There were cards in K&C that seemed terrible when first revealed but the synergy and unique deck building made them work. Maybe this'll be the same thing, maybe it'll hard counter something we haven't seen yet somehow... but on the face of it, it sucks. It's just so obnoxiously slow.
I play aggro and running out of cards in hand is, of course, always a problem but I can't see running this: I want cards, yes, but I want my aggro cards, I don't really want your control cards. At best we'll have an equal set of cards sure (plus I'll have a 3/3) but then you get to play your cards first plus you're drawing new cards that synergise with the cards you hold - mine won't. If I get your 2/2 deathrattle summon a demon from your deck......thanks?
Worst of all if I draw it early it's going to sit like a brick in my hand while I struggle to get my assault going. The only 7 mana card I'd want in my deck is one to let me win the turn I play it - otherwise it's too slow and too heavy.
This only works in an aggressive deck vs any slower deck. But then again, most slower decks have lots of removal and attrition cards - which card aggro doesn't need. Not necessarily a horrible card, but just too bad to be good in any kind of deck as of now.
This is true, but many slow decks run burn or some kind of finishing combo. If you take half your opponent's life with aggro cards and then steal enough direct damage for the other half you are good to go. Of course that strategy is really meta-dependent, so I see it as more of a tech card than a build-around.
Combo and burn decks will not be able to benefit from most cards your opponent(s) will play. Besides, on turn 7 most decks reduced their hand size to 3, 4 cards, which makes this card even harder to play.
I'm not saying to put this in a combo deck. Obviously it goes in an aggro or midrangey deck if anything. If you are facing a lot of opponents with combo or burn finishers, then this card could be a great way to finish them off before they collect enough pieces to finish you off, since they will probably have less life if you are playing aggro.
You could use this as a counter-combo play in Wild. First you have an Emperor Thaurissan tick on both this and Loatheb - then when you think they have combo - play Loatheb and this card and you can play their combo next turn while denying them the combo for a turn.
Mage has the potential to have an infinite turn combo going in wild (if lucky)
Step 1: Complete Time Warp Quest & Get a time rewinder spare part.
Step 2: Check if opponent has only 8 cards. If yes, proceed to Step 3.
Step 3: Play Lore walker Cho First , 2 sorcerer's apprentice, time rewinder, and Time warp.
Step 4: Second turn (From time warp): Play Azalina soulthief which will get you the 2 cards Time Warp and time rewinder (and others). Play Time Warp and time rewinder on Azalina. Attack with Sorcerer's apprentices.
Step 5: Repeat step 4 until you win the game, or fatigue from taking to long in your 20 turns.
If you some how manage to stack your deck to like 60 before this combo goes off you can just steal your opponent's time until they choose to concede, or fall asleep waiting for their turn that will never come.
Against aggro it is useless, but against slow control decks it is amazing especially if you get a read on a control player's hand and can ditch your potentially garbage cards for something like Gul'Dan instead, or whatever the new control powerhouses will be.
So I wonder, Aluneth gives the same tempo loss but turned out to be very powerful.. Sure you don't pull the same consistency on burn, but being neutral it could work against certain matchups if the meta shapes up favorably (it's very meta dependant I think). These are cards from your opponent, if it's a you playing aggro vs them control, they dumped most of their removal by turn 7 and you might scoop up some sweet value cards right there. By then, you might have dumped your entire hand and this is very welcome then. I'm not saying it's gonna be the next best thing, but I'm looking forward to see if someone can make this at least competitively semi-viable. Also, I like the gameplay implications, because you play a mirror-hand, which means you both know exactly which cards you hold on the moment you play this.
Eh, pretty much like everyone else has said it's on okay card. For aggro decks, I agree it's a great hand refill and has some potential to get some GREAT value, such as Priest quest reward, but outside of that it's mostly a meme card.
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Add me on battle net if you wanna play or trade quests. My bnet is moose#13218
Mage has the potential to have an infinite turn combo going in wild (if lucky)
Step 1: Complete Time Warp Quest & Get a time rewinder spare part.
Step 2: Check if opponent has only 8 cards. If yes, proceed to Step 3.
Step 3: Play Lore walker Cho First , 2 sorcerer's apprentice, time rewinder, and Time warp.
Step 4: Second turn (From time warp): Play Azalina soulthief which will get you the 2 cards Time Warp and time rewinder (and others). Play Time Warp and time rewinder on Azalina. Attack with Sorcerer's apprentices.
Step 5: Repeat step 4 until you win the game, or fatigue from taking to long in your 20 turns.
If you some how manage to stack your deck to like 60 before this combo goes off you can just steal your opponent's time until they choose to concede, or fall asleep waiting for their turn that will never come.
Man you are a genius. Spare parts can help with quest and mech mage was already a thing. I'm gonna try this!
when you think about it, if you ignore the fact that they are from the opponent's hand and not from your deck, it's a 7 mana divine favour (with a 3/3)
and when you think of it that way, this card is just terrible.
And yes if you're vs control you'll get high value cards, but you just spent 7 mana on a 3/3, your opponent has the benefit of the first move, and his deck has better synergy with the cards you now have in hand.
Even if you copy their azari they'll still be able to play theirs first. meaning you're still losing.
In the end I think it's just a stat problem. a 3/3 is obviously terrible but even a 7 mana 6/7 would have been playable instead. Because a 6/7 has to be dealt with. while a 3/3 can just be ignored.
