is this weapon work with Doomerang? Will buffs be saved when you return it to your hand?
Maybe, but probably not. I think "It keeps any enchantments." is part of the deathrattle. Does anyone know if Death's Bites deathrattle is triggered by Doomerang? It isn't, right?
Doomerang should keep it since the weapon returns to hand (Credits to Storm13).
Rummaging kobold should give you a 1/3 Kingsbane since you get another weapon. Or a Wicked Knife .
But we will see.
As to journey below: The same probability with which Paladin got Sunkeeper Tarim after Un'goro or priest got Drakonid Operative after MSoG (increased by 4 I think it is).
Very cool. This makes it slightly more interesting.
Peter Whalen's point number 2 is quite weird though. Isn't he contradicting himself? If you can get a copy, you will indeed have multiple copies at different buff levels floating around.
2) buffed weapon shuffles in. Kobold can give an unbuffed copy. Was too weird to pull the buffed one from deck or have multiple copies at different buff levels floating around.
I knew that if there was one class that would have a really good legendary weapon, it was going to be rogue (and warrior). And indeed, it does.
Of course, as cool as this weapon is, there's a good chance it still may end up not seeing play. With 7/7 jades and evolved minions on turn 8, there's a point in games where smashing your face into minions will kill you, at that point is probably before you redraw this card. May end up being used just for aggro or face damage.
Anyway, will see. Meta defining in the sense that it is a long needed weapon to open up a weapon rogue archetype. It just may have been a year too late.
If everything else fails this will be stable in mill rogue forever, period.
I highly doubt it will be a staple in mill rogue. Mill Rogue kills the opponent with fatigue burst damage. And for that they have and need Shadowblade . And in wild, you have Gang Up and the win condition often isn't the milling itself any more, but N'zoth and sludge belchers. The one card of kingsbane does not make a difference in both cases.
Edit: I re-thought about Valeera and the weapon. And with valeera, you can actually build up a good buffer of weapons so that you never run out of cards. First time, you will get one weapon and play two. Every turn after that, you build up your deck by one card. That doesn't mean it is a viable strategy, but in theory you can get more than one card.
Peter Whalen's point number 2 is quite weird though. Isn't he contradicting himself? If you can get a copy, you will indeed have multiple copies at different buff levels floating around.
2) buffed weapon shuffles in. Kobold can give an unbuffed copy. Was too weird to pull the buffed one from deck or have multiple copies at different buff levels floating around.
Yes, that's true. That kind of doesn't make sense at all and makes me doubt again how the kobold and the buffs will work. But I assume that you simply have two of these weapons with different buff states. Shouldn't be too difficult to program. They are simply different cards which could have different buffs. But we will see.
It's good but not game-winning because it's a 1-mana weapon and Blizzard obviously tested this already. With Deadly Poison, it's a 3/3 weapon for 1-mana which is only ok in the late-game. With Envenom Weapon, it can destroy 3 minions but Rogue's health is a problem. 1-attack means Leeching Poison is useless, unless you're willing to play a weapon Rogue that revolves around a 1-mana legendary weapon.
I was looking for this conclusion, because it's exactly my opinion as well. The weapon itself, in a vacuum, is amazing. The only problem here is rogues health total, which is going to keep this weapon in check. It's still a really good weapon, but not nearly as good as most people seem to think.
You both are missing a crucial point, this is a good 1 mana weapon for rogue, you can play this in turn 1 and attack, 2 southsea in turn 2 with Patches are 5 charge damage + 1 damage from weapon, Captain in turn 3 and so on.
There a reason before why for so many PW and few pirate rogue, warrior have the best cheap weapon.
And, this one card alone, make Valeera imune to fatigue, 1 mana card making you imune to fatigue, what can be wrong?
Well... Dream scenarios are largely irrelevant. On average, you're not even going to draw the weapon in the early game what so ever, forget about weapon + double southsea + captain.
Fatigue is irrelevant for rogue, except maybe for some mill rogue that no one plays.
Rogues have always been the same decks. Miracle. What cards before this set are broken for the class? Outside vilespine.we need new cards that push different decks into the meta. This is the first setprobably ever rogue has a huge nice mix of playable cards.
Finally! The weapon that they nerfed blade flurry for. The weapon that doomerang was printed for. A weapon that keeps you from fatiguing. This card will almost singlehandedly pull both miracle and weapon rogue into the spotlight this expansion.
It's good but not game-winning because it's a 1-mana weapon and Blizzard obviously tested this already. With Deadly Poison, it's a 3/3 weapon for 1-mana which is only ok in the late-game. With Envenom Weapon, it can destroy 3 minions but Rogue's health is a problem. 1-attack means Leeching Poison is useless, unless you're willing to play a weapon Rogue that revolves around a 1-mana legendary weapon.
I was looking for this conclusion, because it's exactly my opinion as well. The weapon itself, in a vacuum, is amazing. The only problem here is rogues health total, which is going to keep this weapon in check. It's still a really good weapon, but not nearly as good as most people seem to think.
