Mojomaster Zihi: the more i think about it the more i feel that this card is just bonkers. Think about it for a second.
It counters so much things in the game that i feel it will break the game permanently. How you may ask? Well the answer is simple.
Put both players mana on 5 means > Every 7+ drop ( spell, hero, combo pieces, anything that requires 7+ mana gets countered )
Of course its not a direct counter like Loatheb is to those kind of high cost spells but it works in a similar fashion. You can delay anything from Psychic Scream to any hero or any thing that costs more. I feel the card is way to op and nobody is realizing it yet.
Of course i may be wrong and its not like im the god at predicting things but this is how i feel. I would like to hear more opinions on this matter
I was kind of comparing it to Loatheb, before I realised that played on turn 6 it's nothing more than a 6 mana 5/5 (except against ramped druids) - nowhere near the power level of playing Loatheb on 6.
So who's playing this card? Not a tempo deck - those aren't expecting to regularly see turn 10. Not a control deck - those need the mana to play their own big drops. Board-based midrange decks like even paladin? Even there it's a very situational anti-control/anti-combo tech that's actively bad against aggro.
Apart from specific synergies like Surrender to Madness, I don't think anybody finds a home for this. Just move Loatheb into Classic already!
it is an anti-combo card. Nothing more nothing less. Most combos in the game require 10 mana so if you play this at any point before their combo you gain 4 extra turns to finish them.
IT is just a huge buff to midrange decks that don't rely on high cost cards themselves as it allows you to limit your opponents options. Basically, if your deck is not fast enough to beat Druids (or any combo deck) before they can stabilize then you can use this to maybe get some extra turns to close out the game.
It just allso happens to be really effective against the current druid playstyle of ramping until Winfestation. If you see a Druid hardramping early you only need to play this when they are at 9-mana and they'll be at a huge disadvantage (basically empty hand and having to rely on topdecks until they are at 10-mana again)
The card will absolutely define the meta, most powerful card of the expansion. It might even make late game druid decks extinct from the meta alone. Denying UI or any other big play for a couple of turns is huge. It absolutely counters most combo decks. It is great in aggressive midrange decks and control decks. Combo archetypes will take a huge hit cause of this card in the next expansion. Will be the first Legendary I craft.
This card reminds me of Nerubian Unraveler. Another 6 mana 5/5 tech card that will see no play, okey maybe some play.
What deck would play this? Aggro? No. Midrange? Stats are not good. Control? Okey you stalled the game, to what end? Maybe only Shudderwock would play it, but there's already a competition for deck slots. Maybe Mecha'thun? it could really use some stall.
Mojomaster Zihi: the more i think about it the more i feel that this card is just bonkers. Think about it for a second.
It counters so much things in the game that i feel it will break the game permanently. How you may ask? Well the answer is simple.
Put both players mana on 5 means > Every 7+ drop ( spell, hero, combo pieces, anything that requires 7+ mana gets countered )
Of course its not a direct counter like Loatheb is to those kind of high cost spells but it works in a similar fashion. You can delay anything from Psychic Scream to any hero or any thing that costs more. I feel the card is way to op and nobody is realizing it yet.
Of course i may be wrong and its not like im the god at predicting things but this is how i feel. I would like to hear more opinions on this matter
I feel like you understood the card as " Lock both player to 5 mana".
If you understood like that, it is wrong; You and your opponent continue to gain 1 mana per turn until you both have 10 mana.
So your thought that "instant counter to all 7+ cards" are wrong.
And If I understood your statement wrong, just skip my comment.
Memedeck-seeker. Always tries to build new decks. Hates tournements, streamers, netdecks and poor-o players. ah, but a tournement mode could be great !!!
it is an anti-combo card. Nothing more nothing less. Most combos in the game require 10 mana so if you play this at any point before their combo you gain 4 extra turns to finish them.
Wait. So if you play this on turn 6 you gain 4 extra tuens to finish them?
This card is almost purely a midrange card. Midrange decks are great at building big boards which are tough to clear with cheap spells or other minions. They are weak to mass removal. Most mass removal spells are 7/8 mana. This card would give you that 1-2 turns with a big board, required to finish the game (very similar to how Loatheb worked in Midrange decks).
It doesn't really set your opponent to 5, because this can only be played on your turn. So your opponent's turn will be on 6 mana. Which means it's only worth playing on curve against a ramped-up druid. And if you were going first this game, you've kind of made it so your opponent now goes first because they will now be ahead in mana.
I'm not saying that these points are a dealbreaker. Far from it. It's just something to consider first when playing it.
Right now It's good only against tog/taunt druids, resurrect and control priests, control warlocks. I doubt this card we'll be mass playable. But it's good that such tech card will exist in the game.
Yeah, even Control decks don’t have their hand fully stacked with 8+ mana cards. ( As some said as an argument to not run this in Control)
But Yeah midrange is where the home of this card is . ( Aggro usually don’t cares about turn 10 mana anyways)
Personally i don’t just see this card as a pure " combo delayer" , also as a good tempo play . I wanna try this in my midrange healpaladin . Just imagine ; Turn 10 , Zihi and a buffed 8/8 Templar, now the opponent has 6 mana..... sounds reasonable to me.
If I don't open one, I'll probably craft it on day 1 and it'll be the first card I put into every midrange deck that I create.
