It is only 1 mana, it upgrades, it is a combo activator, and the mechanic of "shuffling in" already has loads of support for Rogue. How can this not be really powerful?!
I think most of the people are not looking at the disadvantages of this card. Let's examine it's disadvantages.
I think everyone would agree that the best value this card is when it's upgraded at least 10+ times. I think it's also fair to say that this card is best mulligan-ed than drawn.
Best case scenario would be keeping it on your mulligan and then using it turn 10+. Okay, but what does that imply? That's a dead card on your hand for 10+ turns! You can compare that to having a Baku in your opening hand.
You might say that it can be offset by rogue having a lot of Draw mechanic cards, but at what expense? Not having a strong board in early game. I think it's safe to assume this card might be too slow for Aggro(assuming Aggro decks would be decent).
Let's look at the worst case scenario, not drawing this card early. Let's say your Togwaggle schemes are in the bottom 15 of your deck, Once you draw it, it becomes a dead draw. You would have to wait a lot of turns before using it for maximum value. This can be compared to not drawing Keleseth in the early game.
I'm not saying this card is bad, it's just that pulling off maximum unlimited value off of this card might not be as consistent as people think it could be.
Halfway to writing this, I just realized that Schemes can be better compared to Spellstones without conditions and a lot more upgrades. So I take back what I said and say that Schemes are way too OP.
This is the kind of card design I can't stand. New quest rogue type of gameplay, must play aggro to beat it. Looks like an insta-concede against this deck.
The thing is, this won't change that much for wild mill. They don't need any more ways to shuffle coldlight, they already have more than enough to beat control decks. What the deck is actually lacking is survivability against faster decks.
I don't like cards like this because it takes away one of the factors in the game like Fatigue. This not only negates a way that control could win against Rogue, but it completely destroys some deck types entirely.
Against control, you dont care about drawing 'dead' cards and holding onto them. Most control decks cannot pressure you early. Then when it gets to the late game and fatigue, you will never lose that match up. You lose to combo decks, but that new card could be the one you keep shuffling into your deck. Spellward Jeweler can be shuffled into your deck so that specific combo decks simply cannot beat you.
Mecha'thun will still be an issue, which is why you shuffle in Mojomaster Zihi and you will not lose those matches either.
I believe people do not understand this puts Rogue in a very strong position as the Combo and OTK killers in the format. This is both good and bad. That means Rogues will counter both control and combo decks in 1 card.
It means it will lose to Aggro most likely and often.
I don't like cards like this because it takes away one of the factors in the game like Fatigue. This not only negates a way that control could win against Rogue, but it completely destroys some deck types entirely.
Against control, you dont care about drawing 'dead' cards and holding onto them. Most control decks cannot pressure you early. Then when it gets to the late game and fatigue, you will never lose that match up. You lose to combo decks, but that new card could be the one you keep shuffling into your deck. Spellward Jeweler can be shuffled into your deck so that specific combo decks simply cannot beat you.
Mecha'thun will still be an issue, which is why you shuffle in Mojomaster Zihi and you will not lose those matches either.
I believe people do not understand this puts Rogue in a very strong position as the Combo and OTK killers in the format. This is both good and bad. That means Rogues will counter both control and combo decks in 1 card.
It means it will lose to Aggro most likely and often.
Also, fatigue is only a sub-type of control deck. I will not be sad if control decks actually need a win condition this year. And what rogue deck is going to win against midrange while also playing all the cards you mentioned? Rock-paper-scissors as always.
Ok I have an idea that I think is kind of bad, but also pretty funny, and I'm gonna call it "Roulette Rogue." The plan will be to hold a copy of this spell in my hand as long as possible, get as full of a board of unique minions as possible, then drop Mayor Noggenfogger and cast Togwaggle's Scheme.
And...yknow...not die.
Rollback Post to RevisionRollBack
Life before death. Strength before weakness. Journey before destination.
It is only 1 mana, it upgrades, it is a combo activator, and the mechanic of "shuffling in" already has loads of support for Rogue. How can this not be really powerful?!
now THIS is a good plan
Can't really see this working. Lab recruiter is a stronger card (and is also unlikely to see play).
Safe golden craft? :)
I think most of the people are not looking at the disadvantages of this card. Let's examine it's disadvantages.
I think everyone would agree that the best value this card is when it's upgraded at least 10+ times. I think it's also fair to say that this card is best mulligan-ed than drawn.
Best case scenario would be keeping it on your mulligan and then using it turn 10+. Okay, but what does that imply? That's a dead card on your hand for 10+ turns! You can compare that to having a Baku in your opening hand.
You might say that it can be offset by rogue having a lot of Draw mechanic cards, but at what expense? Not having a strong board in early game. I think it's safe to assume this card might be too slow for Aggro(assuming Aggro decks would be decent).
Let's look at the worst case scenario, not drawing this card early. Let's say your Togwaggle schemes are in the bottom 15 of your deck, Once you draw it, it becomes a dead draw. You would have to wait a lot of turns before using it for maximum value. This can be compared to not drawing Keleseth in the early game.
I'm not saying this card is bad, it's just that pulling off maximum unlimited value off of this card might not be as consistent as people think it could be.
Halfway to writing this, I just realized that Schemes can be better compared to Spellstones without conditions and a lot more upgrades. So I take back what I said and say that Schemes are way too OP.
Omg
The artwork is horrible but this will be decent.
This is the kind of card design I can't stand. New quest rogue type of gameplay, must play aggro to beat it. Looks like an insta-concede against this deck.
This card support not only Shuffle Rogue but also Thief Rogue (you can choose opponent minion), so maybe we'll see in many decks.
In the other hand, I think that 1 copy per deck is enough for specific situations.
4/5 Stars, unless a new combo deck arises. Then should be 5/5 stars.
The thing is, this won't change that much for wild mill. They don't need any more ways to shuffle coldlight, they already have more than enough to beat control decks. What the deck is actually lacking is survivability against faster decks.
I don't like cards like this because it takes away one of the factors in the game like Fatigue. This not only negates a way that control could win against Rogue, but it completely destroys some deck types entirely.
Against control, you dont care about drawing 'dead' cards and holding onto them. Most control decks cannot pressure you early. Then when it gets to the late game and fatigue, you will never lose that match up. You lose to combo decks, but that new card could be the one you keep shuffling into your deck. Spellward Jeweler can be shuffled into your deck so that specific combo decks simply cannot beat you.
Mecha'thun will still be an issue, which is why you shuffle in Mojomaster Zihi and you will not lose those matches either.
I believe people do not understand this puts Rogue in a very strong position as the Combo and OTK killers in the format. This is both good and bad. That means Rogues will counter both control and combo decks in 1 card.
It means it will lose to Aggro most likely and often.
Well, Lab Recruiter already does that much better.
Also, fatigue is only a sub-type of control deck. I will not be sad if control decks actually need a win condition this year. And what rogue deck is going to win against midrange while also playing all the cards you mentioned? Rock-paper-scissors as always.
Looks good in a Pogo-hopper Rogue deck, here's an initial theorycraft:
Scholomance Academy Theorycrafts
Ok I have an idea that I think is kind of bad, but also pretty funny, and I'm gonna call it "Roulette Rogue." The plan will be to hold a copy of this spell in my hand as long as possible, get as full of a board of unique minions as possible, then drop Mayor Noggenfogger and cast Togwaggle's Scheme.
And...yknow...not die.
Kaladin's RoS Set Review
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