Ahh yes, please tell me how shuffling 3 imps into your deck as anti fatigue helps against a hunter hitting you in the face each turn with magnetized mechs.
What does it matter what deck you are playing against? Fatigue is fatigue, damage is the same for everyone. So yeah, ESPECIALLY against hunter where you have to deal with both hero powers damaging you, removal + anti fatigue is going to help ESPECIALLY if warlock doesn't get more healing.
Your inability to remove magnetized mech is irrelevant to the discussion, learn to play taunts.
One issue of warlock is that early big creatures (like giants and magnetized or buffed creatures) are hard to remove. Shadow Bolt , Soulfire and Spirit Bomb cap at 4 damage which is not always enough (and they also have drawbacks or are overpriced).
Impbalming helps in that respect. Unconditional removal with the drawback of 3 bad draws. But since warlock can draw more than other classes, I don't think that shuffling three bad tempo cards in your deck will affect warlock too badly in an average game. The anti-fatigue effect will not matter in most games I think. If fatigue is your gameplan, Archivist Elysiana seems the option of choice. But I think that this card will see play in a viable warlock deck (if there will be one) as at least a one of.
Why? There is no condition to be met. This is what unconditional means.
Fair enough. While it may be unconditional, the cost is very high.
That's something we apparently disagree on. You might be correct though, since the later in the game you use this card, the more likely it is to draw the shitty cards. But I think the cost is acceptable for the advantage the card provides (early game removal).
Also of note is that Giant is in basically 1 specific deck. You now have a really bad tech card in your deck for 1 main specific matchup.
People, you have to realize that 3 dead draws is TERRIBLE! And yes, Rafaam can change those. BUT you need to be holding Rafaam otherwise you may need to get through 3 dead draws to find him.
IMHO the only way this card sees play would be in some sort of aggro/Rafaam deck, but look at the current lineup of Aggro Warlock. It doesn't have a big removal card or even a silence for a big taunt. It just goes face and kills Giant in Mage with minions if it is played on turn 4.
Don't sleep on this card. In Zoo this gives you 3 X 1 drops, which will make Magic Carpet relevant again. So when you draw these, they are NOT dead draws in Zoo. They are not dead draws because of Grim Rally. This would replace Demonbolt because this gives you an easy answer to early Big Minions if they have Taunt.
And yes, in Zoo, later on in the game or mid game if you are not doing well, switch it up by playing Rafaam. And now your deck turns into bomb and bomb and that can help you beat control decks or other mid range decks.
Don't sleep on this card. In Zoo this gives you 3 X 1 drops, which will make Magic Carpet relevant again. So when you draw these, they are NOT dead draws in Zoo. They are not dead draws because of Grim Rally. This would replace Demonbolt because this gives you an easy answer to early Big Minions if they have Taunt.
And yes, in Zoo, later on in the game or mid game if you are not doing well, switch it up by playing Rafaam. And now your deck turns into bomb and bomb and that can help you beat control decks or other mid range decks.
The 3 extra minions just give you more choices.
Do you realize that HSReplay.net reports a 30.1% win rate for Rafaam? It doesn't seem like it is working very well. Most random legendaries are closer to being junk than being "bombs". Most Zoo players have figured out that it is better to run a card like Leeroy or Soulfire instead of Rafaam, because those cards can be game deciding far more often Rafaam is. And most players have figured out to stop playing Zoo altogether.
I really like the diversity of opinions over this card. Personally I think that based on currently available standard card pool it looks somewhat lackluster, but I expect with the right support, and assuming there will be a viable slow Warlock deck this could be pretty powerful.
Don't sleep on this card. In Zoo this gives you 3 X 1 drops, which will make Magic Carpet relevant again. So when you draw these, they are NOT dead draws in Zoo. They are not dead draws because of Grim Rally. This would replace Demonbolt because this gives you an easy answer to early Big Minions if they have Taunt.
And yes, in Zoo, later on in the game or mid game if you are not doing well, switch it up by playing Rafaam. And now your deck turns into bomb and bomb and that can help you beat control decks or other mid range decks.
The 3 extra minions just give you more choices.
Do you realize that HSReplay.net reports a 30.1% win rate for Rafaam? It doesn't seem like it is working very well. Most random legendaries are closer to being junk than being "bombs". Most Zoo players have figured out that it is better to run a card like Leeroy or Soulfire instead of Rafaam, because those cards can be game deciding far more often Rafaam is. And most players have figured out to stop playing Zoo altogether.
