Medivh is probably the best combo and point to useing the card put forward as medivh into her is actually a decient play perspective. I could see that as a viable way to play her.
Though id still play her on turn 6 if she pops early you get the seal early you can always drop a removal spell on turn 7 turn 8 medivh turn 9 drop a seal play something else while they are taking care of medivh and your current threats turn 10 leads into a double trigger. Which means they would need to clear the board again most likely or fight back so its not super atrocious with medivh but again it depends on how far behind you are from the early game. Its enough to move the card from bad to playable. I dont know if id still say its very good. Playable would be the most id give it with synergy from medivh as you need both cards also depends on how far behind you are on your medivh turn.
Just your usual Warlock garbage that we've gotten used to, starting with the card effect down to the cartoony, childish artwork.
Cartoony artwork? I think you’re playing the wrong game if you don’t like that.
We don't have to like the awful childish 'cartoony' artwork to love the game. I'm an ex MTG player, and I am enjoying the switch to Hearthstone, but oh man the art is awful...lacks so much flavour and quality, but we can't have everything ;-)
Alot of people say this card is very slow and and won't see play and while it may be very slow for the payoff the rewards you can get off this card is surprisingly beneficial to Control style warlocks, specifically the ones that go for more deathknight synergy. Here is the many things this card patches up some of Control Warlock's weaknesses.
1. A taunt, the decks could use another taunt. You can get this off of stonehill defender so that's a thing..Warlock has some pretty good taunts.
2. More demons for DK synergy
3. Something to do during turns where this isn't much to do and end up with alot of unspent mana..that can happen sometimes since alot of the time CW is reacting to your turns.
4. You can potentially win the fatigue war in control matchups with this, and CW can struggle in that regard, also providing a big minion in the late game, which can be devastating to your opponent if they had used up alot of their hard removal.
5. And finally..Giving CW a chance to beat OTK decks. One of the biggest weaknesses the decks have is not being able to defend against these and apply enough pressure. While this may not go off in time before your opponent kills you since they'll be drawing most of their deck fast, there are times where your opponent has a key card they need to draw and you slam down the Big Demon guy and all hope for your opponent is lost.
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.
Zoo is a tempo deck it will NEVER play this card better to life tap and play 2 cards rather than this, you don't float mana much on zoo as you think.. guldan is strong enough as plan B and costs 10 mana instead of 41. would rather run lich king than this card if anything, it deals with control way better than this by gaining a value card.
focused deck needs a way to cheat those out, by going that how chogall is costed, I doubt it will ever be playable unless chogall gets powercreeped.
dunno what they were thinking by making it so absurdly hard to complete, even just playing 2 seals and 10 mana 10/10 is hard enough.
Blizz should have made the first seal cheaper. Every seal should cost 1 more than the previous one starting with 2 mana for the 1st seal. I guess they were worried that players can get the reward fast on average. Its a big reward, shouldn't be given easily but probably they overdid it a bit. I compare it to Pyros and I recall many games just not being able to slam 10 mana 10/10. It's cool to have minions to play on curve tho.
Alot of people say this card is very slow and and won't see play and while it may be very slow for the payoff the rewards you can get off this card is surprisingly beneficial to Control style warlocks, specifically the ones that go for more deathknight synergy. Here is the many things this card patches up some of Control Warlock's weaknesses.
1. A taunt, the decks could use another taunt. You can get this off of stonehill defender so that's a thing..Warlock has some pretty good taunts.
2. More demons for DK synergy
3. Something to do during turns where this isn't much to do and end up with alot of unspent mana..that can happen sometimes since alot of the time CW is reacting to your turns.
4. You can potentially win the fatigue war in control matchups with this, and CW can struggle in that regard, also providing a big minion in the late game, which can be devastating to your opponent if they had used up alot of their hard removal.
5. And finally..Giving CW a chance to beat OTK decks. One of the biggest weaknesses the decks have is not being able to defend against these and apply enough pressure. While this may not go off in time before your opponent kills you since they'll be drawing most of their deck fast, there are times where your opponent has a key card they need to draw and you slam down the Big Demon guy and all hope for your opponent is lost.
Eh ok, but it does have stats that'd se play on a 4-drop.
More like anti synergy, you don't want a vanilla 2/2 to eat space from your Eternal Turtles or Dreadlords.
That doesn't happen nearly enough so that you could justify playing the first three seals.
Or they kill you while you play a 5 mana 2/2.
There are times when Gnomeferatu burns exactly the right card. There are times when you drop Troggzor on an empty board and the opponent doesn't have a single minion. There are times when you run BBB instead of Evil Heckler and that leads to your opponent, who happens to be running a joust deck, to lose the game.
Lets compare Rin to the Ysera, a card has seen competitive play time to time;
Vs. Aggro, Rin is 3 mana cheaper and has taunt. Ysera is more than often a dead card in aggro match ups. Well, Rin is not necessarily the best card vs. Aggro, but to me, it seems better than Ysera.
