The combo pulled off in the stream can only be done in Fireside atm.. Was a combination of Walking Fountain (a strong shaman creature), Toggwaggle Scheme (a Rogue card that shuffles more minions into deck)..
I await being awed by a Warlock only combo of Darkest Hour.
Yeah deck looked strong. Will have to watch out for the deck playing all the schemes and 5 walking fountains... But the hard part will be finding what to find with darkest hour. And with defile gone warlock will have a harder time keeping control. Also this will thin out the deck but that's probably fine if it means you win. Optimistic but sceptical for now. This will be a hard card to build around.
So I tend to rate cards based on the following....
1. What is the best case scenario? And how likely will this happen? You have the perfect setup to do X. How good is that?
2. What is the normal case scenario? You play it and get some sort of minor benefit from it or other card interactions.
3. What is the worst case scenario? This includes top decking the card with nothing else in play. Or the minion getting killed immediately after playing it.
Cards should never get a 5 star rating UNLESS they are good no matter what you do or when you play them.
For example, I thief Chef Nomi is a terrible card. In the best case scenario, you have to have no deck and hope your opponent does not have any board removal the turn after you play this. What is the worst case scenario? You either pull of the combo and it gets immediately destroyed OR you never pull it off because you spend the whole game trying to empty your deck and you lose.
This card is maybe a 2 star card. Combo potential, but very hard to pull off. Deck building restrictions are high. Requires minions on board to work. This is the definition of a WIN MORE card. It could be used for some crazy combo's, but thats a specific type of deck.
If you are already winning the board, why sacrifice it? To get a bigger board? I mean, sure, but unless you combine this with Plot Twist, what happens when you draw your big minions?
I see the potential of this card, but I think it's far too clunky to actually be good or consistent. Unless everyone is wrong and it becomes the next abusive must have card of the set. I don't think so though.
Playing that Imp card that fills your board with 1/1's and you kill them all and replace with huge crazy minions. Zoo will be able to pull this off all the time especially in Wild. The card will be broken good. I knew it would be the expansions big sleeper when i saw it.
Dunno, mate. This sounds more like a high-roll than a reliable strategy to me.
On the first page another user suggested zoolock using eggs as activators for the Darkest Hour, because those would allow you to summon your giants and Doomguards w/o sacrificing your tempo. But here's my issue - a zoo deck consists of a HEAVY amount of small minions, so the chances of the epic spell summoning the big boys would be extremely low. I mean, what can you do to stop the Darkest Hour from recruiting your Flame Imps, Voidwalkers, Knife Jugglers etc?
The answer for me is that this spell is NOT suited for an aggressive deck like zoo (it's also too expensive for them) and instead it's suited for some kind of a Big/value deck like a Deathrattle (N'zoth might get pulled) or Demon one. In wild this would be possible, because warlock has tons of removals, good minion summoning cards (Imp-losion) and fantastic late-game threats (Mal'Ganis, Voidlord, Sylvanas Windrunner, Ragnaros the Firelord) but in standard such deck-lists are really questionable due to the lack of those tools.
Cards should never get a 5 star rating UNLESS they are good no matter what you do or when you play them.
So you completely ignore all synergies present in the meta? Forgive my bluntness, but that's a terrible way to evaluate cards for constructed. It might work okay for Arena, but even there it's better to consider likely synergies.
Darkest Hour has incredible synergy with Rafaam's Scheme, Impferno, Mad Summoner, and Jumbo Imp. You may not get exactly Rafaam's Scheme + Darkest Hour every game, but you are extremely likely to get a big-value combo so some kind.
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
WHAT DID I TELL YOU BOYS!!! Darkest Hour is one of the most ape-shit cards in this expansion. If anyone is watching Kripp's stream right now you will know what am talking about.
I was sleeping by the time Kripp was playing running Darkest Hour. What strong combo did we miss?
Playing that Imp card that fills your board with 1/1's and you kill them all and replace with huge crazy minions. Zoo will be able to pull this off all the time especially in Wild. The card will be broken good. I knew it would be the expansions big sleeper when i saw it.
Zoo destroys their own minions and summons what? Other tiny minions? Congrats, 6-mana, do nothing.
This card has a few applications, but Zoo isn't one of them.
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The combo pulled off in the stream can only be done in Fireside atm.. Was a combination of Walking Fountain (a strong shaman creature), Toggwaggle Scheme (a Rogue card that shuffles more minions into deck)..
I await being awed by a Warlock only combo of Darkest Hour.
Not sure if hyped yet.
Yeah deck looked strong. Will have to watch out for the deck playing all the schemes and 5 walking fountains... But the hard part will be finding what to find with darkest hour. And with defile gone warlock will have a harder time keeping control. Also this will thin out the deck but that's probably fine if it means you win. Optimistic but sceptical for now. This will be a hard card to build around.
So I tend to rate cards based on the following....
1. What is the best case scenario? And how likely will this happen? You have the perfect setup to do X. How good is that?
2. What is the normal case scenario? You play it and get some sort of minor benefit from it or other card interactions.
3. What is the worst case scenario? This includes top decking the card with nothing else in play. Or the minion getting killed immediately after playing it.
Cards should never get a 5 star rating UNLESS they are good no matter what you do or when you play them.
For example, I thief Chef Nomi is a terrible card. In the best case scenario, you have to have no deck and hope your opponent does not have any board removal the turn after you play this. What is the worst case scenario? You either pull of the combo and it gets immediately destroyed OR you never pull it off because you spend the whole game trying to empty your deck and you lose.
This card is maybe a 2 star card. Combo potential, but very hard to pull off. Deck building restrictions are high. Requires minions on board to work. This is the definition of a WIN MORE card. It could be used for some crazy combo's, but thats a specific type of deck.
If you are already winning the board, why sacrifice it? To get a bigger board? I mean, sure, but unless you combine this with Plot Twist, what happens when you draw your big minions?
I see the potential of this card, but I think it's far too clunky to actually be good or consistent. Unless everyone is wrong and it becomes the next abusive must have card of the set. I don't think so though.
Dunno, mate. This sounds more like a high-roll than a reliable strategy to me.
On the first page another user suggested zoolock using eggs as activators for the Darkest Hour, because those would allow you to summon your giants and Doomguards w/o sacrificing your tempo. But here's my issue - a zoo deck consists of a HEAVY amount of small minions, so the chances of the epic spell summoning the big boys would be extremely low. I mean, what can you do to stop the Darkest Hour from recruiting your Flame Imps, Voidwalkers, Knife Jugglers etc?
The answer for me is that this spell is NOT suited for an aggressive deck like zoo (it's also too expensive for them) and instead it's suited for some kind of a Big/value deck like a Deathrattle (N'zoth might get pulled) or Demon one. In wild this would be possible, because warlock has tons of removals, good minion summoning cards (Imp-losion) and fantastic late-game threats (Mal'Ganis, Voidlord, Sylvanas Windrunner, Ragnaros the Firelord) but in standard such deck-lists are really questionable due to the lack of those tools.
So you completely ignore all synergies present in the meta? Forgive my bluntness, but that's a terrible way to evaluate cards for constructed. It might work okay for Arena, but even there it's better to consider likely synergies.
Darkest Hour has incredible synergy with Rafaam's Scheme, Impferno, Mad Summoner, and Jumbo Imp. You may not get exactly Rafaam's Scheme + Darkest Hour every game, but you are extremely likely to get a big-value combo so some kind.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Zoo destroys their own minions and summons what? Other tiny minions? Congrats, 6-mana, do nothing.
This card has a few applications, but Zoo isn't one of them.