I did not realize that, but this card could push Zoolock back up a few notches. with or without Rafaam. I think early removal in a zoo deck is very powerful and drawing a 1 drop that plays well with other cards in your deck is actually good. Let's pretend Rafaam is NOT part of the discussion then.
Is it good enough for Zoo to play? Is the downside really that bad for Zoo, or considered even or an upside?
In Wild, this card is terrible because the best deck is Reno and you do not want to throw 3 copies of a bad card into your deck.
I still think this has potential. We haven't seen any aggressive cards yet, and if they come out, this can make Zoo playable again.
I agree that the Rafaam synergy is not worth considering when evaluating this card, but the carpet synergy is real.
Zoo already runs a bunch of sketchy 1-drops as it is. I don't think it's taking too big a hit if you add a few more -- especially if it allows you to remove a giant or a ginormous mech without trading away your board.
Rollback Post to RevisionRollBack
"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
So this seems bad for control. The big question for me is about zoo for breaking big taunt/lifesteal minions. Is this better than a silence minion. My gut says no but it is situationally better.
Re; The Zoo discussion - I do not think this card is worth including in Zoo. Zoo is a deck that tends to ignore tall boards (taunts are the exception but silence is often a better answer due to versatility) because a wide Zoo board typically wins a damage race against a lone 8/8. Moving onto the imps themselves, if we assume they are 1 mana 1/1s, these are NOT good draws for a Zoo deck. They may have vague "synergy" with Magic Carpet but they are inferior to every single one of the actual 1 drops you play in the deck. Zoo is a deck that has been powerful historically because of the high quality of its minions relative to their cost. 1 mana 1/1s do not fit this concept at all.
Overall I don't think this card belongs in an aggressive Warlock deck, but a slower one with a lategame win condition.
Obviously the 1/1 minions are slightly inferior to the 1-drops you'd add yourself. That goes without saying (or so I thought). The whole point of this card is that it gives a cheap, powerful effect by borrowing from the future.
However, ideally, that future will never arrive when you are playing Zoo. Aggressive decks want to end the game quickly. It is their whole reason for being. So is it worth the gamble to remove a big threat without sacrificing your board, hoping that you'll never actually draw the imps? In many cases, that answer will be a resounding YES.
To a degree, it may depend on the victim in question. Something like a bloated magnetized Mech is often a great silence target because the silence removes all the magnetic enchantments. But a minion that's naturally big, which will remain a problem even if silenced, that's a different story.
So maybe you choose Impbalming over silence because it deals with a wider variety of threats, and your opponent will ideally never live to see you pay the price.
Rollback Post to RevisionRollBack
"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 does it matter what deck you are playing against? Fatigue is fatigue, damage is the same for everyone. So yeah, ESPECIALLY against hunter where you have to deal with both hero powers damaging you, removal + anti fatigue is going to help ESPECIALLY if warlock doesn't get more healing.
Your inability to remove magnetized mech is irrelevant to the discussion, learn to play taunts.
One issue of warlock is that early big creatures (like giants and magnetized or buffed creatures) are hard to remove. Shadow Bolt , Soulfire and Spirit Bomb cap at 4 damage which is not always enough (and they also have drawbacks or are overpriced).
Impbalming helps in that respect. Unconditional removal with the drawback of 3 bad draws. But since warlock can draw more than other classes, I don't think that shuffling three bad tempo cards in your deck will affect warlock too badly in an average game. The anti-fatigue effect will not matter in most games I think. If fatigue is your gameplan, Archivist Elysiana seems the option of choice. But I think that this card will see play in a viable warlock deck (if there will be one) as at least a one of.
People need to stop memeing about how this is
unconditionalwithout cost.Why? There is no condition to be met. This is what unconditional means.
Fair enough. While it may be unconditional, the cost is very high.
When you get slam by 8/8 giant turn 4 as Warlock, no price is too much.
This is a removal you have to think before using, not mindlessly.
Make sure not to try this in your Renolock deck, or I guarantee you will be facebalming.
That's something we apparently disagree on. You might be correct though, since the later in the game you use this card, the more likely it is to draw the shitty cards. But I think the cost is acceptable for the advantage the card provides (early game removal).
People keep using Giant as justification, but you can already kill Giants on 4 without adding 3 worthless cards to your deck.
