Why would anyone want this card? Unless it allows you to surpass 10 mana crystals, what's the point of this card in druid decks with already high ramp potential and few ways to destroy your own weapon? Will need a more detailed explanation but so far, total dust.
Why would anyone want this card? Unless it allows you to surpass 10 mana crystals, what's the point of this card in druid decks with already high ramp potential and few ways to destroy your own weapon? Will need a more detailed explanation but so far, total dust.
Theoretically it allows for insane tempo turns. Let's say you equip the weapon and bring it down to 1 durability. Next turn you can Play Kun the Forgotten King for mana, then Play Ultimate Infestation and then attack and Play again something for 10 mana from the Cards you just drew. In only 1 turn.
That said, I don't think that will be easy to accomplish and you will have a bad tempo turn when you equip the weapon.
Also you need to play the twig first, then blingtron, perfect curve. Will happen sometimes, but far less consistent than Naga Sea Witch combo. Still it's quite a strong card.
Also you need to play the twig first, then blingtron, perfect curve. Will happen sometimes, but far less consistent than Naga Sea Witch combo. Still it's quite a strong card.
The chance of getting a cursed blade is now even smaller than ever before - so the chance of getting the perfect curve is way, way higher in fairness. The RNG rolls for winnage far outweigh those for losing. And even if you did happen to get a CB, spreading plague has your back. ^_^
People who are looking at the Medivh + Ultimate Infestation combo are looking at the best case scenario, but a combo that involves 3 cards, 2 that are legendary, it's just so hard to pull off. Combo's like that are usually OTK finishers that the deck builds entirely for, which wouldn't be the case here. Kun the Forgotten King + Aviana is a 2 card combo and how good was that deck?
This card needs to be evaluated as one that requires you to swing 5 times to trigger. You're losing 3 mana now (as it compares to Light's Justice for 10 mana later. That doesn't make sense in Aggro Druid. Jade Druid /might/ like this to combo with UI, but I'm not sure it really wants the early tempo loss. I could obviously see this in Big Druid. And I could see this in a new OTK deck, possibly Malygos.
Buuutt... Harrison and Oozes are a thing. If any deck with a weapon becomes Tier 1, Oozes will be rampant, I can't see this card going into a Tier 1 deck. If an OTK deck was built around it, then one simple Ooze will counter it. Jade doesn't need it, not at the cost of tempo in early game, and Jade has no problems with the late game.
To be fair here, that's not strictly true. Sure, those two cards are a 2-card combo, but it also relied on you having a hand full of other cards to actually play when you pull this off, otherwise you ended up losing the element of surprise. It's a vastly different scenario to playing the weapon, followed by uber-draw, dropping a 5/5 minion and refilling your hand with massive ramp and tempo. I'm afraid your example really is a case of apples and oranges here...
There's probably going to be a lot more of weapon removal in the meta, I'm not sure if it will make sense to run this weapon or not. The opponent has 4 turns to remove it.
This is the weapon you don't want to remove if your opponent has it equipped. Maybe there will be a tech card, "trade weapons with your opponent" or "equip your opponent's weapon"?
You actually would want to remove it, just, not until it's lost most of it's charges. Ooze it too early and they get free ramp. Let them break it and they get 20 mana in a turn. Seems like it'll be interactive and fun, I hope it sees play
Yes, it refreshes the crystals..its the main pourpose of the card, not to ramp.
The main purpose of the card is what it gets used for, not what it may or may not have been intended to be used for (which is unprovable). There is nothing to say that this wasn't expected to be used as a ramp card (which is basically the only thing it will mostly see play as). It's far too slow to be used for any kind of refresh except in the case of games dragging on past fatigue.
Is it not enough we need to suffer Jade for like 4-6 more months, you give druid a weapon that can't be removed before he has 10 mana crystals and he can do a 20 mana turn now? Cause just playing Ultimate fuck you wasn't enough for one turn :D
It can and SHOULD be removed before then. You just have to balance how much ramp you're giving the Druid opponent with the possibility that they break it on their own turn and get an extra 10 full crystals.
People who are looking at the Medivh + Ultimate Infestation combo are looking at the best case scenario, but a combo that involves 3 cards, 2 that are legendary, it's just so hard to pull off. Combo's like that are usually OTK finishers that the deck builds entirely for, which wouldn't be the case here. Kun the Forgotten King + Aviana is a 2 card combo and how good was that deck?
This card needs to be evaluated as one that requires you to swing 5 times to trigger. You're losing 3 mana now (as it compares to Light's Justice for 10 mana later. That doesn't make sense in Aggro Druid. Jade Druid /might/ like this to combo with UI, but I'm not sure it really wants the early tempo loss. I could obviously see this in Big Druid. And I could see this in a new OTK deck, possibly Malygos.
Buuutt... Harrison and Oozes are a thing. If any deck with a weapon becomes Tier 1, Oozes will be rampant, I can't see this card going into a Tier 1 deck. If an OTK deck was built around it, then one simple Ooze will counter it. Jade doesn't need it, not at the cost of tempo in early game, and Jade has no problems with the late game.
I don't think this will see play.
Kun+Aviana would have been busted if it came one set earlier in WOG. But the MSOG meta was not friendly to it.
Based off how Nourish works, it does refresh your spent mana crystals. I think this card is not as op as many believe. Ofcourse you do not want to remove this if the Druid plays it on turn 4 or 5 because the Druid will then have 10 mana on their turn to play Jades and other big minions, however you can counter it's effect. The druid has no real way to destroy their own weapon, besides playing Medivh, so if you hold your ooze until say turn 8 when it has one durability left then play ooze, all the card would've done is ramp them for 1 mana crystal, and they don't get the refresh.
