need four specific cards plus one legendary. That's a deck that does depend on cycling through almost all of their cards and can more likely be disrupted by stealing one late in the game. I have better things to do with my time than to do the math on it, but if it ever worked that would be when.
One: They said they were'nt gonna mess with opponent's decks. Yes, Dirty Rat tended to do so, but at least Dirty Rat had some space for playing with or around it (holding minions on purpouse vs planning ahead when to throw the rat, accidentally summoning something big and scary you can't kill...). This card is uninteractivity at its finest (lul, a battlecry that can't be prevented by any mean and removes a card wich you can't take back later -at least as far as we know- without any possible help of any card).
Second: For fucks sake, who thought gnomes should be vampires? It's fucking disgusting (btw: You realize the ammount of problems gnomes have given to this game? Knife Juggler, Leper Gnome, Small Time Bucaneer, this...).
Third: I really want this to not be played. I already see myself unable to play control again because this piece of shit takes my Jaraxxus, Kazakus, Reno, Deathstalker Rexxar, N'Zoth, Elise and her generated cards, or literally any really valuable card I have away.
Wouldn't call this card garbage... At the very least, it's a 2 mana 2/3 (premmium stats), and at best, if not going against a 6 card combo deck, you just used it as a removal, either for spells or for minions.
Just imagine that by playing a good minion for your 2 mana, you won't have to spend resources to deal with that Fire Elemental, for example.
My point is: it's as good against combo as Dirty Rat or Deathlord, and is quite good on every other matchup as well.
But you will have to deal with whatever they draw instead of the card they lose. This may or may not be even harder for you
At least we have a tech in case exodia mage becomes tier 1 deck,
deck relies on 5 cards combo which you normally don't keep in the mulligan, meaning when playing turn 2 you have 5/25 chance to burn a pieces. 20% to burn a combo card. For the rest, most control and midrange don't really care about just one card. I remember opponents who went to crazy with an acolyte of pain or cold light oracle to burn 1 or 2 cards. They got so proud, but most of the time that's was a mistake.
This is different. If you discard a card from your deck, this is functionally identical to guaranteeing that it will stay at the very bottom of your deck. If a combo deck hasn't drawn a key card, then there is the chance that it is on the very next draw.
That's a fallacy and not correct. Burning a card has a stronger chance of bringing your opponent closer to his key card than actually burning their key card. Now lets imagine that a certain amount of cards are drawn before the game ends (let's say 10 cards), and lets imagine that the winning key card is one card deeper than the cards drawn during the game (in the 11th position). In that situation burning a non-key card actually handed your opponent the win. The odds of that happening is 100% equal to that key card being at the top of his deck (meaning that you win). Since the odds of the card being at position 11 = the odds of the card being at position 1. This means that the two scenarios evens each other out.
OP is right, burning a card only matters in the exact scenario where your opponent goes to fatigue in the end or in those scenarios where there's tutors involved (like Shadow Visions).
So today, an interesting card was revealed known as gnomish Vampire. Upon first look, I completely dismissed the card and just assumed the community would have as well. Upon looking through the thread and the poll for the card, I noticed that a lot of people disagreed with me. The community at large rated gnomish vampire somewhere between very good and meta defining. This stunned me.
Now let me clarify, I will say that this card is aggressively stated so you aren't losing much by including it in your deck making it a tiny bit better than what I evaluated it as being, but that said, this card is far from meta defining and will likely never see play in any refined tournament level deck unless deck positioning cards or more mill warlock cards are printed. Why? That's what I'm here to explain.
The effect doesn't affect the board in any way: This seems obvious and it isn't what the card is about, but considering the type of deck a card like this would have to go into to gain value, it is very important. You will hardly ever be playing this on turn against anything but aggro (and the mill obviously does nothing against aggro...see fel reaver), so when a card like this hits the board, you expect it to do something powerful.
The effect is a tech against combo and control that has a very low chance of working properly: Think about it this way; When you take a random card out of your opponent's deck, you basically have just sent a card to the bottom of the deck (unless you actually get to the fatigue stages of the game which is unlikely considering the strong finishers that control warlocks have). Assuming your opponent has 20 cards left in the deck (for arguments sake since you would likely use this card later on in a game), you have a 1/20 chance of milling any given card in their deck. This just so happens to be the exact same chance that a card is on the bottom of the deck. In both scenarios, combo pieces or anti control pieces are irrelevant to the game at hand, but in one scenario, you don't have to water down you deck to have this happen.
Randomness: Obviously the mill is random. Reason number 2 explains a major reason of why this is important, but it isn't the only reason. Since the card you mill is random and you have little information about the cards in your opponent's hand, you have no idea what you will mill. You could easily mill a tech card like Hungry Crab, a low cost minion that isn't relevant late like Zombie Chow, cards that are only in the deck to cycle, etc. Milling these cards often helps your opponent for the same reason that Prince Malchezaar doesn't work. Deck consistency.
