10 cards out and ppl already know what is playable and what is shit ...pls contain your orgasams
So no one should be able to comment on any cards until the day all cards have been revealed? I don't think opinions are set in stone. Everyone comments based on the information available.
Oh I want this card to be good... but its just not. Its soooo slowwww. I mean the dream is: turn 6 play her, turn 7 violet illusionist+ 2 Bloodbloom/seal 1&2, turn 8 Cho'gall + seal 3, turn 9 seal 4 (with 4 extra mana), turn 10 last seal (with 5 extra mana), turn 11 play the big boy. Nope, just too hard to pull off. Bad but I hope someone can find a reasonable way to play it competitively.
Meme-wise, we will certainly see a Millhouse Manastorm punish with this card on Trolden. To maximize the self potential, play hard control Warlock with BR Guldan and a ton of removal, Reno Jackson, Chogall and Bloodbloom. That deck more or less already exists and very often floats a lot of mana.
The final seal is itself a 5 mana 6/6, so really *only* the first four are tempo losses. You overcome those losses with abundant board clears and Reno to stabilize.
I'll certainly try it at rank 20 wild. Why not?
Me too. I would definitely try out your deck ideas, if I get her from a pack that is ;)
Anyway I was thinking whether or not there would be some cards with the Recruit mechanic, which would fetch us the legendary. I kinda predict the weapon having something in common with either demons or discard, but it would be nice if this would help with the Rin strategy too.
I wish they had statted this card to be a 4 drop so you could play it on cure. By making it a 6 drop you're already hurting it's viability. However this does bring cards like Bloodbloom, Violet Illusionist, and Cho'gall into the equation. Turn 7 drop violet illusionist --> Blood Bloom --> First Seal --> Bloodblood--> second seal. Turn 8 drop Cho'Gall and third seal and mistress of mixtures and now you're already up to Seal 4 of 6 with a half decent board. T9 4th seal + some card and T10 5th and final seal. T11 GG. Could be a fun deck to be honest. But likely not competitive depending on what kinds of cards warlocks get.
So far reading this thread I think there are 4 decks that someone might try and fit this card into attempting to make it work based on the cards we currently have and know about.
Zoo: Keleseth zoo warlock is somewhat popular and Rin could find a home here. With a keleseth buff a 6 mana 4/7 taunt is only slightly understated and hopefully your opponent has better things to silence or transform, like whatever you beef up with bonemare or a darkshire councilman. When the game is running long and you are topdecking it gives you something to do with your mana, the minions spawned are demons for crystalweaver and are bonemare targets so your opponent might not want to ignore them. Might not work as well in the builds that focus on discard synergies but it is something people might play around with as a tech choice.
Classic control: The concept on this one is simple, you add this card as an interesting tech choice in a control warlock list and have it as a potential win condition late game, but not necessarily the main focus of the deck, you'd play a seal whenever you feel like you have the breathing room and maybe you play the 10/10 when you get around to it, less to destroy half their deck and more start the opponents fatigue a handful of turns earlier, but otherwise you are just playing a control warlock with all the other warlock tools.
The Rin Focused: These decks are otherwise control warlocks but the main focus is playing your seals fast enough to blow up half the opponents deck. Using cards like violet illusionist, blood bloom, and cho'gal to either play multiple seals in one turn or to play the seals at a discounted cost so you can do other things on your turn. Probably less good at controlling the board but can get your seals played pretty efficiently
The correct choice: Blizzard has given us a true gift, we shall take this gift and create the greatest meme deck ever conceived. renounce darkness, barnes, Y'shaarj, Rin warlock. You hit your perfect curve dropping barnes on 4, which pulls a baby y'shaarj, which then pulls a mother Rin for protection. Rin dies protecting the baby y'shaarj and gives you the first seal. Turn 5 you play your seal on curve, baby y'shaarj brings out daddy y'shaarj. you progress your turns playing a seal every turn, you play Grand Papy Azari on turn 10, destroying half your opponents deck. You then renounce darkness, becoming a simple priest, no one would ever suspect a priest of viciously cutting the opponent's deck in half, it would be the perfect crime.
41 mana wow. good thing you can play two seals per turn though.
If you play it turn 6, then turn 7 = 1 seal, turn 8 = 2nd seal, turn 9 = 3rd seal, turn 10 = 4th and final seal, and turn 11 = azari
Given that these seals draw you a card and summon something to the board, I think this card will actually be really strong, you still have five mana per turn to deal with your opponent, the minions to help out with board control, and extra seals to keep your hand full.
So yeah, 41 mana total, but it seems worth it.
Another thing to note is that as a taunt it will help you last longer, but it does have to die for you to start the chain. (so If you really need to you could use a void terror or pow in wild.