Playing this then playing Mideve the turn after would be good but two legendaries in a specific order is not very reliable at all.
Noobs that think this weapon is playable sees the shiny reward where you get to play like kun + 10 mana + UI fail to see how hard it is to activate this weapon outside of mideve.
At fist is Medivh, not mideve... Then 2 legendaries in a specific order is not very reliable just like raza +anduin right?
Raza and Anduin are good plays by themselves, this weapon is not, the tempo loss is significant and early. Also, this weapon is a dead draw lategame.
It's not a dead draw lategame. It allows powerfull combo such as Medivh+Ultimate Infestation on the same turn.
Raza never seen play before anduin.
But if the weapon is removed, it is absolutely awful, Harrison Jones should even be gg. 4 mana is just too much for the powercombos.
4 mana to gain a net value of 6 mana later. It's like banking your mana for later use. Seems good for a lot of combo decks. For example you can play Brann with a few C'thun buffers, then break your weapon and play a massive double battlecry C'thun. You can also play Malygos, then break your weapon and otk your opponent pretty easily with 11 mana.
There's probably going to be a lot more of weapon removal in the meta, I'm not sure if it will make sense to run this weapon or not. The opponent has 4 turns to remove it.
This is the weapon you don't want to remove if your opponent has it equipped. Maybe there will be a tech card, "trade weapons with your opponent" or "equip your opponent's weapon"?
What I meant with my post is that you have 4 turns to find removal and use it at the appropriate time, since you'll most certainly want to remove it at some point. The goal with this weapon is to use it as a combo piece, not to ramp. So removing it on turn 9 or later (if the opponent top-decks it on turn 7+) will pretty much demolish all value and their entire combo. At least I think it's very risky to run this as a centerpiece of a combo considering the amount of weapons and weapon-removal that potentially will be part of the meta now. Especially in regards to this weapon having virtually no other effect and is fairly expensive to play.
Actually, removing this weapon ON or after your turn 9 is perfectly fine since the Druid will get nothing from it. It will refresh his crystals on your turn, so he won't get the benefit. So you still want to run anti-weapon tech for it. Just use it later in game.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
OTK is coming guys..
Edit: Maybe I should have said "Winter is Coming"
Why would anyone want this card? Unless it allows you to surpass 10 mana crystals, what's the point of this card in druid decks with already high ramp potential and few ways to destroy your own weapon? Will need a more detailed explanation but so far, total dust.
Play Blingtron 3000/
Laugh. Lots.
This is an OTK card, but I'm not sure that an OTK druid is better than Ramp or Jade.
The RNG rolls for winnage far outweigh those for losing.
And even if you did happen to get a CB, spreading plague has your back. ^_^
People who are looking at the Medivh + Ultimate Infestation combo are looking at the best case scenario, but a combo that involves 3 cards, 2 that are legendary, it's just so hard to pull off. Combo's like that are usually OTK finishers that the deck builds entirely for, which wouldn't be the case here. Kun the Forgotten King + Aviana is a 2 card combo and how good was that deck?
This card needs to be evaluated as one that requires you to swing 5 times to trigger. You're losing 3 mana now (as it compares to Light's Justice for 10 mana later. That doesn't make sense in Aggro Druid. Jade Druid /might/ like this to combo with UI, but I'm not sure it really wants the early tempo loss. I could obviously see this in Big Druid. And I could see this in a new OTK deck, possibly Malygos.
Buuutt... Harrison and Oozes are a thing. If any deck with a weapon becomes Tier 1, Oozes will be rampant, I can't see this card going into a Tier 1 deck. If an OTK deck was built around it, then one simple Ooze will counter it. Jade doesn't need it, not at the cost of tempo in early game, and Jade has no problems with the late game.
I don't think this will see play.
It's a vastly different scenario to playing the weapon, followed by uber-draw, dropping a 5/5 minion and refilling your hand with massive ramp and tempo.
I'm afraid your example really is a case of apples and oranges here...
Yes, it refreshes the crystals..its the main pourpose of the card, not to ramp.
There is nothing to say that this wasn't expected to be used as a ramp card (which is basically the only thing it will mostly see play as). It's far too slow to be used for any kind of refresh except in the case of games dragging on past fatigue.
Based off how Nourish works, it does refresh your spent mana crystals. I think this card is not as op as many believe. Ofcourse you do not want to remove this if the Druid plays it on turn 4 or 5 because the Druid will then have 10 mana on their turn to play Jades and other big minions, however you can counter it's effect. The druid has no real way to destroy their own weapon, besides playing Medivh, so if you hold your ooze until say turn 8 when it has one durability left then play ooze, all the card would've done is ramp them for 1 mana crystal, and they don't get the refresh.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
This weapon enables a 20 Mana turn, which is just sick for OTK combos.
There is no rl, just afk.
4 mana to gain a net value of 6 mana later. It's like banking your mana for later use. Seems good for a lot of combo decks. For example you can play Brann with a few C'thun buffers, then break your weapon and play a massive double battlecry C'thun. You can also play Malygos, then break your weapon and otk your opponent pretty easily with 11 mana.
Check out my fun and innovative decks here:
Beat your opponent to a pulp with Revenant Warrior or outlast them with Demon Reno Warlock.
Actually, removing this weapon ON or after your turn 9 is perfectly fine since the Druid will get nothing from it. It will refresh his crystals on your turn, so he won't get the benefit.
So you still want to run anti-weapon tech for it. Just use it later in game.