Isn't this card just good enough for one spot in Control Warlock?
Azari aside (which is only relevant in the most greedy match ups), it's a good amount of value for 1 card. It's a lot like Elise, but it synergizes with Guldan, Medivh, and Cho'gal.
Not a pro by any means, but given how late game this is - you'll maybe burn a few cards, but that's it.
It's only playable against control really, which also means that the opponent will most likely have a big hand already as the draw is very steady.
So yeah, even if you fatigue the opponent much earlier and burn, say, 7 cards - it still may not even out the drawback of playing 5 sub-par 5-mana spells.
It's similar to Archbishop Benedictus in this matter - it may look cray af at the first sight, but comes out as mediocre (at most) in the actual analysis.
But hey, Princes from KoFT were laughed at and look at them now.
There are plenty of ways for Warlock to stave off fatigue, but eyedropping your hand with one 5-drop spell for five turns is not one of them. Elise the Trailblazer is what I use now to avoid fatigue and esp. if I've played DOOM! early game with Bloodbloom. There are too many mill decks out there to fill my hand with real value cards, over the one Seal card I have to hope doesn't get milled along the way.
What about Rin as a 7-Mana Hero card with the Hero power "Summon a N/N Seal" Demon for 2 Mana instead? That would solve a whole bunch of problems, like fatigue, discards, milling and secrets which target spells. Then, you could play into Bloodreaver Gul'dan to fight against the fatigue drain.
This card is garbage. PERIOD. Talk about it as much as you want but this card insulting and absurd. Useless. I'm going to dust it as soon as I get it in a pack.
Good analysis. I like the depth of discussion your post contained.
I'm willing to bet that between the Recruit mechanic and some other card(s) not yet revealed, this will end up being a lot more viable than people currently think.
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
Bear in mind you get the first seal as Rin's deathrattle, so unless you already have Spiritsinger Umbra on the board, there's a flaw in this plan.
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
Bear in mind you get the first seal as Rin's deathrattle, so unless you already have Spiritsinger Umbra on the board, there's a flaw in this plan.
The bigger flaw propably is, that Bloodbloom only works for next spell not all
This card is garbage. PERIOD. Talk about it as much as you want but this card insulting and absurd. Useless. I'm going to dust it as soon as I get it in a pack.
Cool story. Same thing was said about Prince Keleseth and The Caverns Below. Followed by months of people whining about them. Dust it if you want but don't come crying if it suddenly becomes good or absolutely broken.
I don't think the card is particularly good either, but I'm interested in making it work in a deck, and so are other people here. I like the theorycrafting part of this game, and that's what people are doing on this discussion thread. If you're looking for the next OP T1 netdeck inclusion card, move along.
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.
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 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.
I'd actually like to see it shuffle discarded cards back into your deck. It's powerful, yes, but you'd have to Life Tap way more than usual to get it back into your hand. However, this ensures the cards are not lost forever in Control decks, only removed from your hand temporarily.
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Ancient One of this set
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6
You could cheese these out with Cho'gall and Bloodbloom, but you would need Violet Illusionist or a lot of healing to make it work.
Mill Warlock anyone?
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Truly awesome fun card that probably wont see competitive play but I will play it anyway
Yet another trash legendary for Warlock.
Should be battlecry... Anyway, the rest of the seal are "Pay 5 mana, lost your tempo"
Isn't this card just good enough for one spot in Control Warlock?
Azari aside (which is only relevant in the most greedy match ups), it's a good amount of value for 1 card. It's a lot like Elise, but it synergizes with Guldan, Medivh, and Cho'gal.
Not a pro by any means, but given how late game this is - you'll maybe burn a few cards, but that's it.
It's only playable against control really, which also means that the opponent will most likely have a big hand already as the draw is very steady.
So yeah, even if you fatigue the opponent much earlier and burn, say, 7 cards - it still may not even out the drawback of playing 5 sub-par 5-mana spells.
It's similar to Archbishop Benedictus in this matter - it may look cray af at the first sight, but comes out as mediocre (at most) in the actual analysis.
But hey, Princes from KoFT were laughed at and look at them now.
There are plenty of ways for Warlock to stave off fatigue, but eyedropping your hand with one 5-drop spell for five turns is not one of them. Elise the Trailblazer is what I use now to avoid fatigue and esp. if I've played DOOM! early game with Bloodbloom. There are too many mill decks out there to fill my hand with real value cards, over the one Seal card I have to hope doesn't get milled along the way.
What about Rin as a 7-Mana Hero card with the Hero power "Summon a N/N Seal" Demon for 2 Mana instead? That would solve a whole bunch of problems, like fatigue, discards, milling and secrets which target spells. Then, you could play into Bloodreaver Gul'dan to fight against the fatigue drain.
I'm willing to bet that between the Recruit mechanic and some other card(s) not yet revealed, this will end up being a lot more viable than people currently think.
They wont print a card this slow without proper support cards for it in the expansion.
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).
O.o o.O
Maybe time to start using Cho'gall or Bloodbloom . They could def save a few turns to get the 10/10.
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.