If cheap, neutral echo cards are revealed, then I can see a potentially slow, midrange-ish quest rogue showing up. If the cards have powerful effects or just have good/playable stats, then I'd say quest is potentially viable in the meta. One can only dream...
Question if the Mods or community can search it up. How does echo work with handbuffs? does each have the buffs, or just the first?
Unstable Evolution adds a copy of it to your hand that lasts until the end of your turn, so I imagine buffs are not retained as you are technically not getting the original card back in your hand.
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Look at this thing and let me know what you think!
Does hand buff work on all echo copies of the card? Or would only the first copy have any buff on it? If you can get a +1/+1 buff on it either through hand both or Kele... then maybe in one of those decks? Ditto for reducing its cost... does the cost reduction carry over to the echo's?
Regardless, Saronite Chain Gang was a 4 mana summon 2 2/3's with taunt and that was only played in buff decks or evolve. Comparing the two, In any instance of playing this card ( 3 mana 2/4, 6 mana 2x2/4), the Chain Gang is better.
So I guess with this reasoning the 1/4 tortolan is unplayable? Oh wait this is a bad reasoning.
This isn't a tempo card. Saronite chain gang is a tempo card. Poor comparison.
The thing about Stonehill Defender is the discover option that lets you choose a situationally good card (mostly tarim, turns out tarim is pretty good)
It's poor in tempo and not as versatile as Stonehill Defender, so here you get another card that outclasses this card. could play stonehill and discover a better card than a 2/4 and when you are playing stonehill you aren't generally looking for Squirming Tentacle it's more flexible than that..
The flexibility is very underrated. Control decks typically have to make a trade-off between beating aggro and beating control, since most anti-aggro cards provide low value, This is a card that's decent against both, it's a decent play at any of its 3 breakpoints, and it can help smooth out your mana curve.
Additionally it has synergy with handbuffs, and interestingly also the Rogue Quest. You can complete the quest with just two copies of this card, which may open up some possibilities for a deck that mulligans the quest against aggro but not against control.
With summoning portal you can abuse the echo mechanic. I have already seen people dismissing the card, but I would say hold off on that because if their are cards in this expansion that make your cards cost less, echo can be abused. We need to see the rest of the cards. But this is an interesting defensive card.
Also I love how Kripp's review of this card and Regiskillbin review of this card were so different. While kripp noticed the synergy with summoning portal, regiskillbin was like NOPE 2/4 taunt not good enough, won't see play, instant dismissal.
Synergy with Summoning Portal is an interesting one. If there is another cost-reducer and a couple more usable echo minions, this might result in an interesting version of Zoolock.
This card is too slow for Quest Rogue, only usable if any effects that reduce cost of echoes are released for Rogue. Might be usable in Quest Warrior, but hopefully that deck never comes back.
As for other decks, 2/4 for 3 is not constructed viable. Spending all of your mana on it doesn't make it any better.
It's being overrated by a few here I think. Yeah it's nice to have an early game card that doesn't completely suck if you draw it late game, but other than some MAYBE Taunt Warrior synergy, eh, I'm not seeing this one at all.
It can make this work (If we have any cheaper echo even faster) without compromising deck integrity. Also if you use the bouncing mechanic it gets even easier.
It can make this work (If we have any cheaper echo even faster) without compromising deck integrity. Also if you use the bouncing mechanic it gets even easier.
While I agree that the echo mechanic has some potential for a Caverns deck, I'm not sure this card will do it. Sure it gets you multiple copies on its own, but only in one turn and at 3 mana a piece. To use a 3 mana card as your Caverns target just means you will be finishing the quest super late and so miss out on a lot of the benefit of the combo.
It can make this work (If we have any cheaper echo even faster) without compromising deck integrity. Also if you use the bouncing mechanic it gets even easier.
While I agree that the echo mechanic has some potential for a Caverns deck, I'm not sure this card will do it. Sure it gets you multiple copies on its own, but only in one turn and at 3 mana a piece. To use a 3 mana card as your Caverns target just means you will be finishing the quest super late and so miss out on a lot of the benefit of the combo.