You both are missing a crucial point, this is a good 1 mana weapon for rogue, you can play this in turn 1 and attack, 2 southsea in turn 2 with Patches are 5 charge damage + 1 damage from weapon, Captain in turn 3 and so on.
There a reason before why for so many PW and few pirate rogue, warrior have the best cheap weapon.
And, this one card alone, make Valeera imune to fatigue, 1 mana card making you imune to fatigue, what can be wrong?
What can go wrong is that you will be drawing a bunch of 1 mana 1/3 weapons. What will you do with the weapons when actual fatigue decks will be playing proper late game?
If the game reach this stage, the weapon is, bare minimum, 5/3 lifesteal.
Sorry but what kind of deck have you in mind? Because running many buffs with the hope to buff only one cards it means that you could have the weapon in the middle or at the end of your deck and have your hand full of buffs for the weapon. So good right?
x2 Poison, it is far from a bad card and only one lifesteal, maybe some pirates buff.
Until we see the "Recruit a weapon" card I predicted, this is merely playable.
Shuffling it into your deck is the same as destroying it about half the time. You really can't count on drawing it again, and you're very unlikely to have the health to hit a minion with it by the time you do redraw it, so you'd better hope it's big enough for lethal.
Mill has been bad for a while now because you just die too fast, and I don't see anything in this expansion that will change that. So that application of Kingsbane is not a thing.
Recruiting a weapon makes no sense thematically. Just a battlecry/combo card that draws a weapon from your deck would do the trick. It also wouldn't be required to have an absurdly high cost for balance reasons (which would actually make it suck with this particular weapon because it's only good because it's cheap).
But gnomish robots that are inherently protected by the gods with divine favor are 100 percent thematically on-point. I see.
Rollback Post to RevisionRollBack
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
So they're trying to make Leeching Poison and Envenom Weapon viable cards. That aside, though, I feel like this card could have a lot of potential in Wild because of things like Tinker's Sharpsword Oil and maybe Buccaneer, but less so in Standard because some of your only options might end up being Deadly Poison and the two aforementioned cards. The thing is, though, this card completely prevents you from taking fatigue damage because nobody can silence a weapon, and the ability to constantly draw a 1 mana weapon with 5 attack (let alone 3 attack with one charge of Deadly Poison), 3 durability, Lifesteal and Poisonous is gonna have some nasty effects late game. Especially if you're fighting a deck that doesn't have a ton of big-bodied minions and the weapon's life steal can cover your HP loss every time you get rid of a minion (Midrange decks beware!) And if you manage to get one of those Rogue arena decks with a super-high amount of Deadly Poisons in it, this thing is just going to be nightmarish. But anyways, I can't really tell if this thing is going to be super viable or completely unplayed. We'll just have to see.
It's far better than the usual weapon synergy rogue cards... but I have it hard to see this working.
Yeah, you can have a 3/3 weapon on turn 2 (1 with coin). But how will you make sure shuffling this into your deck does'nt fuck up your draws?
Probably in miracle will be nice, with auctioneer's drawing potential you can easily fish for this every once in a while, and might be a good reason to run Deadly Poison, and maybe Leeching Poison again (Envenom does not really synergize well with the other cards), and in Wild you might be able to run Oil again thanks to this and the Fal'dorei thing.
I'd be glad if this by any chance brings a control rogue with Leeching Poison to get healed on time, but I think it's not really going to happen.
Still needs another good weapon buff to be competitive, deadly poison is not enough and the rest is not worth using just for this weapon, fingers crossed!
In my opinion its neither meh nor overpowered. Its a weapon thats meant to pressure the opponent, which will be good in miracle rouge due to sits acceptance to spells like deadly poison or envenom without clogging up hands, In tempo it can also add on to the already decent pressure against the opponent. having envenom itself would already allow for powerful control for miracle, retaining the board for tempo. Deadly allows for a value 3/3 weapon at least, helping to push for damage or to kill off minions, once again controlling the board. combine that with leeching, it would cause good healing for rouge, which it definitely needs. Having this with either one of the combo cards is strong value, making it a mini-exodia. It simply allows for good board control , and being a 1 mana weapon, its also gives tempo and can be used to trigger combos. Overall, a decent card which can be added in literally any rouge archtype. Somewhat an auto-include, but can be excepted if you feel that your card draws are getting clogged.
And here we have a weapon exactly fitted to counter weapon removal. Horray for Rogue and Druid, the rest of the classes get wrecked by the oozes.
Paladin survives Ooze just fine too, as you get the one swing the first turn and it just buffs something in your hand when it dies, and the cycle begins anew.
Though remember the weapon does just go away without a creature in hand.
It's good but not game-winning because it's a 1-mana weapon and Blizzard obviously tested this already. With Deadly Poison, it's a 3/3 weapon for 1-mana which is only ok in the late-game. With Envenom Weapon, it can destroy 3 minions but Rogue's health is a problem. 1-attack means Leeching Poison is useless, unless you're willing to play a weapon Rogue that revolves around a 1-mana legendary weapon.