Vs. Control, Rin is superior. Ysera's best aspect has always been generating threats or answers that do not push you towards the fatigue, therefore giving you some edge. Rin directly pushes your opponent to the fatigue instead.
Vs. Combo, I predict that if you manage to complete the "Rin Quest" in a timely manner, you win. Whereas Ysera might or might not give you burst damage, if she stays on the board long enough. So Rin is superior here too.
Vs. Midrange, Ysera is vastly superior, i'll give her that.
In conclusion, Rin seems better than Ysera to me, but Ysera itself is not a great card in meta. I don't think we are talking about a meta breaker here but the card might see play. It has the ability to completely win you some games that you have no business winning otherwise. In today's meta, control warlock struggles to win combo match ups. Rin gives you a solution. Infinite value decks become auto wins for Warlock with Rin. She does it all while not being "Super Dead" vs. Aggro.
All things said, she and The Lich King has multiple overlapping roles and by all means, Lich King wins the competition. I'm not sure there is a slot for both of the cards. Also, one owl is all it takes to stop Rin, if she ever becomes a problem. I'm definitely aware that Rin is not all that impressive, but i do think she's better than what most people seem to think about her.
This card is stupid n dumb. A 10/10 that destroys your opponents deck is RIDICULOUS! Why do players need more cards that counter jade druid... they already have Geist now THIS. If they don't NERF this card I'm just quitting HS because Jade druid won't be playable wit this card in the game.
Lol, except this card is a 41 mana destroy your opponent's deck, for a total stata of 33/36. The same thing (beside the deck destruction) can be done by jade druid for 3 mana (10/10, 11/11, 12/12 = 33/33). But is clearly this card that needs to be nerfed
Blizz should have made the first seal cheaper. Every seal should cost 1 more than the previous one starting with 2 mana for the 1st seal. I guess they were worried that players can get the reward fast on average. Its a big reward, shouldn't be given easily but probably they overdid it a bit. I compare it to Pyros and I recall many games just not being able to slam 10 mana 10/10. It's cool to have minions to play on curve tho.
Remember that every seal gives you another minion to play, and really only the 2/2 and maybe the 3/3 are awful (the initial 4/6 and 4/4-6/6 are all okay to good). A 2/2 for 2 is just on curve, and with this you'd be blowing up your opponent's deck in 3 turns while playing on-curve minions. That's too good.
I think maybe they could have just left out the 2/2 and started at 3/3, but that sounds too fast to me (4 seals instead of 5 means it could be done in two turns). This probably isn't a meta-defining card but it's being vastly underestimated.
Eh ok, but it does have stats that'd se play on a 4-drop.
With taunt, they're 5 drop stats (Druid of the Claw) and the seal effect is easily worth 1 mana.
All things said, she and The Lich King has multiple overlapping roles and by all means, Lich King wins the competition. I'm not sure there is a slot for both of the cards. Also, one owl is all it takes to stop Rin, if she ever becomes a problem. I'm definitely aware that Rin is not all that impressive, but i do think she's better than what most people seem to think about her.
This is true. I think the main thing this has over the Lich King is reliability. Lich King sometimes just gives you a bad or uselessly situational card and killing him counters any value he's going to generate. Plus Control Warlocks don't have trouble generating value really with their existing cards. They have more trouble with their opponents coming up with answers or just finishing their combo while the Warlock is trying to slowly burn them down with Bloodreaver Gul'dan or something. Bloodreaver Gul'dan's hero power + Rin's reward just flat out ends the game immediately pretty much.
I can see this possibly being playable in Handlock. It's a source of pseudo-draw for later on without having to take damage to tap, decent synergy with Mountain Giant and Twilight Drake. The 5 cost steps on most of Warlock's most effective removal, though, and the smaller demons pollute the res pool for DK Gul'dan. The card might be good enough to bring Shadowflame back in control strategies, but the entire series is so tempo-negative.... Not sure about this one.
I am happy that Team 5 has been more interested in cards that support an ultra-long-game strategy, but as with Dead Man's Hand, it seems like there are enough other control strategies with a quicker win condition that these cards aren't really finding a place in competitive play.
bloodbloom only works for the next spell. so you take 5 damage and save 3 mana.
Medivh is probably the best combo and point to useing the card put forward as medivh into her is actually a decient play perspective. I could see that as a viable way to play her.
Though id still play her on turn 6 if she pops early you get the seal early you can always drop a removal spell on turn 7 turn 8 medivh turn 9 drop a seal play something else while they are taking care of medivh and your current threats turn 10 leads into a double trigger. Which means they would need to clear the board again most likely or fight back so its not super atrocious with medivh but again it depends on how far behind you are from the early game. Its enough to move the card from bad to playable. I dont know if id still say its very good. Playable would be the most id give it with synergy from medivh as you need both cards also depends on how far behind you are on your medivh turn.
Thread updated with all tokens.
...Blizard pleas add to demon taunt and its playable card...