I'm pumped about this. Should force a lot of combo decks (Mecha'thun in particular) out of the meta, and that opens up the possibility that value control returns.
Mojomaster Zihi: the more i think about it the more i feel that this card is just bonkers. Think about it for a second.
It counters so much things in the game that i feel it will break the game permanently. How you may ask? Well the answer is simple.
Put both players mana on 5 means > Every 7+ drop ( spell, hero, combo pieces, anything that requires 7+ mana gets countered )
Of course its not a direct counter like Loatheb is to those kind of high cost spells but it works in a similar fashion. You can delay anything from Psychic Scream to any hero or any thing that costs more. I feel the card is way to op and nobody is realizing it yet.
Of course i may be wrong and its not like im the god at predicting things but this is how i feel. I would like to hear more opinions on this matter
Can I just point out how beautifully it synergises with Surrender to Madness?
I cannot wait to use this interaction...
this card will be crazy good in zoo warlock spam board and lock ur opponent mana what else u want?? its better than loathleb cuz permanent ability
I was kind of comparing it to Loatheb, before I realised that played on turn 6 it's nothing more than a 6 mana 5/5 (except against ramped druids) - nowhere near the power level of playing Loatheb on 6.
So who's playing this card? Not a tempo deck - those aren't expecting to regularly see turn 10. Not a control deck - those need the mana to play their own big drops. Board-based midrange decks like even paladin? Even there it's a very situational anti-control/anti-combo tech that's actively bad against aggro.
Apart from specific synergies like Surrender to Madness, I don't think anybody finds a home for this. Just move Loatheb into Classic already!
it is an anti-combo card. Nothing more nothing less. Most combos in the game require 10 mana so if you play this at any point before their combo you gain 4 extra turns to finish them.
IT is just a huge buff to midrange decks that don't rely on high cost cards themselves as it allows you to limit your opponents options. Basically, if your deck is not fast enough to beat Druids (or any combo deck) before they can stabilize then you can use this to maybe get some extra turns to close out the game.
It just allso happens to be really effective against the current druid playstyle of ramping until Winfestation. If you see a Druid hardramping early you only need to play this when they are at 9-mana and they'll be at a huge disadvantage (basically empty hand and having to rely on topdecks until they are at 10-mana again)
I tried having fun once. It was awful.
The card will absolutely define the meta, most powerful card of the expansion. It might even make late game druid decks extinct from the meta alone. Denying UI or any other big play for a couple of turns is huge. It absolutely counters most combo decks. It is great in aggressive midrange decks and control decks. Combo archetypes will take a huge hit cause of this card in the next expansion. Will be the first Legendary I craft.
This card reminds me of Nerubian Unraveler. Another 6 mana 5/5 tech card that will see no play, okey maybe some play.
What deck would play this? Aggro? No. Midrange? Stats are not good. Control? Okey you stalled the game, to what end? Maybe only Shudderwock would play it, but there's already a competition for deck slots. Maybe Mecha'thun? it could really use some stall.
I feel like you understood the card as " Lock both player to 5 mana".
If you understood like that, it is wrong; You and your opponent continue to gain 1 mana per turn until you both have 10 mana.
So your thought that "instant counter to all 7+ cards" are wrong.
And If I understood your statement wrong, just skip my comment.
Memedeck-seeker. Always tries to build new decks. Hates tournements, streamers, netdecks and poor-o players.
ah, but a tournement mode could be great !!!
Wait. So if you play this on turn 6 you gain 4 extra tuens to finish them?
Why not just use Loatheb/? Because Loatheb will permanently break the game?
The goal of all life is death.
Just make sure you play surrender to madness first. lol can't wait to see that highlight were the player goes back to 2 mana from 9.
This card is almost purely a midrange card. Midrange decks are great at building big boards which are tough to clear with cheap spells or other minions. They are weak to mass removal. Most mass removal spells are 7/8 mana. This card would give you that 1-2 turns with a big board, required to finish the game (very similar to how Loatheb worked in Midrange decks).
It doesn't really set your opponent to 5, because this can only be played on your turn. So your opponent's turn will be on 6 mana. Which means it's only worth playing on curve against a ramped-up druid.
And if you were going first this game, you've kind of made it so your opponent now goes first because they will now be ahead in mana.
I'm not saying that these points are a dealbreaker. Far from it. It's just something to consider first when playing it.
Right now It's good only against tog/taunt druids, resurrect and control priests, control warlocks. I doubt this card we'll be mass playable. But it's good that such tech card will exist in the game.
If you're not running this in any midrange/control deck its for one of three reasons:
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I don't see this at all. What do you mean? You play Surrender on turn 9 and then you drop this and drop yourself down by 1 mana?
I agree 100%.
Yeah, even Control decks don’t have their hand fully stacked with 8+ mana cards. ( As some said as an argument to not run this in Control)
But Yeah midrange is where the home of this card is . ( Aggro usually don’t cares about turn 10 mana anyways)
Personally i don’t just see this card as a pure " combo delayer" , also as a good tempo play . I wanna try this in my midrange healpaladin . Just imagine ; Turn 10 , Zihi and a buffed 8/8 Templar, now the opponent has 6 mana..... sounds reasonable to me.
If I don't open one, I'll probably craft it on day 1 and it'll be the first card I put into every midrange deck that I create.
I'm pumped about this. Should force a lot of combo decks (Mecha'thun in particular) out of the meta, and that opens up the possibility that value control returns.