First Bloodbloom effects one spell. Second, considering it was garbage in conjunction with decent spells, how the hell are you justifying it with summoning a 2/2???????????? It sucked even when used to cheat out Kara Kazham!, which is twice the amount of stuff
To put it in perspective, a hunter gunning you down with its hero power alone would've almost killed you by the time you freaking finished this chain.
People complaining that the card is too slow need to understand that it /has/ to be given the effect of Azari. The battlecry of Azari is effectively "win the game unless opponent has lethal on the board", so to make it somewhat easy to pull off would basically ruin the game of Hearthstone. The worst kind of decks are those that the opponent can't do anything about (Cavern Rogue, freeze mage, for example), and short of silencing the deathrattle of Rin, there's nothing the opponent can do to stop this chain, other than the obvious of putting enough pressure to prevent you from wasting 5 mana every turn. If Rinlock was a thing and a tier2-3ish deck, the QQ in these forums would be a deluge like nothing before.
The card is probably bad, and probably won't see play. However, I can see a time and place it may actually sneak in. Skulking Geist is a 6 mana 4/6 that people add to control-ish decks specifically to stop Jade Druid. That's a dead card against most other matchups except some variations of priest. A 6 mana 3/6 taunt is arguably better than Skulking Geist in most matchups, just due to the taunt which has some help against aggro. But why play Rin? Because it does counter specific decks, those that are OTK types like Exodia Mage/Pally that need to draw their entire deck, don't put pressure on the opponent, and are mainly entirely reactive.
Basically, in the end, a 3/6 taunt is worth ~4.5 mana. You're paying 1.5 mana to have a possible win condition against very specific decks. If you aren't playing those decks, then you have a 6 mana 3/6 taunt. So it boils down to whether the decks that Rin counters are prevalent enough to "pay" 1.5 mana against all other decks. Skulking is played now because Jade is Tier 1. Right now, the decks it might do well against are not in this current meta, but who knows down the road.
This is basically how I feel about it. The opportunity cost is pretty reasonable. It gives you gas in really greedy matchups, and potential win conditions against fatigue oriented decks. It's a weird combination of elise and pyros.
Is it OMGREAT? No. Not particularly. But it seems to be reasonable enough to see some play.
People complaining that the card is too slow need to understand that it /has/ to be given the effect of Azari. The battlecry of Azari is effectively "win the game unless opponent has lethal on the board", so to make it somewhat easy to pull off would basically ruin the game of Hearthstone. The worst kind of decks are those that the opponent can't do anything about (Cavern Rogue, freeze mage, for example), and short of silencing the deathrattle of Rin, there's nothing the opponent can do to stop this chain, other than the obvious of putting enough pressure to prevent you from wasting 5 mana every turn. If Rinlock was a thing and a tier2-3ish deck, the QQ in these forums would be a deluge like nothing before.
The card is probably bad, and probably won't see play. However, I can see a time and place it may actually sneak in. Skulking Geist is a 6 mana 4/6 that people add to control-ish decks specifically to stop Jade Druid. That's a dead card against most other matchups except some variations of priest. A 6 mana 3/6 taunt is arguably better than Skulking Geist in most matchups, just due to the taunt which has some help against aggro. But why play Rin? Because it does counter specific decks, those that are OTK types like Exodia Mage/Pally that need to draw their entire deck, don't put pressure on the opponent, and are mainly entirely reactive.
Basically, in the end, a 3/6 taunt is worth ~4.5 mana. You're paying 1.5 mana to have a possible win condition against very specific decks. If you aren't playing those decks, then you have a 6 mana 3/6 taunt. So it boils down to whether the decks that Rin counters are prevalent enough to "pay" 1.5 mana against all other decks. Skulking is played now because Jade is Tier 1. Right now, the decks it might do well against are not in this current meta, but who knows down the road.
That's a flawed reasoning. Yes it is better against aggro, but you are literally dumpstering your rank playing Geist in an aggro meta, the "benefit" here is minimal.
Even if you played out Azari, it is super not a win. Most control decks will have enough stuff in their hands to kill you by the time you wasted ten billion mana.
And for the "counter" to OTK decks, no you don't have that amount of time. OTK decks don't spend 20 turns to assemble their combo. OTK decks downright shrieks with manic delight at some crazy dude playing 5 mana 2/2. What you should do instead, is hit their face, really hard.
Well, like I said.. I'm not only expecting recruit to be able to easily fish this from the deck fairly early (like turn 3ish), but for there to be some other mechanic that either consistently lowers the cost of warlock spells, or gives locks more control and sustain options than they have currently.
I actually DO currently play a mill lock in Wild, so this is relevant to my interests.
