Sorry, but this card is simply crazy, and too many people are undererestimating this effect.
5 mana draw 10 cards: heck yeah, i don't really care about any side effects. Who cares about fatigue, when in the next turn the enemy is dead? Or with an aggro-deck? You refill your hand and kill your enemy. As an aggro-deck you don't live long enough to care about anything over turn 8-9. With this you refill your hand, kill your enemy or simply give up.
I can see this card with preparation on the same power-level as the rogue-quest, and we needed 2 nerfs until it's balanced.
togglewaggle + kingsbane (?) maybe add more draw.. and destroy control decks.. in wild it would be even more consistent
give your opponent a draw and buff your weapon deck while you exhaust his deck.
the new cards aren't in the deck builder yet.
So please explain: You switch decks, burn all their cards, and hope for the opponent to switch back? Why would he or she do that? Or do you keep a kingsbane in hand?
Work in Odd rouge. A lot ppl will cry for nerf, mark my word. As an aggro deck when you run out of steam vs control deck you as good as dead anyway. This one you can search for lethal or fill the board 1 last time as a last resort. You only have to cut 1 card for it so it is def usable
togglewaggle + kingsbane (?) maybe add more draw.. and destroy control decks.. in wild it would be even more consistent
give your opponent a draw and buff your weapon deck while you exhaust his deck.
the new cards aren't in the deck builder yet.
So please explain: You switch decks, burn all their cards, and hope for the opponent to switch back? Why would he or she do that? Or do you keep a kingsbane in hand?
My idea was to keep kingsbane in hand/equiped but now you mention it.. there's a problem here actually they can steal your kingsbane with the switch back card...
The plan is giving your opponent either an empty or useless deck and empty their deck, and you have the resources to win from there, since your deck's win condition is this combo + kingsbane. and they won't have kingsbane since you would be holding it.
I was aiming for the direction they WON'T switch back since their deck is empty and you can't fatigue cause you have kingsbane.. and they are stuck with whatever cards they had and you got a full hand of good cards (from your opponents deck + the cards you had in your hand -3(the combo pieces))
but the fact they can steal the kingsbane is VERY problematic... maybe you need to get a 4 charge kingsbane and then pull the combo, but don't put the kingsbane in the deck so it's less "can't fatigue" and more just that "don't care I fatigue since my opponent doesn't have any useful resource"
togglewaggle + kingsbane (?) maybe add more draw.. and destroy control decks.. in wild it would be even more consistent
give your opponent a draw and buff your weapon deck while you exhaust his deck.
the new cards aren't in the deck builder yet.
So please explain: You switch decks, burn all their cards, and hope for the opponent to switch back? Why would he or she do that? Or do you keep a kingsbane in hand?
My idea was to keep kingsbane in hand/equiped but now you mention it.. there's a problem here actually they can steal your kingsbane with the switch back card...
The plan is giving your opponent either an empty or useless deck and empty their deck, and you have the resources to win from there, since your deck's win condition is this combo + kingsbane. and they won't have kingsbane since you would be holding it.
I was aiming for the direction they WON'T switch back since their deck is empty and you can't fatigue cause you have kingsbane.. and they are stuck with whatever cards they had and you got a full hand of good cards (from your opponents deck + the cards you had in your hand -3(the combo pieces))
but the fact they can steal the kingsbane is VERY problematic... maybe you need to get a 4 charge kingsbane and then pull the combo, but don't put the kingsbane in the deck so it's less "can't fatigue" and more just that "don't care I fatigue since my opponent doesn't have any useful resource"
Thanks. I'm really looking forward to this gameplay. It might be really cool!
Regardless of how you see it this is not what rogues needed as a class.
If it is too memey it won't challenge any real decks on ladder. If it ends up being a sleeper and creating some insane combo or crazy tempo strat then the community will complain and get it nerfed like 80% of the decent rogue cards of the past.
The last thing aggro/Baku pally needs is more fucking draw....
I was more thinking for Wild Molten>wrath shenanigans. A good Baku Paladin player uses hero power almost every turn, so card draw is not essential. But I hear you.
I feel like I need to see the other Rogue cards this expansion to get an idea of what I'm expected to do with this card.
I imagine there will be cards that add to your deck, like Fal'dorei Strider, so I can use this card to get them out.
For me to use this card, there would have to be a way to go infinite with my deck (like with Dead Man's Hand) or to use this card's power to somehow kill my opponent. I can't think of any other reason to include it, and none that work with the cards I have now.
I feel like I need to see the other Rogue cards this expansion to get an idea of what I'm expected to do with this card.
I imagine there will be cards that add to your deck, like Fal'dorei Strider, so I can use this card to get them out.
For me to use this card, there would have to be a way to go infinite with my deck (like with Dead Man's Hand) or to use this card's power to somehow kill my opponent. I can't think of any other reason to include it, and none that work with the cards I have now.
I agree entirely. I'm hoping for something like Fal'dorei Strider that perhaps adds cards that are like "Deal X damage to the opponent, cast when drawn" or whatever.
They'd have to be very careful with such a mechanic though, because people don't like playing against OTK decks (if you played Shadowstep, Youthful Brewmaster, etc on whatever imaginary minion I thought about that puts that spell in your deck).
