This is so much worse than voidcaller it's hilarious. If it was at the end of your turn it would be good but being at the start of your turn, this will always just take an ooze and you will have wasted 5 mana doing nothing.
they used the wrong art... the skull of the man'ari comes from an eredar, this is an alternative skin that is a pitlord skull lol. Seems like an ok card but the "start of turn" text makes it super sketch.
1. Getting a demon at start is not as great as getting it at the end of our turn, because most of the demons have taunt and getting a taunt at the start of your turn when you are low on health is not a good idea.
2. The number of demons that are currently available in the game are not game breaking and mostly fall under 3/3-6/6 start line.
Though I think the card will really shine in wild format if you can pull your Malgani's out.
I wish the card would have been something like - 6 Mana , 0/3, recruit a demon at the end of your turn. That might have been amazing.
Now I love Highlander Demonlock and getting cards that support that archetype is always nice. However, I can't help being a little salty that it is at the start of your turn and not at the end of your turn. Due to that it's not only slower as you need to wait an extra turn before your demon can attack, but also a lot more prone to weapon removal. All in all, a card I will mess around with, but I'll remain pessimistic until it has seen some proper testing. It's also going to be terrible the first weeks of the expansion with all the weapon removal people are going to run, but it might be decent if the meta goes away from weapon removal.
It's bad. Rule #1 of a good card is it must have come impact now. It doesn't fit the bill. Second, it is very easily countered. And most important, most likely you'll get one, maybe two demons out of it, as it isn't as easy to have your hand full of demons. Something as inconsistent, with such a tempo loss, and quite limited gain, is no more than BAD. It belongs in a museum with The Runespear, because for sure this doesn't belong in a deck.
Is anyone NOT going to be playing at least 2 forms of Acidic Swamp Ooze/Gluttonous Ooze/Harrison Jones in their decks going forward? I think cards like this will be a waste of a turn and card 75% of the time.
It's bad. Rule #1 of a good card is it must have come impact now. It doesn't fit the bill. Second, it is very easily countered. And most important, most likely you'll get one, maybe two demons out of it, as it isn't as easy to have your hand full of demons. Something as inconsistent, with such a tempo loss, and quite limited gain, is no more than BAD. It belongs in a museum with The Runespear, because for sure this doesn't belong in a deck.
This card, it's not going to be an easy card to play that is for sure because it does nothing when it hits the board. It may just end up being bad, but I will test it out a bunch if I get a copy of it.
Voidcaller - cheaper in terms of dust and mana, 2 copies, more tempo than this + more demons for gul'dan + the opponent won't like killing it just for you to summon a big demon, malganis as you wish
Win more. If you can afford to do nothing on turn 5 to only then in turn 6 to - maybe - profit from this weapon, you're way ahead already. The idea is nice, though.
You play this on 5 and your opponent has 2 options really. Play one of the good oozes, and a 2/3 drop. that gets easily aoe'd. Or play Harrison Jones, which shadow bolt, siphon soul, or the new spellstone would handle. Thing is you can counter their counter play since the possible best answers are so predictable. After that they just play weapon removal minions for tempo and you Rummage up your weapon and take it from the top.
Sorry, but what are some people here thinking: this card is really really really bad. I thought: ok, this is quite a good card, until i've read: at the start of your turn, not the end: so you can't even summon a minion when you play this card immeadetly, instead you need to hope that your weapon stays alive.
And even if the enemy does not have any kind of weapon removal, who cares? Since it's on the start of your turn, you summon a minion that normally can't attack, except your cardname includes Doomguard (or another statwise insane new charge-demon-card for warlock)
So it is:
1 turn: do nothing 2 turns: get a minon on board that can't attack 3 turns: profit somehow, if you stay alive, not quite easy.
Can't go in a zoo lock obviously but really good in a control lock. Fits great into the wild highlander lock right now, you got krul, malganis, doomguard, dread inferno, abyssal enforcer. Sure you lose the battle cry of abyssal enforcer but the 6/6 body alone is almost worth the entire 5 mana.
Keep in mind this is a persistent effect that will ultimately just overwhelm your opponents if they don't remove your weapon. Unfortunately, with the number of good legendary weapons I see, I think a cheap weapon removal will be seen and Harrison might be all over the place collecting relics for his evergrowing museum.