And some cool synergies are N'zoth (just because it has taunt) and Medivh (so you can get free 5 drops)
Plus, you can curve really well by going medivh turn 8, Rin turn 9, and then as long as it dies you can play two seals a turn to get it out fast. (and because there are an odd number of seals, you can skip playing 2 for one turn, and stick with one seal and a way to activate the deathrattle, without having to delay Azari)
One other thing to note is that you still need to deal with the cards your opponent has left, so things like twisting nether and doomsayer can easily help close out the game.
this card is horrible, but im glad it is, because the worse a card is, the more fun it is to play (usually) and being on the recieving end of this card is probably terrible feeling.
There is a chance though that warlock will get a recruit card that can specifically bring this 1 card on the field, like "recruit a legendary minion" and you would only run her as your legend. You could reliably build an entire deck around her (it will never be above tier 3, but still). The problem with this card as it is, is that you want to draw her on turn 6 every game! Because if you play her on any turn 10 and later, realistically, you're going to burn like 3 or 4 of your opponent's cards TOPS. Getting her on 6 and starting the chain early though could give you a lot of value, so I think they're going to put some sort of recruit card to tutor this. Notice how it's "deathrattle" and not battlecry!
Incredibly hard to activate the Devourer, don't think it'll see play, waaayy too slow.
Should be able to make an extremely high risk deck that tries to accelerate the win condition with Cho'gall and those Bloodbloom cards, that might be fun.
People if you have mana, tempo and time to work with as Warlock, you just play Lord Jaraxxus. Problem is - you don't.
You can easily run both. Or you can run this and Bloodreaver. In fact, since both Bloodreaver and Jaraxxus give you endless value this card denying your opponent any further resources pretty much shut down their ability to defend themselves. Anduin needs cards to proc his hero power and you can mess up combo decks if you play it fast enough.
I think there are a couple of other reasons to run this in Warlock control.
1) Not a dead card against aggro and tempo. A 3/6 taunt for 6 is obviously understated, but since it's a taunt it's pretty decent at slowing down enemy aggression. I doubt you'll play the actual seals against aggro or zoo decks, but it does add to the card's versatility in other matchups outside of just being a control killer. 2) It's reasonably cheap for a control card and in a mostly uncompetitive mana slot since Sylvanas got put in the Hall of Fame. 3) Doesn't have anti-synergy the way Bloodreaver and Jaraxxus kinda do with one another. It's mostly just sort of risky with the discard mechanic and it potentially floods your demon pool with a bunch of garbage for Bloodreaver plays.
Plus, you can curve really well by going medivh turn 8, Rin turn 9, and then as long as it dies you can play two seals a turn to get it out fast. (and because there are an odd number of seals, you can skip playing 2 for one turn, and stick with one seal and a way to activate the deathrattle, without having to delay Azari)
Or hell, just play Rin on 6 and hold the seal for turn 9. Or even play the first one on turn 7 if you can. The synergy with Medivh is serious, and I wasn't even thinking about N'zoth synergy, which also means it does fit decently into a N'zoth deck.
Also I realize now that I was wrong about something. It starts as a 2/2, not a 1/1. So the only really bad one is the first seal and maybe the second seal. A 4/4 for 5 is absolutely on curve, a 5/5 for 5 is good, and a 6/6 for 5 is really solid.
Just for fun card. to be competitive need to look the other cards in this expansion or next 1 year expansions. Because for the current cards set,I dont see it in play.
But hey "recruit" keyword maybe can make this card works
Really hope this pushes control warlock
Oh I want this card to be good... but its just not. Its soooo slowwww. I mean the dream is: turn 6 play her, turn 7 violet illusionist+ 2 Bloodbloom/seal 1&2, turn 8 Cho'gall + seal 3, turn 9 seal 4 (with 4 extra mana), turn 10 last seal (with 5 extra mana), turn 11 play the big boy. Nope, just too hard to pull off. Bad but I hope someone can find a reasonable way to play it competitively.
I wish they had statted this card to be a 4 drop so you could play it on cure. By making it a 6 drop you're already hurting it's viability. However this does bring cards like Bloodbloom, Violet Illusionist, and Cho'gall into the equation. Turn 7 drop violet illusionist --> Blood Bloom --> First Seal --> Bloodblood--> second seal. Turn 8 drop Cho'Gall and third seal and mistress of mixtures and now you're already up to Seal 4 of 6 with a half decent board. T9 4th seal + some card and T10 5th and final seal. T11 GG. Could be a fun deck to be honest. But likely not competitive depending on what kinds of cards warlocks get.
With violet illusionist and bloodbloom and cho'gall you can get it out by T11
This is the biggest Millhouse Manastorm nerf I have ever seen!
So far reading this thread I think there are 4 decks that someone might try and fit this card into attempting to make it work based on the cards we currently have and know about.
Zoo: Keleseth zoo warlock is somewhat popular and Rin could find a home here. With a keleseth buff a 6 mana 4/7 taunt is only slightly understated and hopefully your opponent has better things to silence or transform, like whatever you beef up with bonemare or a darkshire councilman. When the game is running long and you are topdecking it gives you something to do with your mana, the minions spawned are demons for crystalweaver and are bonemare targets so your opponent might not want to ignore them. Might not work as well in the builds that focus on discard synergies but it is something people might play around with as a tech choice.
