So... I had some thinking on this card... Something we may have missed. This card allows your opponent to discard your cards correct. So... What card doesn't leave your hand reguardless of how many you discard.
CLUTCHMOTHER! I.e. yeah your opponent will be discarding your cards... until you get Clutchmother; once you get clutchmother they cannot discard your hand at all they wont want to discard your hand after that.
I think this card is very very playable because of this combo. AND when you play the Warlock Death Knight YOU GET 2 howlfiends to buff clutchmother. This is why I think its playable because of this combo.
Actually there is. You can summon Howlfiend, cast Treachery on it, then summon Possessed Villager and cast Defile.This will kill the Villager,triggering the recast, which kills the spawn, triggering the recast again. SinceHowlfiend is whenever, you just discarded 3 cards from your opponents Hand. Now any correct setup (like a 3 health minion on any side of the board) will result in a Flamestrike that forces your opponent to discard 4 cards. You can then add a Mortal Coil on top of it for another discard, and if you manage to set a [Edit:4, not 5, i am too tired] 5 health minion up on top of that, its goodbye hand.
I have a theory crafted decklist centered around this obscure wincondition:
, i went a little more in depth there if you are interested.
It is abusable and i a plan to abuse it ;).
How is this a win condition? You made the opponent discard 3 cards...and you used 4 cards to do it. And they still have a minion on the board.
And it can only be done on a late turn. You're already dead!
Well, the idea is to set up a 3 health minion, so you get a Flamestrike and 4 discards out of the deal.
Also, if you look at the rest of the deck, which is a lot of cheap boardclears, coupled with high health taunts and some amount of heal, i think the chances of me reaching turn 9 in the matchups in which the discards matter, namely control or midrange matchups akin to dragonpriest or evolveshaman, are not as bad as you make them out to be. And i personally think you underestimate how devestating losing roughly half your hand is against a grinder/hardcontrol deck. Also, while it is correct that i used 4 cards to discard 4, do not forget this is a bloomdoom deck. You will get an insane amount of +ses inevitably by using your boardclears, especially bloomdoom.
If you could eleborate on your reasoning behind this being too weak of a wincondition, or it being too unlikely for me to reach turn 9, i would like to read it. For now, i cannot understand, nor agree with the statements you made.
I've played Bloom doom quite a bit. This looks good, except it looks like it still is close to autoloss against mage. I wonder if Gul'dangerous can help with that, but then you need more demons... hmmm.
Actually there is. You can summon Howlfiend, cast Treachery on it, then summon Possessed Villager and cast Defile.This will kill the Villager,triggering the recast, which kills the spawn, triggering the recast again. SinceHowlfiend is whenever, you just discarded 3 cards from your opponents Hand. Now any correct setup (like a 3 health minion on any side of the board) will result in a Flamestrike that forces your opponent to discard 4 cards. You can then add a Mortal Coil on top of it for another discard, and if you manage to set a [Edit:4, not 5, i am too tired] 5 health minion up on top of that, its goodbye hand.
I have a theory crafted decklist centered around this obscure wincondition:
, i went a little more in depth there if you are interested.
It is abusable and i a plan to abuse it ;).
How is this a win condition? You made the opponent discard 3 cards...and you used 4 cards to do it. And they still have a minion on the board.
And it can only be done on a late turn. You're already dead!
Well, the idea is to set up a 3 health minion, so you get a Flamestrike and 4 discards out of the deal.
Also, if you look at the rest of the deck, which is a lot of cheap boardclears, coupled with high health taunts and some amount of heal, i think the chances of me reaching turn 9 in the matchups in which the discards matter, namely control or midrange matchups akin to dragonpriest or evolveshaman, are not as bad as you make them out to be. And i personally think you underestimate how devestating losing roughly half your hand is against a grinder/hardcontrol deck. Also, while it is correct that i used 4 cards to discard 4, do not forget this is a bloomdoom deck. You will get an insane amount of +ses inevitably by using your boardclears, especially bloomdoom.
If you could eleborate on your reasoning behind this being too weak of a wincondition, or it being too unlikely for me to reach turn 9, i would like to read it. For now, i cannot understand, nor agree with the statements you made.
I've played Bloom doom quite a bit. This looks good, except it looks like it still is close to autoloss against mage. I wonder if Gul'dangerous can help with that, but then you need more demons... hmmm.
Admittedly, this does help against Mage's late game burn... hmmm it even helps against quest mage.
