Overcosted like all rogue spells, if was a druid or warlock card will cost 4 manas...
Please Blizzard, HoF Preparation, is a curse for rogue class, every spell cost more just because this card.
Uhhh... Backstab, Sap, Eviscerate, etc. are all some of the best removal cards for their costs. Yes, rogue has some overcosted cards like sprint that rarely, if ever, see play due to the prep issue pushing their cost up, but rogue has always had efficient removal. It is just the removal is in basically every deck, so people just turn out rogue #1000000 with evis at this point.
Overcosted like all rogue spells, if was a druid or warlock card will cost 4 manas...
Please Blizzard, HoF Preparation, is a curse for rogue class, every spell cost more just because this card.
Uhhh... Backstab, Sap, Eviscerate, etc. are all some of the best removal cards for their costs. Yes, rogue has some overcosted cards like sprint that rarely, if ever, see play due to the prep issue pushing their cost up, but rogue has always had efficient removal. It is just the removal is in basically every deck, so people just turn out rogue #1000000 with evis at this point.
Classic rogue cards are not overcosted, rogue have one of the best, if not best, classic set, look all metas and you see the pattern, rogue always survive combining classic set and neutrals, 97% of the class cards rogue get are garbage.
In all expansions in this game history, how many class card rogue see solid play? Oil, Tomb Pillager, Vilespine, Elven Mistrell and Swashburglar, have a few others see play here or there but nothing like UI, warlock DK, CtA, MC, CotW, etc...
That is it, want to compare with any other class?
Example of overcosted spell, Thistle Tea just compare with Nourish or Cabalist's Tome, compare rogue spellstone with hunter or warlock spellstone and if don't convinced after that then nothing will, rogue have the one of the worst DK, maybe paladin and shaman are worse but shaman get Hagatha, rogue get what? Nothing.
Preparation is a cursed card for rogue, this thing should be put in HoF for rogue get good spells for a change.
Kingsbane is a good but niche card, same for gang up and Hench is a neutral card, rogue always make good use of neutral cards (Baku and Auctioneer are very good examples), my complain is about class rogue cards.
With 2 pirates in play it is the same as Greater Arcane Missiles for 1 less mana. Having such a steep requirement to simply become equivalent to a mediocre mage card seems a bit iffy at best. But Preparation is also a consideration as well as new pirate cards that can easily create a board full of pirates such as the newly revealed Sharkfin Fan.
Turn 6-8 is the turning point in most HS games. It's when you want to be playing swing cards to gain back tempo. This seems like a card that can secure your position on the board. We'll have to see how the meta plays out, but I wouldn't be surprised to see this.
Overcosted like all rogue spells, if was a druid or warlock card will cost 4 manas...
Please Blizzard, HoF Preparation, is a curse for rogue class, every spell cost more just because this card.
Uhhh... Backstab, Sap, Eviscerate, etc. are all some of the best removal cards for their costs. Yes, rogue has some overcosted cards like sprint that rarely, if ever, see play due to the prep issue pushing their cost up, but rogue has always had efficient removal. It is just the removal is in basically every deck, so people just turn out rogue #1000000 with evis at this point.
but this card and eain of toads which are actually good are "unplayable"
if even rogue gets more even costed pirates it can actually be very strong it currently has very solid 2 drops (sharkfin fan, the 2/3 pirate, the 2/2 +1 to weapon)
Southsea deckhand plus six patches plus cannon-barrage prep cannon barrage will deal even more at 42. (44 if southsea deckhand gets charge) I'm gonna try it out too anyway.
I'd need two Pirates on the field to get good value out of this. Having two minions down is a tall order when I am playing Fungalmancer, which is cheaper and requires no minion-type synergies. Even if I could get two Pirates consistently, not being able to control the targets of a 6-mana spell is a serious drawback.
Why would this have anything to do with control pirates. It's a huge damage burst. Also how does this "scream" magic the gathering design. Magic the gathering has a very difficult time with random effects and normally avoids them.