I was looking for this conclusion, because it's exactly my opinion as well. The weapon itself, in a vacuum, is amazing. The only problem here is rogues health total, which is going to keep this weapon in check. It's still a really good weapon, but not nearly as good as most people seem to think.
You both are missing a crucial point, this is a good 1 mana weapon for rogue, you can play this in turn 1 and attack, 2 southsea in turn 2 with Patches are 5 charge damage + 1 damage from weapon, Captain in turn 3 and so on.
There a reason before why for so many PW and few pirate rogue, warrior have the best cheap weapon.
And, this one card alone, make Valeera imune to fatigue, 1 mana card making you imune to fatigue, what can be wrong?
What can go wrong is that you will be drawing a bunch of 1 mana 1/3 weapons. What will you do with the weapons when actual fatigue decks will be playing proper late game?
If the game reach this stage, the weapon is, bare minimum, 5/3 lifesteal.
Sorry but what kind of deck have you in mind? Because running many buffs with the hope to buff only one cards it means that you could have the weapon in the middle or at the end of your deck and have your hand full of buffs for the weapon. So good right?
Actually it's not bad. Running one Leeching and two deadly gives you a 5/3 lifesteal weapon over and over again. I will admit getting to end game is harder, but we got a few tools. I will try it out.
WTB a silence card that works on weapons ;)
It's beautiful.
Rogues have always been the same decks. Miracle. What cards before this set are broken for the class? Outside vilespine.we need new cards that push different decks into the meta. This is the first setprobably ever rogue has a huge nice mix of playable cards.
Finally! The weapon that they nerfed blade flurry for. The weapon that doomerang was printed for. A weapon that keeps you from fatiguing. This card will almost singlehandedly pull both miracle and weapon rogue into the spotlight this expansion.
dare i say this is an actual USEFUL weapon? my god theyve done it
Check out my decks & feel free to make suggestions!
Will need good weapon buffs to even work and there are not enough of those out there.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
As it works with Doomerang it can be really cool card for some new sort of miracle deck.
Prep+envenom+coin+doomerang is great under auctioneer on turn 6. Really cool to play with Edwin aswell.
So they're trying to make Leeching Poison and Envenom Weapon viable cards. That aside, though, I feel like this card could have a lot of potential in Wild because of things like Tinker's Sharpsword Oil and maybe Buccaneer, but less so in Standard because some of your only options might end up being Deadly Poison and the two aforementioned cards. The thing is, though, this card completely prevents you from taking fatigue damage because nobody can silence a weapon, and the ability to constantly draw a 1 mana weapon with 5 attack (let alone 3 attack with one charge of Deadly Poison), 3 durability, Lifesteal and Poisonous is gonna have some nasty effects late game. Especially if you're fighting a deck that doesn't have a ton of big-bodied minions and the weapon's life steal can cover your HP loss every time you get rid of a minion (Midrange decks beware!) And if you manage to get one of those Rogue arena decks with a super-high amount of Deadly Poisons in it, this thing is just going to be nightmarish. But anyways, I can't really tell if this thing is going to be super viable or completely unplayed. We'll just have to see.
It's far better than the usual weapon synergy rogue cards... but I have it hard to see this working.
Yeah, you can have a 3/3 weapon on turn 2 (1 with coin). But how will you make sure shuffling this into your deck does'nt fuck up your draws?
Probably in miracle will be nice, with auctioneer's drawing potential you can easily fish for this every once in a while, and might be a good reason to run Deadly Poison, and maybe Leeching Poison again (Envenom does not really synergize well with the other cards), and in Wild you might be able to run Oil again thanks to this and the Fal'dorei thing.
I'd be glad if this by any chance brings a control rogue with Leeching Poison to get healed on time, but I think it's not really going to happen.
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Still needs another good weapon buff to be competitive, deadly poison is not enough and the rest is not worth using just for this weapon, fingers crossed!
In my opinion its neither meh nor overpowered. Its a weapon thats meant to pressure the opponent, which will be good in miracle rouge due to sits acceptance to spells like deadly poison or envenom without clogging up hands, In tempo it can also add on to the already decent pressure against the opponent. having envenom itself would already allow for powerful control for miracle, retaining the board for tempo. Deadly allows for a value 3/3 weapon at least, helping to push for damage or to kill off minions, once again controlling the board. combine that with leeching, it would cause good healing for rouge, which it definitely needs. Having this with either one of the combo cards is strong value, making it a mini-exodia. It simply allows for good board control , and being a 1 mana weapon, its also gives tempo and can be used to trigger combos. Overall, a decent card which can be added in literally any rouge archtype. Somewhat an auto-include, but can be excepted if you feel that your card draws are getting clogged.
Millhouse Manastorm
Does Geist eat this?