Actually there is. You can summon Howlfiend, cast Treachery on it, then summon Possessed Villager and cast Defile.This will kill the Villager,triggering the recast, which kills the spawn, triggering the recast again. SinceHowlfiend is whenever, you just discarded 3 cards from your opponents Hand. Now any correct setup (like a 3 health minion on any side of the board) will result in a Flamestrike that forces your opponent to discard 4 cards. You can then add a Mortal Coil on top of it for another discard, and if you manage to set a [Edit:4, not 5, i am too tired] 5 health minion up on top of that, its goodbye hand.
I have a theory crafted decklist centered around this obscure wincondition:
, i went a little more in depth there if you are interested.
It is abusable and i a plan to abuse it ;).
How is this a win condition? You made the opponent discard 3 cards...and you used 4 cards to do it. And they still have a minion on the board.
And it can only be done on a late turn. You're already dead!
Well, the idea is to set up a 3 health minion, so you get a Flamestrike and 4 discards out of the deal.
Also, if you look at the rest of the deck, which is a lot of cheap boardclears, coupled with high health taunts and some amount of heal, i think the chances of me reaching turn 9 in the matchups in which the discards matter, namely control or midrange matchups akin to dragonpriest or evolveshaman, are not as bad as you make them out to be. And i personally think you underestimate how devestating losing roughly half your hand is against a grinder/hardcontrol deck. Also, while it is correct that i used 4 cards to discard 4, do not forget this is a bloomdoom deck. You will get an insane amount of +ses inevitably by using your boardclears, especially bloomdoom.
If you could eleborate on your reasoning behind this being too weak of a wincondition, or it being too unlikely for me to reach turn 9, i would like to read it. For now, i cannot understand, nor agree with the statements you made.
I've played Bloom doom quite a bit. This looks good, except it looks like it still is close to autoloss against mage. I wonder if Gul'dangerous can help with that, but then you need more demons... hmmm.
Well, there are some things you can do, like saving and blowing up multiple Mistress of Mixtures alongside a bloomdoom after alex, but for the most part the best chance you'd have here is aiming to discard his burn.
It is one of the worst matchups, but no deck besides maybe horrorpriest is without really hard to win matchups. However this deck has better chances than a normal bloomdoom deck, since you can actually make him lose burn.
Edit: On the side of Bloodreaver Gul'dan:I thought about him as well. He is a heal for 5 and allows me to deal with threats quite well, so it is worth considering, even without many demons.
However this deck lives and dies with its boardclear/taunt density. The only demons that fit into that category would be Felguard or Lakkari Felhound, both of which have drawbacks which are too steep for what is essentially a combo based control deck to handle.
One variant you could run is 2 Felguards with Bloodreaver Gul'dan instead of Tar Lurkers and Lord Jaraxxus. This way you would only play those against aggro, and let them sit in the hand until the drawback did not matter against control. Still, the drawback of those is really really steep, and the Bloodreaver Gul'dan would be really late. turn 12 at the earliest. By then the aggro matchups would have been decided one way or another.
However, against mage this is a way stronger variant, making a board, healing for 5 instead of setting yourself to 15, and healing for 3 per turn. So honestly thanks for the suggestion, i think i might go with that as a second variant.
Exactly... If we can solve against mage then jade, Priest, Token shaman and druid, are already pretty in the bag (in descending order in my experience) with a halfway decent game against paladin... Would make Warlock tier 2 or 1. I imagine it'd still have a hard time against pirate warrior, unless defile can really be made to be that good. Of course I'm thinking of the current Druid, priest and shaman decks...but in any case, I'll definitely be fiddling around with warlock this expansion.
BTW feel free to friend me, would love to experiment with decks in game.
Seems awful, and is, probably. Doesn't even trade well with 3/3s unless you have no cards left in hand or have things like Clutchmother Zavas / Fist of Jaraxxus / Silverware Golem .
So... I had some thinking on this card... Something we may have missed. This card allows your opponent to discard your cards correct. So... What card doesn't leave your hand reguardless of how many you discard.
CLUTCHMOTHER! I.e. yeah your opponent will be discarding your cards... until you get Clutchmother; once you get clutchmother they cannot discard your hand at all they wont want to discard your hand after that.
I think this card is very very playable because of this combo. AND when you play the Warlock Death Knight YOU GET 2 howlfiends to buff clutchmother. This is why I think its playable because of this combo.
Not usable if you're playing Lakkari Sacrifice because this will 100% make you discard it.