Such an amazing weapon! Finally a cheap weapon to use buffs on. Amazing target for Doomerang, Blade Flurry, all sorts of things!
Pretty sure it can't work with Doomerang since it returns the weapon to your hand (and all the enchantments are removed as well). Blade Flurry will work just fine imo.
I think the "Keeps all enchantments" isn't part of the deathrattle. That's the way the spacing looks to me.
Not sure what the function of "Keeps all enchantments" would be though if it isn't part of the deathrattle.
Atm, I agree with you on Grumble as the proper support needed for Elemental Shaman has not surfaced. I don't think think a big build around is necessary for this weapon to work. It just needs a few weapon buffing spells and minions to work.
I can see this in pirate rogue, pirate tempo variant, and even miracle rogue.
The weapon will only work in some sort of mill or control rogue. It might be run in miracle rogue if they need to use all 3 hits with the weapon. This won't work in tempo rogue because you need to either topdeck it or draw the game out long enough to use it.
And that's not even going into Rogue's spells. Leeching Poison, Envenom Weapon, Tinker's Sharpsword Oil, and Deadly Poison all combo togther into making it a monstrous weapon that will clear the way from whatever's stopping your minions, heal you (one of Rogue's biggest problems), and can easily deal a ton of damage over the game.
I was referring to Standard only. I can definitely see this doing better in Wild, but like I said you need to either get a lucky topdeck or draw the game out long enough. Rogue doesn't have a card like Forge of Souls.
This, and imagine that for 3 turns, every minion you play dies to poison while the rouge fills the board. Rouge doesn’t need early game health. Then they draw this card again. GG
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.
As much as I love this card, I feel like people are overhyping it. It's really difficult to consistently draw and buff it, considering that it's a legendary. It's also very bad if you don't manage to buff it.
By the time to game has dragged on long enough for you to redraw your Kingsbane after you've drawn it the first time and drawn + played a buff for it, you'd be very hard pressed to keep hitting stuff with this and not dying due to Rogue's lack of heal. Sure, you could try to give it Lifesteal, but I doubt it's worth it to run that crappy card just for this. I play a lot of Rogue, and I have a hard time imagining situations where you'd getting lots of value out of this out of some inconsistent highrolls.
Still hope it turns out to be good though XD. Someone convince me.
This card is good just because of the value you get from a single deadly poison on it. 1 mana 3/3 weapon, that reappears randomly every x cards if you get more on it great if not whatever. I dont think myself id invest in any other weapon enhancing cards including envenom weapon id consider 1 leeching poison for late game but not overly care. But a single copy of deadly poison hitting it is basically what your hoping for outside that id probably look at a pirates package maybe throw in a greenskin or naga corsair for luck and run everything else like tempo rogue probably or miracle and splash the deadly poisons in with this weapon jsut cause of the value you get from a single deadly hitting it. It becomes just slightly weaker than assassins blade for far far less mana to play.
1 mana 1/3 is not light‘s justice . And I don’t know whether it is worth to put in weapon buffs which presently are not played. On top of it, you have to redraw the card from your deck once it is destroyed. With forge of souls this would be great. Without, I think it is too slow. You buff it to a 5/x with lifesteal and then it dies and you need to wait 6 turns to redraw it. While you used 4 cards (weapon and 3 buffs) to create this weapon over 3 turns. It’s hard for me to imagine this works out.
Paladin doesn't have weapon buffs. That's the difference between this and Light's Justice. Just having a 3/3 weapon on turn 2 can win you the game by itself.
But this is not a 3/3 weapon. You are talking about a two card combo on turn 2. and while it will allow you to trade face with 3 minions, the card advantage is reduced by the fact that you buff your weapon with Cards as well. In the best case, this will be amazing. Buff it and kill minions while healing yourself is great. But what will the average case be? Having Leeching Poison and Deadly Poison in hand while waiting on the single copy of the legendary weapon? Or having only leeching poison for your 1 attack weapon? I still have doubts.
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.
And that's not even going into Rogue's spells. Leeching Poison, Envenom Weapon, Tinker's Sharpsword Oil, and Deadly Poison all combo togther into making it a monstrous weapon that will clear the way from whatever's stopping your minions, heal you (one of Rogue's biggest problems), and can easily deal a ton of damage over the game.
So it's a 1 mana 1/3 weapon and that's pretty bad considering rogue's hero power gives them a 1/2 for 2 mana. If only it were that simple. When it's destroyed it goes back into your deck and it never loses any enchantments. If you give it more attack it'll keep that attack so one deadly poison makes it a 1 mana 3/3 weapon (back of fiery win axe). with a single envenom weapon or leeching poison will make it poisonous or lifestealing respectively.
One thing that concerns me is what'll happen with Runeforge Haunter. It's a 4 mana 5/3 whose text says "during your turn, your weapon doesn't lose durability." but seems to make your weapon immune during your turn with an effect. Since Kingsbane doesn't lose enchantments what if it just never loses durability because it was enchanted with weapon immunity.