People complaining that the card is too slow need to understand that it /has/ to be given the effect of Azari. The battlecry of Azari is effectively "win the game unless opponent has lethal on the board", so to make it somewhat easy to pull off would basically ruin the game of Hearthstone. The worst kind of decks are those that the opponent can't do anything about (Cavern Rogue, freeze mage, for example), and short of silencing the deathrattle of Rin, there's nothing the opponent can do to stop this chain, other than the obvious of putting enough pressure to prevent you from wasting 5 mana every turn. If Rinlock was a thing and a tier2-3ish deck, the QQ in these forums would be a deluge like nothing before.
The card is probably bad, and probably won't see play. However, I can see a time and place it may actually sneak in. Skulking Geist is a 6 mana 4/6 that people add to control-ish decks specifically to stop Jade Druid. That's a dead card against most other matchups except some variations of priest. A 6 mana 3/6 taunt is arguably better than Skulking Geist in most matchups, just due to the taunt which has some help against aggro. But why play Rin? Because it does counter specific decks, those that are OTK types like Exodia Mage/Pally that need to draw their entire deck, don't put pressure on the opponent, and are mainly entirely reactive.
Basically, in the end, a 3/6 taunt is worth ~4.5 mana. You're paying 1.5 mana to have a possible win condition against very specific decks. If you aren't playing those decks, then you have a 6 mana 3/6 taunt. So it boils down to whether the decks that Rin counters are prevalent enough to "pay" 1.5 mana against all other decks. Skulking is played now because Jade is Tier 1. Right now, the decks it might do well against are not in this current meta, but who knows down the road.
This is basically how I feel about it. The opportunity cost is pretty reasonable. It gives you gas in really greedy matchups, and potential win conditions against fatigue oriented decks. It's a weird combination of elise and pyros.
The only thing I disagree is the comparison with pyros. Pyros gives you a 2/2 for 2 mana and a 6/6 for 6 mana. That is borderline acceptable for a card that does nothing else. Rin gives you a 2/2, a 3/3 and a 4/4 for 5 mana, respectively, before you get to Pyros level. That is a brutal setback for your tempo. But yes, at least it is only one card that generates all the tokens. And it basically cannot be interrupted except for silence in the beginning or Dirty Rat at the end (just mage has additional chances).
Play rin turn6. Then next turn combo violet illusionist into bloodbloom and play every seal 1 turn fill your board with demons and a taunt if it hasn't been removed. And have azari in hand for turn 10. GG
The fact is if you can use 5 mana every turn for sub par minions for the cost (with the exception of the 6/6) and no board impact (including the 10/10 itself) then you were in a good spot anyhow. This card COULD potentially screw over fatigue warrior. Or if they have both dead mans hand in their hand not affect them in any major way at all.
This is one of those cards I LOVE. And the effect is certainly impressive. But realistically, it's going to be hard to pull off and by the time you can you may only be destroying 4-5 cards. The one thing I will say though is that warlock does like to leverage it's own minions for removal, which gives this card some legs.
I am not saying it's absolutely not playable, I think that with an effect as good as that that it would be foolish to say unplayble. At the very least it'll be good for memery.
Lastly, we don't know what the rest of the set offers.
This will need another card in the set to help, probably by reducing the cost of spells.
The other legendary could be something like: For every demon on the board, reduce the cost of spells by 1 (max 3).
Although I agree that I would love cards to help this combo, I doubt Blizz will provide any significant support to it. Losing your deck is not considered to be a "fun" experience. And Blizz is all about shutting down the anti-fun. Although, they do also like the health management aspect of warlock so perhaps they could make a Bloodbloom-effect legendary weapon. That being said, you could combo it with Violet Illusionist for a massive board and the 10/10 so I doubt they would do that either.
In terms of the legendary weapon, I would love to see a super cheap weapon that lets you choose which card to discard. Blizz seems pretty intent on discard warlock working and that's a way to add consistency.
You are definitely right about Blizz, shutting down combo's you can't really defend against... don't think it will ever be a tier 1 or 2 deck, but they might throw some help towards it to make it possible.
That would be a great legendary weapon... warlock players have been wanting that for awhile. Warlock is my least played class probably, but I know that would help tons for any discard deck... quest warlock would be nuts.
If we look at 6 mana warlock cards all we can find is siphon soul as viable. Idk about you guys but vs aggro a 3/6 taunt beats kill 1 minion and against control you should save siphon for bigger drops so this is a very strong on curve play.
Then whenever you have mana leftover you can pop in a seal. It puts massive pressure on your opponent cause they dont want you to play azari, so they will overextend into your twisting nether. I think this card is pretty good - will probs craft for tge memes
If we look at 6 mana warlock cards all we can find is siphon soul as viable. Idk about you guys but vs aggro a 3/6 taunt beats kill 1 minion and against control you should save siphon for bigger drops so this is a very strong on curve play.