Even if you get a strong mill, you had to take something else strong out of your deck: There are so many strong cards in the game today. While you could argue that the Warlock class has few of those cards, there are still many powerful cards that can be placed in any given warlock deck. Forgoing them to create a small chance to disrupt a combo is just not worthwhile unless there is a really oppressive spell based combo. Otherwise, a card like dirty rat just does it better.
Is this card terrible? No, it is an aggressively costed 2 drop that is an ok early body against faster decks and an ok disruption tool, but those things do not make for a good card in today's Hearthstone. There could be some cards revealed that change my mind about this card and maybe combo decks will be fearsome enough to include something like this, but as of right now, I don't think that this is good enough to make the cut.
I want a new title, but Flux won't let me have one,
Overrated card that does nothing. Another failed community value prediction. 100 dust at best
this card is very strong. Stats and battlecry are extremely good for a 2 drop.
Good against OTK combo decks that require stalling and accumulating 6 or 7 pieces. Burning a combo piece or even a key stall piece can be game winning. But let's be real... those kinds of decks are very rare and never get above 50% winrate.
Vanilla 2/3 against every other deck. I'd argue it even helps the opponent. Assuming the card is revealed, they can now adjust their strategy knowing which card they will never draw rather than waiting for something that could be on the bottom of the deck anyhow.
Will only see play if somehow a pure mill Warlock archetype is created. As it stands, this card is garbage unless the opponent runs out of cards faster than Warlock and fatigues first, which also means not taking full advantage of the best hero power in the game.
Anger is the punishment we give ourselves for someone else's mistake.
And the reward for most overhyped card in the set goes to........
Anger is the punishment we give ourselves for someone else's mistake.
It's not removal though, because it doesn't affect the board.
Oh my god the tears are beautiful.
"Why isn't Hearthstone interactive?"
"How dare they make an interactive card!"
Replying to a guy who asked earlier (sorry, lost the quote) if "remove" in this case equals "discard": no, I don't think so at all. It's literally the "pfft" you see when you have 10 cards in hand, and draw more. Besides, if it would be a Discard effect, the keyword would appear in the card description in bold.
It depends. As I said on the topic for the card, for most combo decks you're more likely to thin their deck and make drawing the combo piece more likely.
The exception could be something like Quest Mage in which they need four specific cards plus one legendary. That's a deck that does depend on cycling through almost all of their cards and can more likely be disrupted by stealing one late in the game. I have better things to do with my time than to do the math on it, but if it ever worked that would be when.
One: They said they were'nt gonna mess with opponent's decks. Yes, Dirty Rat tended to do so, but at least Dirty Rat had some space for playing with or around it (holding minions on purpouse vs planning ahead when to throw the rat, accidentally summoning something big and scary you can't kill...). This card is uninteractivity at its finest (lul, a battlecry that can't be prevented by any mean and removes a card wich you can't take back later -at least as far as we know- without any possible help of any card).
Second: For fucks sake, who thought gnomes should be vampires? It's fucking disgusting (btw: You realize the ammount of problems gnomes have given to this game? Knife Juggler, Leper Gnome, Small Time Bucaneer, this...).
Third: I really want this to not be played. I already see myself unable to play control again because this piece of shit takes my Jaraxxus, Kazakus, Reno, Deathstalker Rexxar, N'Zoth, Elise and her generated cards, or literally any really valuable card I have away.
Click to see my Hearthstone projects:
Holy fckn shit, this is dope!
It WILL be infuriating to play against, but boy do I want control warlock back, I'm so tired of zoo.
At least we have a tech in case exodia mage becomes tier 1 deck,
deck relies on 5 cards combo which you normally don't keep in the mulligan, meaning when playing turn 2 you have 5/25 chance to burn a pieces. 20% to burn a combo card. For the rest, most control and midrange don't really care about just one card. I remember opponents who went to crazy with an acolyte of pain or cold light oracle to burn 1 or 2 cards. They got so proud, but most of the time that's was a mistake.
So today, an interesting card was revealed known as gnomish Vampire. Upon first look, I completely dismissed the card and just assumed the community would have as well. Upon looking through the thread and the poll for the card, I noticed that a lot of people disagreed with me. The community at large rated gnomish vampire somewhere between very good and meta defining. This stunned me.
Now let me clarify, I will say that this card is aggressively stated so you aren't losing much by including it in your deck making it a tiny bit better than what I evaluated it as being, but that said, this card is far from meta defining and will likely never see play in any refined tournament level deck unless deck positioning cards or more mill warlock cards are printed. Why? That's what I'm here to explain.
Is this card terrible? No, it is an aggressively costed 2 drop that is an ok early body against faster decks and an ok disruption tool, but those things do not make for a good card in today's Hearthstone. There could be some cards revealed that change my mind about this card and maybe combo decks will be fearsome enough to include something like this, but as of right now, I don't think that this is good enough to make the cut.