Uhhh... Backstab, Sap, Eviscerate, etc. are all some of the best removal cards for their costs. Yes, rogue has some overcosted cards like sprint that rarely, if ever, see play due to the prep issue pushing their cost up, but rogue has always had efficient removal. It is just the removal is in basically every deck, so people just turn out rogue #1000000 with evis at this point.
No, the first was Rain of Toads.
Classic rogue cards are not overcosted, rogue have one of the best, if not best, classic set, look all metas and you see the pattern, rogue always survive combining classic set and neutrals, 97% of the class cards rogue get are garbage.
In all expansions in this game history, how many class card rogue see solid play? Oil, Tomb Pillager, Vilespine, Elven Mistrell and Swashburglar, have a few others see play here or there but nothing like UI, warlock DK, CtA, MC, CotW, etc...
That is it, want to compare with any other class?
Example of overcosted spell, Thistle Tea just compare with Nourish or Cabalist's Tome, compare rogue spellstone with hunter or warlock spellstone and if don't convinced after that then nothing will, rogue have the one of the worst DK, maybe paladin and shaman are worse but shaman get Hagatha, rogue get what? Nothing.
Preparation is a cursed card for rogue, this thing should be put in HoF for rogue get good spells for a change.
Kingsbane, Gang Up, Valeera the Hollow defacto rogue Hench-Clan Thug also come to mind, but also remember that Elven Minstrel and Vilespine Slayer are disgustingly good, way above the normal power curve.
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Kingsbane is a good but niche card, same for gang up and Hench is a neutral card, rogue always make good use of neutral cards (Baku and Auctioneer are very good examples), my complain is about class rogue cards.
Absolute dogshit. Will see zero play.
With 2 pirates in play it is the same as Greater Arcane Missiles for 1 less mana. Having such a steep requirement to simply become equivalent to a mediocre mage card seems a bit iffy at best. But Preparation is also a consideration as well as new pirate cards that can easily create a board full of pirates such as the newly revealed Sharkfin Fan.
Turn 6-8 is the turning point in most HS games. It's when you want to be playing swing cards to gain back tempo. This seems like a card that can secure your position on the board. We'll have to see how the meta plays out, but I wouldn't be surprised to see this.
Even rogue is ready semi viable (probably low tier 3) . This plus the new 2 drop pirate could possibly make it a meta deck.
Now I'm waiting to see a spell for Rogue that summons a Pirate for each enemy minion. Calling it now.
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8 mana do nothing for warlock "meta defining"
but this card and eain of toads which are actually good are "unplayable"
if even rogue gets more even costed pirates it can actually be very strong it currently has very solid 2 drops (sharkfin fan, the 2/3 pirate, the 2/2 +1 to weapon)
Watch them troll everybody by printing a pirate-tribe Call in the Finishers for 12 random damage off an empty board.
You can prep this out, and prep, sharkfin fan, and this card can all go into even rogue
Seems like a really cool aggro-midrange finisher. It'd be awesome to see Even Rogue become a real thing.
I think this is far too difficult to make efficient. I guess it's maybe playable with Prep.
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Pirate rogue seems good to me!
Seems terrible. You'd consistently need at least 4 pirates in play to even remotely consider this.
Southsea deckhand plus six patches plus cannon-barrage prep cannon barrage will deal even more at 42. (44 if southsea deckhand gets charge) I'm gonna try it out too anyway.
I'd need two Pirates on the field to get good value out of this. Having two minions down is a tall order when I am playing Fungalmancer, which is cheaper and requires no minion-type synergies. Even if I could get two Pirates consistently, not being able to control the targets of a 6-mana spell is a serious drawback.
Best looking art from this set so far. :D :D :D
Why would this have anything to do with control pirates. It's a huge damage burst. Also how does this "scream" magic the gathering design. Magic the gathering has a very difficult time with random effects and normally avoids them.
This will help for lack of AoE spells of rogues (if you have the board for sure). Now we have only the option of Fan of knifes + spell damage