Not really like what you said, since one card can do the trick the quest deck can be reworked a lot. You can add more tools to deal with aggros and such. It might be the next level quest rogue deck.
I doubt effects will be copied as a thaurissan tick on Unstable Evolution still makes the next copies 1 mana. Still seems like a reasonable card though!
For a Odd control warrior, you can include the quest package, include quest, 2 stonehill, 1 direhorn and 2 of this guy. You only include 5 taunt but you can easily complete the quest most of the time. This leave you 24 slot left for 2-3 tech cards, at least 4 aoe and high value card for another win condition like Ysera, Elise and Zola.
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If cheap, neutral echo cards are revealed, then I can see a potentially slow, midrange-ish quest rogue showing up. If the cards have powerful effects or just have good/playable stats, then I'd say quest is potentially viable in the meta. One can only dream...
Valeera the Hollow main incoming!
Look at this thing and let me know what you think!
Does hand buff work on all echo copies of the card? Or would only the first copy have any buff on it? If you can get a +1/+1 buff on it either through hand both or Kele... then maybe in one of those decks? Ditto for reducing its cost... does the cost reduction carry over to the echo's?
Regardless, Saronite Chain Gang was a 4 mana summon 2 2/3's with taunt and that was only played in buff decks or evolve. Comparing the two, In any instance of playing this card ( 3 mana 2/4, 6 mana 2x2/4), the Chain Gang is better.
Handbuff is rotating to wild too I believe, so I doubt the deck will stick around.
I completely forgot about quest warrior too. I think this brings back quests.
The flexibility is very underrated. Control decks typically have to make a trade-off between beating aggro and beating control, since most anti-aggro cards provide low value, This is a card that's decent against both, it's a decent play at any of its 3 breakpoints, and it can help smooth out your mana curve.
Additionally it has synergy with handbuffs, and interestingly also the Rogue Quest. You can complete the quest with just two copies of this card, which may open up some possibilities for a deck that mulligans the quest against aggro but not against control.
With summoning portal you can abuse the echo mechanic. I have already seen people dismissing the card, but I would say hold off on that because if their are cards in this expansion that make your cards cost less, echo can be abused. We need to see the rest of the cards. But this is an interesting defensive card.
Also I love how Kripp's review of this card and Regiskillbin review of this card were so different. While kripp noticed the synergy with summoning portal, regiskillbin was like NOPE 2/4 taunt not good enough, won't see play, instant dismissal.
Synergy with Summoning Portal is an interesting one. If there is another cost-reducer and a couple more usable echo minions, this might result in an interesting version of Zoolock.
This card is too slow for Quest Rogue, only usable if any effects that reduce cost of echoes are released for Rogue. Might be usable in Quest Warrior, but hopefully that deck never comes back.
As for other decks, 2/4 for 3 is not constructed viable. Spending all of your mana on it doesn't make it any better.
It's being overrated by a few here I think. Yeah it's nice to have an early game card that doesn't completely suck if you draw it late game, but other than some MAYBE Taunt Warrior synergy, eh, I'm not seeing this one at all.
For everyone who is saying this card is bad, just let me write this 3 words that will change your mind.
The Caverns Below
A lot of Quest Warrior support so far in just the few cards released already. Also note, that this card offers a on curve turn 6 play for odd decks.
I doubt effects will be copied as a thaurissan tick on Unstable Evolution still makes the next copies 1 mana. Still seems like a reasonable card though!
That's Incredible!
I like the idea of this in taunt warrior. It also has odd synergy, but who knows how good that will be...
Taunt war !
For a Odd control warrior, you can include the quest package, include quest, 2 stonehill, 1 direhorn and 2 of this guy. You only include 5 taunt but you can easily complete the quest most of the time. This leave you 24 slot left for 2-3 tech cards, at least 4 aoe and high value card for another win condition like Ysera, Elise and Zola.