This is so much worse than voidcaller it's hilarious. If it was at the end of your turn it would be good but being at the start of your turn, this will always just take an ooze and you will have wasted 5 mana doing nothing.
Now That Belongs in a museum
Auto include for mill-lock Kappa
they used the wrong art... the skull of the man'ari comes from an eredar, this is an alternative skin that is a pitlord skull lol. Seems like an ok card but the "start of turn" text makes it super sketch.
LoL OP as f... .
But there will be a lot of weapon destructions in a decks so yea good luck
Don't like it at all. If only weapon removal wasn't a thing or if it procced at the end of your turn...
I think the cards have some issues.
1. Getting a demon at start is not as great as getting it at the end of our turn, because most of the demons have taunt and getting a taunt at the start of your turn when you are low on health is not a good idea.
2. The number of demons that are currently available in the game are not game breaking and mostly fall under 3/3-6/6 start line.
Though I think the card will really shine in wild format if you can pull your Malgani's out.
I wish the card would have been something like - 6 Mana , 0/3, recruit a demon at the end of your turn. That might have been amazing.
Now I love Highlander Demonlock and getting cards that support that archetype is always nice. However, I can't help being a little salty that it is at the start of your turn and not at the end of your turn. Due to that it's not only slower as you need to wait an extra turn before your demon can attack, but also a lot more prone to weapon removal. All in all, a card I will mess around with, but I'll remain pessimistic until it has seen some proper testing. It's also going to be terrible the first weeks of the expansion with all the weapon removal people are going to run, but it might be decent if the meta goes away from weapon removal.
It's bad. Rule #1 of a good card is it must have come impact now. It doesn't fit the bill. Second, it is very easily countered. And most important, most likely you'll get one, maybe two demons out of it, as it isn't as easy to have your hand full of demons. Something as inconsistent, with such a tempo loss, and quite limited gain, is no more than BAD. It belongs in a museum with The Runespear, because for sure this doesn't belong in a deck.
Is anyone NOT going to be playing at least 2 forms of Acidic Swamp Ooze/Gluttonous Ooze/Harrison Jones in their decks going forward? I think cards like this will be a waste of a turn and card 75% of the time.
Mmm
That definitely belongs in the museum
Just my 2 cents
Win more. If you can afford to do nothing on turn 5 to only then in turn 6 to - maybe - profit from this weapon, you're way ahead already. The idea is nice, though.
I went with bad on this one. Maybe I'm wrong, but playing 5 mana to do nothing that turn seems like too steep of a price for this to be viable.
You play this on 5 and your opponent has 2 options really. Play one of the good oozes, and a 2/3 drop. that gets easily aoe'd. Or play Harrison Jones, which shadow bolt, siphon soul, or the new spellstone would handle. Thing is you can counter their counter play since the possible best answers are so predictable. After that they just play weapon removal minions for tempo and you Rummage up your weapon and take it from the top.
Worth a shot at least.
Sorry, but what are some people here thinking: this card is really really really bad. I thought: ok, this is quite a good card, until i've read: at the start of your turn, not the end: so you can't even summon a minion when you play this card immeadetly, instead you need to hope that your weapon stays alive.
And even if the enemy does not have any kind of weapon removal, who cares? Since it's on the start of your turn, you summon a minion that normally can't attack, except your cardname includes Doomguard (or another statwise insane new charge-demon-card for warlock)
So it is:
1 turn: do nothing
2 turns: get a minon on board that can't attack
3 turns: profit somehow, if you stay alive, not quite easy.
Can't go in a zoo lock obviously but really good in a control lock. Fits great into the wild highlander lock right now, you got krul, malganis, doomguard, dread inferno, abyssal enforcer. Sure you lose the battle cry of abyssal enforcer but the 6/6 body alone is almost worth the entire 5 mana.
Keep in mind this is a persistent effect that will ultimately just overwhelm your opponents if they don't remove your weapon. Unfortunately, with the number of good legendary weapons I see, I think a cheap weapon removal will be seen and Harrison might be all over the place collecting relics for his evergrowing museum.
Carpe Diem - Seize the day
If uncountered, it's insane, especially in Wild.