Also of note is that Giant is in basically 1 specific deck. You now have a really bad tech card in your deck for 1 main specific matchup.
People, you have to realize that 3 dead draws is TERRIBLE! And yes, Rafaam can change those. BUT you need to be holding Rafaam otherwise you may need to get through 3 dead draws to find him.
IMHO the only way this card sees play would be in some sort of aggro/Rafaam deck, but look at the current lineup of Aggro Warlock. It doesn't have a big removal card or even a silence for a big taunt. It just goes face and kills Giant in Mage with minions if it is played on turn 4.
Don't sleep on this card. In Zoo this gives you 3 X 1 drops, which will make Magic Carpet relevant again. So when you draw these, they are NOT dead draws in Zoo. They are not dead draws because of Grim Rally. This would replace Demonbolt because this gives you an easy answer to early Big Minions if they have Taunt.
And yes, in Zoo, later on in the game or mid game if you are not doing well, switch it up by playing Rafaam. And now your deck turns into bomb and bomb and that can help you beat control decks or other mid range decks.
The 3 extra minions just give you more choices.
Do you realize that HSReplay.net reports a 30.1% win rate for Rafaam? It doesn't seem like it is working very well. Most random legendaries are closer to being junk than being "bombs". Most Zoo players have figured out that it is better to run a card like Leeroy or Soulfire instead of Rafaam, because those cards can be game deciding far more often Rafaam is. And most players have figured out to stop playing Zoo altogether.
I really like the diversity of opinions over this card. Personally I think that based on currently available standard card pool it looks somewhat lackluster, but I expect with the right support, and assuming there will be a viable slow Warlock deck this could be pretty powerful.
I did not realize that, but this card could push Zoolock back up a few notches. with or without Rafaam. I think early removal in a zoo deck is very powerful and drawing a 1 drop that plays well with other cards in your deck is actually good. Let's pretend Rafaam is NOT part of the discussion then.
Is it good enough for Zoo to play? Is the downside really that bad for Zoo, or considered even or an upside?
In Wild, this card is terrible because the best deck is Reno and you do not want to throw 3 copies of a bad card into your deck.
I still think this has potential. We haven't seen any aggressive cards yet, and if they come out, this can make Zoo playable again.
I agree that the Rafaam synergy is not worth considering when evaluating this card, but the carpet synergy is real.
Zoo already runs a bunch of sketchy 1-drops as it is. I don't think it's taking too big a hit if you add a few more -- especially if it allows you to remove a giant or a ginormous mech without trading away your board.
"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
So this seems bad for control. The big question for me is about zoo for breaking big taunt/lifesteal minions. Is this better than a silence minion. My gut says no but it is situationally better.
Re; The Zoo discussion - I do not think this card is worth including in Zoo. Zoo is a deck that tends to ignore tall boards (taunts are the exception but silence is often a better answer due to versatility) because a wide Zoo board typically wins a damage race against a lone 8/8. Moving onto the imps themselves, if we assume they are 1 mana 1/1s, these are NOT good draws for a Zoo deck. They may have vague "synergy" with Magic Carpet but they are inferior to every single one of the actual 1 drops you play in the deck. Zoo is a deck that has been powerful historically because of the high quality of its minions relative to their cost. 1 mana 1/1s do not fit this concept at all.
Overall I don't think this card belongs in an aggressive Warlock deck, but a slower one with a lategame win condition.
Obviously the 1/1 minions are slightly inferior to the 1-drops you'd add yourself. That goes without saying (or so I thought). The whole point of this card is that it gives a cheap, powerful effect by borrowing from the future.
However, ideally, that future will never arrive when you are playing Zoo. Aggressive decks want to end the game quickly. It is their whole reason for being. So is it worth the gamble to remove a big threat without sacrificing your board, hoping that you'll never actually draw the imps? In many cases, that answer will be a resounding YES.
To a degree, it may depend on the victim in question. Something like a bloated magnetized Mech is often a great silence target because the silence removes all the magnetic enchantments. But a minion that's naturally big, which will remain a problem even if silenced, that's a different story.
So maybe you choose Impbalming over silence because it deals with a wider variety of threats, and your opponent will ideally never live to see you pay the price.
"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
I smell some potential in this card, If in this expansion will be added at least some support for imp/demon synergy.
Playable
I was in legend EU when i started reading the (majority) of the reviews of this card and the reasoning behind them. Now i am rank 50 NA XD