Alot of people say this card is very slow and and won't see play and while it may be very slow for the payoff the rewards you can get off this card is surprisingly beneficial to Control style warlocks, specifically the ones that go for more deathknight synergy. Here is the many things this card patches up some of Control Warlock's weaknesses.
1. A taunt, the decks could use another taunt. You can get this off of stonehill defender so that's a thing..Warlock has some pretty good taunts.
2. More demons for DK synergy
3. Something to do during turns where this isn't much to do and end up with alot of unspent mana..that can happen sometimes since alot of the time CW is reacting to your turns.
4. You can potentially win the fatigue war in control matchups with this, and CW can struggle in that regard, also providing a big minion in the late game, which can be devastating to your opponent if they had used up alot of their hard removal.
5. And finally..Giving CW a chance to beat OTK decks. One of the biggest weaknesses the decks have is not being able to defend against these and apply enough pressure. While this may not go off in time before your opponent kills you since they'll be drawing most of their deck fast, there are times where your opponent has a key card they need to draw and you slam down the Big Demon guy and all hope for your opponent is lost.
very sloww card - bad card
Cholamais
Blizz should have made the first seal cheaper. Every seal should cost 1 more than the previous one starting with 2 mana for the 1st seal. I guess they were worried that players can get the reward fast on average. Its a big reward, shouldn't be given easily but probably they overdid it a bit. I compare it to Pyros and I recall many games just not being able to slam 10 mana 10/10. It's cool to have minions to play on curve tho.
Lets compare Rin to the Ysera, a card has seen competitive play time to time;
Vs. Aggro, Rin is 3 mana cheaper and has taunt. Ysera is more than often a dead card in aggro match ups. Well, Rin is not necessarily the best card vs. Aggro, but to me, it seems better than Ysera.
Vs. Control, Rin is superior. Ysera's best aspect has always been generating threats or answers that do not push you towards the fatigue, therefore giving you some edge. Rin directly pushes your opponent to the fatigue instead.
Vs. Combo, I predict that if you manage to complete the "Rin Quest" in a timely manner, you win. Whereas Ysera might or might not give you burst damage, if she stays on the board long enough. So Rin is superior here too.
Vs. Midrange, Ysera is vastly superior, i'll give her that.
In conclusion, Rin seems better than Ysera to me, but Ysera itself is not a great card in meta. I don't think we are talking about a meta breaker here but the card might see play. It has the ability to completely win you some games that you have no business winning otherwise. In today's meta, control warlock struggles to win combo match ups. Rin gives you a solution. Infinite value decks become auto wins for Warlock with Rin. She does it all while not being "Super Dead" vs. Aggro.
All things said, she and The Lich King has multiple overlapping roles and by all means, Lich King wins the competition. I'm not sure there is a slot for both of the cards. Also, one owl is all it takes to stop Rin, if she ever becomes a problem. I'm definitely aware that Rin is not all that impressive, but i do think she's better than what most people seem to think about her.
Double the trouble
Somebody drop Millhouse Manastorm before this.
Wondering, what would be a bigger mess for The Final Seal : Counterspell or Mana Bind.
I think maybe they could have just left out the 2/2 and started at 3/3, but that sounds too fast to me (4 seals instead of 5 means it could be done in two turns). This probably isn't a meta-defining card but it's being vastly underestimated.
With taunt, they're 5 drop stats (Druid of the Claw) and the seal effect is easily worth 1 mana.
This is true. I think the main thing this has over the Lich King is reliability. Lich King sometimes just gives you a bad or uselessly situational card and killing him counters any value he's going to generate. Plus Control Warlocks don't have trouble generating value really with their existing cards. They have more trouble with their opponents coming up with answers or just finishing their combo while the Warlock is trying to slowly burn them down with Bloodreaver Gul'dan or something. Bloodreaver Gul'dan's hero power + Rin's reward just flat out ends the game immediately pretty much.
I think, this could see some play with Bloodbloom. We will see.
I can see this possibly being playable in Handlock. It's a source of pseudo-draw for later on without having to take damage to tap, decent synergy with Mountain Giant and Twilight Drake. The 5 cost steps on most of Warlock's most effective removal, though, and the smaller demons pollute the res pool for DK Gul'dan. The card might be good enough to bring Shadowflame back in control strategies, but the entire series is so tempo-negative.... Not sure about this one.
I am happy that Team 5 has been more interested in cards that support an ultra-long-game strategy, but as with Dead Man's Hand, it seems like there are enough other control strategies with a quicker win condition that these cards aren't really finding a place in competitive play.
It seems way too early to judge the effectiveness of this card, but I am hopeful that cards like Bloodbloom can make this a viable tool in Warlock.
The seals cost too much should atleast be 4 mana. 5 mana each is crazy.
A deck with this card as one of its win conditions might actually be possible with current cards like:
Cho'gall, Bloodbloom and Violet Illusionist
If Warlock gains some playable lifesteal cards or even restore health cards... well damn this might just work!