LOL. Dude, are you f...king serious? Rin, the First Disciple is a 3/6 minion with taunt for 6 MANA, how the hell is that a very strong play on curve when a card like Fen Creeper never saw real competitive play having the same stats, taunt and costing one mana less?
If we look at 6 mana warlock cards all we can find is siphon soul as viable. Idk about you guys but vs aggro a 3/6 taunt beats kill 1 minion and against control you should save siphon for bigger drops so this is a very strong on curve play.
LOL. Dude, are you f...king serious? Rin, the First Disciple is a 3/6 minion with taunt for 6 MANA, how the hell is that a very strong play on curve when a card like Fen Creeper never saw real competitive play having the same stats, taunt and costing one mana less?
Just tell me you are joking please...
Well fen creeper doesnt have the added effect of scaring your opponent with the threat of deleting their deck now does it? By strong play I mean its far stronger than siphon soul and it curves better into abyssal enforcer by weakening your opponents minions through trades.
If we look at 6 mana warlock cards all we can find is siphon soul as viable. Idk about you guys but vs aggro a 3/6 taunt beats kill 1 minion and against control you should save siphon for bigger drops so this is a very strong on curve play.
LOL. Dude, are you f...king serious? Rin, the First Disciple is a 3/6 minion with taunt for 6 MANA, how the hell is that a very strong play on curve when a card like Fen Creeper never saw real competitive play having the same stats, taunt and costing one mana less?
Just tell me you are joking please...
Well fen creeper doesnt have the added effect of scaring your opponent with the threat of deleting their deck now does it? By strong play I mean its far stronger than siphon soul and it curves better into abyssal enforcer by weakening your opponents minions through trades.
Still, that doesn't make it a very strong play on curve. Do you really know what that means? Because it seems you don't...
Rin has to be played with Umbra btw. There are too many spellbreakers, polymorphs and silence effects in other decks. But maybe we should wait for the next card releases. I'm sure Blizzard will offer some support cards to fulfill the "quest".
I seriously doubt that there will be a deck which makes this work consistently. You just have sooo many bad turns tempowise before you get anything out of it.
If we look at 6 mana warlock cards all we can find is siphon soul as viable. Idk about you guys but vs aggro a 3/6 taunt beats kill 1 minion and against control you should save siphon for bigger drops so this is a very strong on curve play.
LOL. Dude, are you f...king serious? Rin, the First Disciple is a 3/6 minion with taunt for 6 MANA, how the hell is that a very strong play on curve when a card like Fen Creeper never saw real competitive play having the same stats, taunt and costing one mana less?
Just tell me you are joking please...
Well fen creeper doesnt have the added effect of scaring your opponent with the threat of deleting their deck now does it? By strong play I mean its far stronger than siphon soul and it curves better into abyssal enforcer by weakening your opponents minions through trades.
Still, that doesn't make it a very strong play on curve. Do you really know what that means? Because it seems you don't...
Jade behemoth saw play and it generally only summons a 2/2 when played on curve which is basically next to nothing. Also, a poor tempo play can bait more aggression for a better abyssal enforcer like I mentioned. Thus, its a pretty weak play but the follow up can be much stronger which kind of makes this a good play
Nice concept but the card is terrible: it's base stats are not worth it since the beginning (6 mana 3/6 taunt?) and then you have to waste tons of mana to summon garbage minions with low stat and no abilities at all. If you complete the task than there is a hugh chance of winning the game but surviving until than will be almost impossible.
Probably they should have made each seal with a different cost so that at last you won't be wasting half of your mana to summon a 2/2 or a 3/3.
Rollback Post to RevisionRollBack
For what profit is it to a man, if he gains the world and loses his own soul?
I really hate these kind of cards. Again, they're giving some decks a superior winning condition compared to others. First, they introduced quests and for other control player who hasn't got a quest - it means they have to smorc or face Exodia. Then they introdused DK, which also shits on your control deck because later they can machine-gun u in 1 turn. Now they print this card, which has written on it - if you play against slow control/combo deck - win the game after you played certain several cards. I mean, I'm all for OTK options, but I'm against forcing people to always choose archetype based on 1 card like Keleseth, Raza, Rin etc... it destroys variety and prevents people from being creative when deckbuilding.
If we look at 6 mana warlock cards all we can find is siphon soul as viable. Idk about you guys but vs aggro a 3/6 taunt beats kill 1 minion and against control you should save siphon for bigger drops so this is a very strong on curve play.
LOL. Dude, are you f...king serious? Rin, the First Disciple is a 3/6 minion with taunt for 6 MANA, how the hell is that a very strong play on curve when a card like Fen Creeper never saw real competitive play having the same stats, taunt and costing one mana less?
Just tell me you are joking please...
Well fen creeper doesnt have the added effect of scaring your opponent with the threat of deleting their deck now does it? By strong play I mean its far stronger than siphon soul and it curves better into abyssal enforcer by weakening your opponents minions through trades.