Just thinking about something this is a card that could be amazing with Valeera the Hallow's hero power. A, you have a really good weapon so you don't have to worry about losing the ability to use weapons. B. for 2 mana the you can play Kingsbane and then play kingsbane again with an empty deck. This will make it so the first Kingsbane is dead and in your deck and you are wielding the second Kingsbane both with the same stats. each following turn you can use 1 mana to stave off fatigue and you have no reason to not swing ever again. Besides this if you saved say a deadly poison you can just use that twice and potentially if you got lucky and Mimic podded both deadly poisons and then used Valeera the Hallow's hero power for all 4 that means you've applied 8 deadly poisons to your weapon making it a 17/3 weapon for 1 mana. Don't forget to add poisonous... because who knows when your going up against a priest with 4 divine spirits and no inner fire as most everything dies if you hit it for 17 damage, but you should also remember leeching poison for the lifesteal. I mean 2 mana to make sure your 17/3 weapon that returns to you when it breaks also heals you when you swing with it is pretty good for a class with no other source of healing.
Now here's a thought for the wild side. in your deck you put in 2 buccaneers, 2 goblin auto-barbers, 1 leeching poison, 1 envenom weapon, 2 southsea Squidfaces, 2 Tinker's sharpsword oil, 2 mimic pods, 2 Naga corsair's, Valeera the Hallow, and 1 Captain Greenskin along with the Kingsbane. That's 17 cards in your deck all for that 1 card. Now to make sure you get to the kingsbane you should get some draw so add on something like some sprints, acolyte of pains, and loot hoarders and you got a decent amount of draw and 7 more cards to put in your deck. Well since the deck is pretty pirate heavy and using a weapon that'll have more than 3 attack may as well put in some luckydo buccaneers, patches the pirate, 2 bloodsail Raiders, and 2 Dread Corsairs. Then that's the deck. Now assuming you've done everything right the Kingsbane should've been upgraded by each of the battlecry's/deathrattles at least once (counting buccaneers as 1 buff each for now even though it's potentially infinite). Making it an 11/4 weapon adding in the spiteful smith enrage (which may or may not stick) makes it a 15/4 weapon. Then adding in the poisons it gains poisonous and lifesteal along with 10 attack making it a 25/4 weapon. That may look good but it can potentially be even better.
So assuming you get really lucky and play kingsbane along with the envenom and lifesteal cards and nothing else and then play Valeera the Hallow when you get to turn 9 and somehow haven't milled a card you can start buffing your weapon with twice the normal amount of cards. This being an easy calculation when you consider 25/4-1/3=24/1 which is the amount of buffs put on the weapon and we just have to double that. making us put a 48/2 weapon buff on our 1/3 weapon making it a 49/5 weapon with poisonous(for those pesky priests) and lifesteal(for when you somehow steal Amara from pesky priests).
TLDR: While a 1 1/3 weapon isn't quite good even if it goes into your deck when broken... a 1 mana 49/5 poisonous/lifesteal weapon that goes into your deck when broken is Crazy overpowered.
Overrated, not only do you have to build a few cards around it but it shuffles into your deck rather than your hand, making it inconsistently unreliable
That'll do, Huffer. That'll do.
This, and imagine that for 3 turns, every minion you play dies to poison while the rouge fills the board. Rouge doesn’t need early game health. Then they draw this card again. GG
Keeper of the Grove Gone, but not forgotten.
Luckydo Buccaneer could see more consistent play.
If Rummaging Kobold returns this card with its enchantments to your hand, then it's meta-defining.
But, if not, it's just a good card not worth building a deck around.
basically it’s another draw this combo and win the game. Keleseth for rouges only. Great times awaitin for non rouge players
Keeper of the Grove Gone, but not forgotten.
I just can't wait to farm overhyped clowns that wield this crap.
You do realize that you invest weapon buff cards in this SINGLE COPY of a shuffled weapon right? You might get it back only after 5-9-15 turns later.
And sometimes you will be forced to spend buffs on heropower dagger, just to not throw the game right away, while sitting and waiting for this dagger.
As much as I love this card, I feel like people are overhyping it. It's really difficult to consistently draw and buff it, considering that it's a legendary. It's also very bad if you don't manage to buff it.
By the time to game has dragged on long enough for you to redraw your Kingsbane after you've drawn it the first time and drawn + played a buff for it, you'd be very hard pressed to keep hitting stuff with this and not dying due to Rogue's lack of heal. Sure, you could try to give it Lifesteal, but I doubt it's worth it to run that crappy card just for this. I play a lot of Rogue, and I have a hard time imagining situations where you'd getting lots of value out of this out of some inconsistent highrolls.
Still hope it turns out to be good though XD. Someone convince me.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Keeper of the Grove Gone, but not forgotten.