It's not only a divine favor; it also gives you information. Copying your opponent's hand tells you exactly what is in it. There flip side, of course, is that they also know your entire hand.
Against aggro it is useless, but against slow control decks it is amazing especially if you get a read on a control player's hand and can ditch your potentially garbage cards for something like Gul'Dan instead, or whatever the new control powerhouses will be.
There is a relevant exception. Playing against a Paladin that empties their hand so they can divine favor. You can use this to empty your hand, deny them a divine favor refill and then rely on topdeck to take control of the game.
Well. If aggro paladin wasn't crazy enough with call to arms.. now you could also have a full extra hand, let's say against a slow control.
Why would you do this though? The reason why Divine Favour works is that you get to draw more cheap minions and continue spamming the board/buffing dudes. With this you will probably get a bunch of slower cards (which is anti-synergy if you are running Divine Favour) the cards will have none to very little synergy with your deck and so won't be very useful - you will get more value vs a Control deck yes, but certainly not enough to beat them at their own pace.
I would much rather just have a Vine Cleaver or something to help finish my opponent than a card this clunky in an aggro deck, not to mention there are very few flex spots in Aggro/Murloc Paladin and putting higher cost cards in is generally a bad idea.
This is one of the worst legendaries I have ever seen. It is unplayable in an aggro meta and in a control meta. It is unplayable in an aggro deck and in a control deck.
There were cards in K&C that seemed terrible when first revealed but the synergy and unique deck building made them work. Maybe this'll be the same thing, maybe it'll hard counter something we haven't seen yet somehow... but on the face of it, it sucks. It's just so obnoxiously slow.
good art,half meme,half potential
some midrange can use this when struggle against heavy control deck but a 3/3 on turn 7 is terrible statline
I play aggro and running out of cards in hand is, of course, always a problem but I can't see running this: I want cards, yes, but I want my aggro cards, I don't really want your control cards. At best we'll have an equal set of cards sure (plus I'll have a 3/3) but then you get to play your cards first plus you're drawing new cards that synergise with the cards you hold - mine won't. If I get your 2/2 deathrattle summon a demon from your deck......thanks?
Worst of all if I draw it early it's going to sit like a brick in my hand while I struggle to get my assault going. The only 7 mana card I'd want in my deck is one to let me win the turn I play it - otherwise it's too slow and too heavy.
Well. If aggro paladin wasn't crazy enough with call to arms.. now you could also have a full extra hand, let's say against a slow control.
It'll be interesting if the code shows your hand as being discarded. Hello, quest warlock...
You could use this as a counter-combo play in Wild. First you have an Emperor Thaurissan tick on both this and Loatheb - then when you think they have combo - play Loatheb and this card and you can play their combo next turn while denying them the combo for a turn.
Mage has the potential to have an infinite turn combo going in wild (if lucky)
Step 1: Complete Time Warp Quest & Get a time rewinder spare part.
Step 2: Check if opponent has only 8 cards. If yes, proceed to Step 3.
Step 3: Play Lore walker Cho First , 2 sorcerer's apprentice, time rewinder, and Time warp.
Step 4: Second turn (From time warp): Play Azalina soulthief which will get you the 2 cards Time Warp and time rewinder (and others). Play Time Warp and time rewinder on Azalina. Attack with Sorcerer's apprentices.
Step 5: Repeat step 4 until you win the game, or fatigue from taking to long in your 20 turns.
If you some how manage to stack your deck to like 60 before this combo goes off you can just steal your opponent's time until they choose to concede, or fall asleep waiting for their turn that will never come.
Check out crazy OTK Decks and Hearthstone Myths at my channel: https://www.youtube.com/user/TheHappy115
Maybe in a ramp druid, you use Nourish to ramp with the coin and play this one in the next turn.
But unless heavy control dominate completely the meta I don't see this card be played, too risky draw a complete dead card vs aggro.
Against aggro it is useless, but against slow control decks it is amazing especially if you get a read on a control player's hand and can ditch your potentially garbage cards for something like Gul'Dan instead, or whatever the new control powerhouses will be.
So I wonder, Aluneth gives the same tempo loss but turned out to be very powerful.. Sure you don't pull the same consistency on burn, but being neutral it could work against certain matchups if the meta shapes up favorably (it's very meta dependant I think). These are cards from your opponent, if it's a you playing aggro vs them control, they dumped most of their removal by turn 7 and you might scoop up some sweet value cards right there. By then, you might have dumped your entire hand and this is very welcome then. I'm not saying it's gonna be the next best thing, but I'm looking forward to see if someone can make this at least competitively semi-viable.
Also, I like the gameplay implications, because you play a mirror-hand, which means you both know exactly which cards you hold on the moment you play this.
Eh, pretty much like everyone else has said it's on okay card. For aggro decks, I agree it's a great hand refill and has some potential to get some GREAT value, such as Priest quest reward, but outside of that it's mostly a meme card.
Add me on battle net if you wanna play or trade quests. My bnet is moose#13218
Card looks very weak, but it synergizes as an excellent curve-topper for Baku-powered agro hunter.
Baku hero power, plus a "refill hand", should be enough to punish control decks.
This is one of the worst legendaries I have ever seen. It is unplayable in an aggro meta and in a control meta. It is unplayable in an aggro deck and in a control deck.
I can actually see this being good in two decks:
1) Fast aggro decks that dump their entire hand and need late-game refill against controlling decks (think of it as a value-generating divine favor)
2) If by some miracle discard warlock makes a comeback, this could be used to generate new cards to dump.