So 3 drop Elek shuffles 2 copies into your deck. And then to abuse that, you need a way to summon them again with ease. Nothing comes to mind in Standard.
In Wild though...the Druid Summons card gets you a 4 or less drop right? This is also a taunt, so even if it dies, the 9 drop spider gets you more copies. There might be something here with the Free Taunt too that got revealed for Druid. Super Taunt Druid in Wild?
Not saying this is a strong card, but at least it is unique! Props to the design team for finally making something different then the usual status quo.
I gave this card some thought and it may not be as bad as people say it to be.
Think of this as a "buy a turn" card, it's like a reverse Doomsayer where Doomsayer would clear the board but you still take the damage, where this will probably not clear the board because the opponent will ignore it but you've stopped the damage coming in.
So best case scenario you play this on turn 4 against aggro, your opponent is either forced to remove it with a bunch of resources so they can push through some damage, or they can't kill it in which you've basically played Time Out. It may not seem like much but it helps buy time to have enough mana to get to your board clears before you die.
Also if this doesn't die it's basically a get out of jail card for Fatigue.
Might sound optimistic but I think this card could have some interesting applications somewhere.
Doomsayer on steroids for control decks. With Doomsayer out, aggro can still go face, unlike with this card. Plus it buys you one extra turn in most cases. Very good and solid card overall.
Absolutely awesome design concept. It's hard to say if it'll see play without actually testing it, but remember when T2 Doomsayer goes off and gives you the turn initiative, that's one of the strongest winrate plays in the whole game.
Its basically a Buy Turn Card such as freezing nova but much worse, since oppent May kill it if he can with easy recources or he just develops board a Turn. In a Control heavy meta thus dodges some fatigue Points and might be a decent card.
Could at least see quest warlock play this because you might have enough Draw to slam this now and then.
Absolutely awesome design concept. It's hard to say if it'll see play without actually testing it, but remember when T2 Doomsayer goes off and gives you the turn initiative, that's one of the strongest winrate plays in the whole game.
You didn't get initiative by playing this, though. You just bought a turn (probably). That certainly has value, but I'm not sure how much.
Very interesting card design regardless if this will see play or not. Silence Priest will love it for sure, as long as Inner Fire is in Standard this can threat a turn 5 lethal.
So 3 drop Elek shuffles 2 copies into your deck. And then to abuse that, you need a way to summon them again with ease. Nothing comes to mind in Standard.
In Wild though...the Druid Summons card gets you a 4 or less drop right? This is also a taunt, so even if it dies, the 9 drop spider gets you more copies. There might be something here with the Free Taunt too that got revealed for Druid. Super Taunt Druid in Wild?
Fatigue game won !
Not saying this is a strong card, but at least it is unique! Props to the design team for finally making something different then the usual status quo.
this card will be meta defining, because it slows down or even stops all decks with fatigue as win condition (which is still seen in wild)
can't even tell how much possibilities this card enables, but I really think it will be a hidden hero of this expansion
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Quest warlock?
I'm sure Blizzard plans to move Divine Spirit to the Hall of Fame
I'm sure they do not.
Priest is the combo class (not in the Rogue sense), and they have been leaning more into that instead of away from it.
"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 gave this card some thought and it may not be as bad as people say it to be.
Think of this as a "buy a turn" card, it's like a reverse Doomsayer where Doomsayer would clear the board but you still take the damage, where this will probably not clear the board because the opponent will ignore it but you've stopped the damage coming in.
So best case scenario you play this on turn 4 against aggro, your opponent is either forced to remove it with a bunch of resources so they can push through some damage, or they can't kill it in which you've basically played Time Out. It may not seem like much but it helps buy time to have enough mana to get to your board clears before you die.
Also if this doesn't die it's basically a get out of jail card for Fatigue.
Might sound optimistic but I think this card could have some interesting applications somewhere.
Doomsayer on steroids for control decks. With Doomsayer out, aggro can still go face, unlike with this card. Plus it buys you one extra turn in most cases. Very good and solid card overall.
Absolutely awesome design concept. It's hard to say if it'll see play without actually testing it, but remember when T2 Doomsayer goes off and gives you the turn initiative, that's one of the strongest winrate plays in the whole game.
Its basically a Buy Turn Card such as freezing nova but much worse, since oppent May kill it if he can with easy recources or he just develops board a Turn. In a Control heavy meta thus dodges some fatigue Points and might be a decent card.
Could at least see quest warlock play this because you might have enough Draw to slam this now and then.
You didn't get initiative by playing this, though. You just bought a turn (probably). That certainly has value, but I'm not sure how much.
Like almost every card designed to hurt aggro this one actually hurts midrange more.
But who I'm kidding Blizzard doesn't even remember that that's an archetype in this game.
its bad most of the time, a wall that is more of a speedbump than anything else
How is getting an aggro deck to skip a turn not helpful?
I'm here to kick ass and play cards, and I'm all out of ass.
Very interesting card design regardless if this will see play or not. Silence Priest will love it for sure, as long as Inner Fire is in Standard this can threat a turn 5 lethal.
It also works as others pointed out, a soft Frost Nova/Doomsayer, then follow up with Holy Nova/ Hagatha's Scheme / Brawl / Starfall / etc....