Even if you go valeera the hollow, you can stack a ton of these into your deck.
Saying this card is bad is like saying keleseth is bad because you might not draw it
Keeper of the Grove Gone, but not forgotten.
This card is good just because of the value you get from a single deadly poison on it. 1 mana 3/3 weapon, that reappears randomly every x cards if you get more on it great if not whatever. I dont think myself id invest in any other weapon enhancing cards including envenom weapon id consider 1 leeching poison for late game but not overly care. But a single copy of deadly poison hitting it is basically what your hoping for outside that id probably look at a pirates package maybe throw in a greenskin or naga corsair for luck and run everything else like tempo rogue probably or miracle and splash the deadly poisons in with this weapon jsut cause of the value you get from a single deadly hitting it. It becomes just slightly weaker than assassins blade for far far less mana to play.
good lord that's a good card.
Kaladin's RoS Set Review
Join me at Out of Cards!
So it's a 1 mana 1/3 weapon and that's pretty bad considering rogue's hero power gives them a 1/2 for 2 mana. If only it were that simple. When it's destroyed it goes back into your deck and it never loses any enchantments. If you give it more attack it'll keep that attack so one deadly poison makes it a 1 mana 3/3 weapon (back of fiery win axe). with a single envenom weapon or leeching poison will make it poisonous or lifestealing respectively.
One thing that concerns me is what'll happen with Runeforge Haunter. It's a 4 mana 5/3 whose text says "during your turn, your weapon doesn't lose durability." but seems to make your weapon immune during your turn with an effect. Since Kingsbane doesn't lose enchantments what if it just never loses durability because it was enchanted with weapon immunity.
Just thinking about something this is a card that could be amazing with Valeera the Hallow's hero power. A, you have a really good weapon so you don't have to worry about losing the ability to use weapons. B. for 2 mana the you can play Kingsbane and then play kingsbane again with an empty deck. This will make it so the first Kingsbane is dead and in your deck and you are wielding the second Kingsbane both with the same stats. each following turn you can use 1 mana to stave off fatigue and you have no reason to not swing ever again. Besides this if you saved say a deadly poison you can just use that twice and potentially if you got lucky and Mimic podded both deadly poisons and then used Valeera the Hallow's hero power for all 4 that means you've applied 8 deadly poisons to your weapon making it a 17/3 weapon for 1 mana. Don't forget to add poisonous... because who knows when your going up against a priest with 4 divine spirits and no inner fire as most everything dies if you hit it for 17 damage, but you should also remember leeching poison for the lifesteal. I mean 2 mana to make sure your 17/3 weapon that returns to you when it breaks also heals you when you swing with it is pretty good for a class with no other source of healing.
Now here's a thought for the wild side. in your deck you put in 2 buccaneers, 2 goblin auto-barbers, 1 leeching poison, 1 envenom weapon, 2 southsea Squidfaces, 2 Tinker's sharpsword oil, 2 mimic pods, 2 Naga corsair's, Valeera the Hallow, and 1 Captain Greenskin along with the Kingsbane. That's 17 cards in your deck all for that 1 card. Now to make sure you get to the kingsbane you should get some draw so add on something like some sprints, acolyte of pains, and loot hoarders and you got a decent amount of draw and 7 more cards to put in your deck. Well since the deck is pretty pirate heavy and using a weapon that'll have more than 3 attack may as well put in some luckydo buccaneers, patches the pirate, 2 bloodsail Raiders, and 2 Dread Corsairs. Then that's the deck. Now assuming you've done everything right the Kingsbane should've been upgraded by each of the battlecry's/deathrattles at least once (counting buccaneers as 1 buff each for now even though it's potentially infinite). Making it an 11/4 weapon adding in the spiteful smith enrage (which may or may not stick) makes it a 15/4 weapon. Then adding in the poisons it gains poisonous and lifesteal along with 10 attack making it a 25/4 weapon. That may look good but it can potentially be even better.
So assuming you get really lucky and play kingsbane along with the envenom and lifesteal cards and nothing else and then play Valeera the Hallow when you get to turn 9 and somehow haven't milled a card you can start buffing your weapon with twice the normal amount of cards. This being an easy calculation when you consider 25/4-1/3=24/1 which is the amount of buffs put on the weapon and we just have to double that. making us put a 48/2 weapon buff on our 1/3 weapon making it a 49/5 weapon with poisonous(for those pesky priests) and lifesteal(for when you somehow steal Amara from pesky priests).
TLDR: While a 1 1/3 weapon isn't quite good even if it goes into your deck when broken... a 1 mana 49/5 poisonous/lifesteal weapon that goes into your deck when broken is Crazy overpowered.
Overrated, not only do you have to build a few cards around it but it shuffles into your deck rather than your hand, making it inconsistently unreliable
Probably not as good as people are making it to be but it looks super fun xD
Don't mind me just passing by
Kingsbane states „any enchantment“. It should keep them as well.