As of right now, today, I think this card is basically useless and I'd be pretty sad to open it lol.
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Twitch name: Anatak15 NA Legend Season 48, 49, 52, 53, 54, 74
Wait until you draw Preparation, then play Hemet, Jungle Hunter, draw all your deck (normally). Finish with King Togwaggle, Preparation + Myra's Unstable Element.
Oh and put Kingsbane and Cavern Shinyfinders in your deck, so you don't fatigue
edit:
Wouldn't it be aweomse if they came up with a card that reads:
"when you burn a card add a random card (from a different class) to your deck."
Mirror-matches thief rogue -> Solved!
togglewaggle + kingsbane (?) maybe add more draw.. and destroy control decks.. in wild it would be even more consistent
give your opponent a draw and buff your weapon deck while you exhaust his deck.
the new cards aren't in the deck builder yet.
Sorry, but this card is simply crazy, and too many people are undererestimating this effect.
5 mana draw 10 cards: heck yeah, i don't really care about any side effects. Who cares about fatigue, when in the next turn the enemy is dead? Or with an aggro-deck? You refill your hand and kill your enemy. As an aggro-deck you don't live long enough to care about anything over turn 8-9. With this you refill your hand, kill your enemy or simply give up.
I can see this card with preparation on the same power-level as the rogue-quest, and we needed 2 nerfs until it's balanced.
So please explain: You switch decks, burn all their cards, and hope for the opponent to switch back? Why would he or she do that? Or do you keep a kingsbane in hand?
Work in Odd rouge. A lot ppl will cry for nerf, mark my word. As an aggro deck when you run out of steam vs control deck you as good as dead anyway. This one you can search for lethal or fill the board 1 last time as a last resort. You only have to cut 1 card for it so it is def usable
My idea was to keep kingsbane in hand/equiped but now you mention it.. there's a problem here actually they can steal your kingsbane with the switch back card...
The plan is giving your opponent either an empty or useless deck and empty their deck, and you have the resources to win from there, since your deck's win condition is this combo + kingsbane. and they won't have kingsbane since you would be holding it.
I was aiming for the direction they WON'T switch back since their deck is empty and you can't fatigue cause you have kingsbane.. and they are stuck with whatever cards they had and you got a full hand of good cards (from your opponents deck + the cards you had in your hand -3(the combo pieces))
but the fact they can steal the kingsbane is VERY problematic... maybe you need to get a 4 charge kingsbane and then pull the combo, but don't put the kingsbane in the deck so it's less "can't fatigue" and more just that "don't care I fatigue since my opponent doesn't have any useful resource"
Thanks. I'm really looking forward to this gameplay. It might be really cool!
Regardless of how you see it this is not what rogues needed as a class.
If it is too memey it won't challenge any real decks on ladder. If it ends up being a sleeper and creating some insane combo or crazy tempo strat then the community will complain and get it nerfed like 80% of the decent rogue cards of the past.
card draw for the class (in aggro mode) that has it little... "hit-the-red-button-if-everthing-else-fails" type of card... ^^
This is definitely a finisher for some kind of Rogue decks. Right now I can see Hemet Spiders.
Who is Myra?
Anger is the punishment we give ourselves for someone else's mistake.
Like now the only maybe good use for this card is in the odd Rogue. Overall this card seems bad.
Guys...who cares about burning your deck and taking 1 fatigue damage when you drew all your saps, leeroy, cold blood, and eviscerates?
I know this is a tricky concept, but fatigue damage and burned resources don't matter when you win.
Would be nice if they made a minion with the ability: "when you draw a card, your opponent draws a card". fatigue showdown.
I was more thinking for Wild Molten>wrath shenanigans. A good Baku Paladin player uses hero power almost every turn, so card draw is not essential. But I hear you.
Error:
After King Togwaggle's ransom, you draw all of your opponent's deck...
- Hemet, Jungle Hunter destroys all the cards in your deck(that is given to your opponent) except for Elven Minstrel, Vanish, and Valeera the Hollow
- King's Ransom can simply eventually steal Kingsbane from you, (your deck in empty after Myra's Unstable Element)
Therefore all the opponent does is... Vanish, Vanish, Valeera… Steal Your Kingsbane. The End.
I feel like I need to see the other Rogue cards this expansion to get an idea of what I'm expected to do with this card.
I imagine there will be cards that add to your deck, like Fal'dorei Strider, so I can use this card to get them out.
For me to use this card, there would have to be a way to go infinite with my deck (like with Dead Man's Hand) or to use this card's power to somehow kill my opponent. I can't think of any other reason to include it, and none that work with the cards I have now.
I agree entirely. I'm hoping for something like Fal'dorei Strider that perhaps adds cards that are like "Deal X damage to the opponent, cast when drawn" or whatever.
They'd have to be very careful with such a mechanic though, because people don't like playing against OTK decks (if you played Shadowstep, Youthful Brewmaster, etc on whatever imaginary minion I thought about that puts that spell in your deck).
As of right now, today, I think this card is basically useless and I'd be pretty sad to open it lol.
Twitch name: Anatak15
NA Legend Season 48, 49, 52, 53, 54, 74
Totally a combo card they are probably planning something. I hope it doesn't turn into something like rogue quest.