Still, that doesn't make it a very strong play on curve. Do you really know what that means? Because it seems you don't...
Jade behemoth saw play and it generally only summons a 2/2 when played on curve which is basically next to nothing. Also, a poor tempo play can bait more aggression for a better abyssal enforcer like I mentioned. Thus, its a pretty weak play but the follow up can be much stronger which kind of makes this a good play
If we look at 6 mana warlock cards all we can find is siphon soul as viable. Idk about you guys but vs aggro a 3/6 taunt beats kill 1 minion and against control you should save siphon for bigger drops so this is a very strong on curve play.
LOL. Dude, are you f...king serious? Rin, the First Disciple is a 3/6 minion with taunt for 6 MANA, how the hell is that a very strong play on curve when a card like Fen Creeper never saw real competitive play having the same stats, taunt and costing one mana less?
Just tell me you are joking please...
Well fen creeper doesnt have the added effect of scaring your opponent with the threat of deleting their deck now does it? By strong play I mean its far stronger than siphon soul and it curves better into abyssal enforcer by weakening your opponents minions through trades.
Still, that doesn't make it a very strong play on curve. Do you really know what that means? Because it seems you don't...
Jade behemoth saw play and it generally only summons a 2/2 when played on curve which is basically next to nothing. Also, a poor tempo play can bait more aggression for a better abyssal enforcer like I mentioned. Thus, its a pretty weak play but the follow up can be much stronger which kind of makes this a good play
Jade Behemoth is not really a good comparison. The benefit of Behemoth is that it increases your Jade Counter. Besides that, a 2/2 and a 3/6 together are 5/8 stats which is an acceptable play for 6 mana. One single stat can already make a huge difference. Just take Leper Gnome or Knife Juggler . Both lost "only" 1 stat and are not played any more (and were staples with 1 attack more).
I don't think a 3/6 "do nothing for your board" is ever a good turn 6 Play if it doesn't provide you with some value or future tempo. This doesn't do anything of that sort. It is just bad tempo that gives you further Cards which are even worse tempo. The only matchup I think Rin is a playable Card is against fatigue warrior with double Dead Man's Hand (or other non-bursty fatigue decks).
First Bloodbloom effects one spell. Second, considering it was garbage in conjunction with decent spells, how the hell are you justifying it with summoning a 2/2???????????? It sucked even when used to cheat out Kara Kazham!, which is twice the amount of stuff
To put it in perspective, a hunter gunning you down with its hero power alone would've almost killed you by the time you freaking finished this chain.
Well, like I said.. I'm not only expecting recruit to be able to easily fish this from the deck fairly early (like turn 3ish), but for there to be some other mechanic that either consistently lowers the cost of warlock spells, or gives locks more control and sustain options than they have currently.
I actually DO currently play a mill lock in Wild, so this is relevant to my interests.
Nerf to Millhouse Manastorm.
I'm me - who are you?
O.o o.O
I called this card BS without even looking at it.
Wasn't wrong in doing so.
If we look at 6 mana warlock cards all we can find is siphon soul as viable. Idk about you guys but vs aggro a 3/6 taunt beats kill 1 minion and against control you should save siphon for bigger drops so this is a very strong on curve play.
Then whenever you have mana leftover you can pop in a seal. It puts massive pressure on your opponent cause they dont want you to play azari, so they will overextend into your twisting nether. I think this card is pretty good - will probs craft for tge memes
That's Incredible!
That's Incredible!
Rin has to be played with Umbra btw. There are too many spellbreakers, polymorphs and silence effects in other decks. But maybe we should wait for the next card releases. I'm sure Blizzard will offer some support cards to fulfill the "quest".
I seriously doubt that there will be a deck which makes this work consistently. You just have sooo many bad turns tempowise before you get anything out of it.
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#JeSuisFieryWarAxe!
That's Incredible!
Nice concept but the card is terrible: it's base stats are not worth it since the beginning (6 mana 3/6 taunt?) and then you have to waste tons of mana to summon garbage minions with low stat and no abilities at all. If you complete the task than there is a hugh chance of winning the game but surviving until than will be almost impossible.
Probably they should have made each seal with a different cost so that at last you won't be wasting half of your mana to summon a 2/2 or a 3/3.
For what profit is it to a man, if he gains the world and loses his own soul?
I really hate these kind of cards. Again, they're giving some decks a superior winning condition compared to others. First, they introduced quests and for other control player who hasn't got a quest - it means they have to smorc or face Exodia. Then they introdused DK, which also shits on your control deck because later they can machine-gun u in 1 turn. Now they print this card, which has written on it - if you play against slow control/combo deck - win the game after you played certain several cards. I mean, I'm all for OTK options, but I'm against forcing people to always choose archetype based on 1 card like Keleseth, Raza, Rin etc... it destroys variety and prevents people from being creative when deckbuilding.