Classic control: The concept on this one is simple, you add this card as an interesting tech choice in a control warlock list and have it as a potential win condition late game, but not necessarily the main focus of the deck, you'd play a seal whenever you feel like you have the breathing room and maybe you play the 10/10 when you get around to it, less to destroy half their deck and more start the opponents fatigue a handful of turns earlier, but otherwise you are just playing a control warlock with all the other warlock tools.
The Rin Focused: These decks are otherwise control warlocks but the main focus is playing your seals fast enough to blow up half the opponents deck. Using cards like violet illusionist, blood bloom, and cho'gal to either play multiple seals in one turn or to play the seals at a discounted cost so you can do other things on your turn. Probably less good at controlling the board but can get your seals played pretty efficiently
The correct choice: Blizzard has given us a true gift, we shall take this gift and create the greatest meme deck ever conceived. renounce darkness, barnes, Y'shaarj, Rin warlock. You hit your perfect curve dropping barnes on 4, which pulls a baby y'shaarj, which then pulls a mother Rin for protection. Rin dies protecting the baby y'shaarj and gives you the first seal. Turn 5 you play your seal on curve, baby y'shaarj brings out daddy y'shaarj. you progress your turns playing a seal every turn, you play Grand Papy Azari on turn 10, destroying half your opponents deck. You then renounce darkness, becoming a simple priest, no one would ever suspect a priest of viciously cutting the opponent's deck in half, it would be the perfect crime.
400 dust, this effect will trigger one time per month. The cool would be play the last card on the counterspell, so tragic.
My magic will tear you apart!
41 mana wow. good thing you can play two seals per turn though.
If you play it turn 6, then turn 7 = 1 seal, turn 8 = 2nd seal, turn 9 = 3rd seal, turn 10 = 4th and final seal, and turn 11 = azari
Given that these seals draw you a card and summon something to the board, I think this card will actually be really strong, you still have five mana per turn to deal with your opponent, the minions to help out with board control, and extra seals to keep your hand full.
So yeah, 41 mana total, but it seems worth it.
Another thing to note is that as a taunt it will help you last longer, but it does have to die for you to start the chain. (so If you really need to you could use a void terror or pow in wild.
And some cool synergies are N'zoth (just because it has taunt) and Medivh (so you can get free 5 drops)
Plus, you can curve really well by going medivh turn 8, Rin turn 9, and then as long as it dies you can play two seals a turn to get it out fast. (and because there are an odd number of seals, you can skip playing 2 for one turn, and stick with one seal and a way to activate the deathrattle, without having to delay Azari)
One other thing to note is that you still need to deal with the cards your opponent has left, so things like twisting nether and doomsayer can easily help close out the game.
this card is horrible, but im glad it is, because the worse a card is, the more fun it is to play (usually) and being on the recieving end of this card is probably terrible feeling.
There is a chance though that warlock will get a recruit card that can specifically bring this 1 card on the field, like "recruit a legendary minion" and you would only run her as your legend. You could reliably build an entire deck around her (it will never be above tier 3, but still). The problem with this card as it is, is that you want to draw her on turn 6 every game! Because if you play her on any turn 10 and later, realistically, you're going to burn like 3 or 4 of your opponent's cards TOPS. Getting her on 6 and starting the chain early though could give you a lot of value, so I think they're going to put some sort of recruit card to tutor this. Notice how it's "deathrattle" and not battlecry!
This is why Millhouse manastorm will never be good
People if you have mana, tempo and time to work with as Warlock, you just play Lord Jaraxxus. Problem is - you don't.
I want people to play turn 6 milhouse manastorm for the lulz
Ska
Incredibly hard to activate the Devourer, don't think it'll see play, waaayy too slow.
Should be able to make an extremely high risk deck that tries to accelerate the win condition with Cho'gall and those Bloodbloom cards, that might be fun.
I think there are a couple of other reasons to run this in Warlock control.
2) It's reasonably cheap for a control card and in a mostly uncompetitive mana slot since Sylvanas got put in the Hall of Fame.
3) Doesn't have anti-synergy the way Bloodreaver and Jaraxxus kinda do with one another. It's mostly just sort of risky with the discard mechanic and it potentially floods your demon pool with a bunch of garbage for Bloodreaver plays.
Or hell, just play Rin on 6 and hold the seal for turn 9. Or even play the first one on turn 7 if you can. The synergy with Medivh is serious, and I wasn't even thinking about N'zoth synergy, which also means it does fit decently into a N'zoth deck.
Also I realize now that I was wrong about something. It starts as a 2/2, not a 1/1. So the only really bad one is the first seal and maybe the second seal. A 4/4 for 5 is absolutely on curve, a 5/5 for 5 is good, and a 6/6 for 5 is really solid.
Just for fun card. to be competitive need to look the other cards in this expansion or next 1 year expansions. Because for the current cards set,I dont see it in play.
But hey "recruit" keyword maybe can make this card works
At least it's not infinite or costing one mana *COUGH COUGH* JADE IDOL *COUGH COUGH*
Bloodbloom