6/7 for 5 mana is really good, especially if you can drop it on curve. And when dropped later, it still saves one mana compared to Boulderfist Ogre you can use on other stuff. A vanilla 5-mana minion is just between too slow and still alright in constructed. It's a card that for sure will experimented with and I'd not be surprised, if it sees competitive play in the future.
Oh I like this one! Very interesting design, it could be the alternate for Boulderfist Ogre in arena. Great art and great stats, vulnerable to silence though.
This card may not be that hot even in arena. In arena you cannot hope for backstabs or preparations to be on time or even in your deck. It means most of the time it's either a 5 mana 3/7 or 7-8-9 mana 6/7 depending on what you have in hand. Now I don't have anything against 5 mana 3/7, the stats are ok but not amazing but I'd still prefer solid ogre, which will always have that 6/7 body on time. Also bad topdeck when you don't have cards for combo.
Even just a 5 mana 3/7 is solid enough in arena. And the potential for this to be a 6/7 makes it a top pick.
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Guess in arena this will be pretty good, and i guess, that's why they add this card. In constructed, i think it will be hard to get that combo done. It's already ofter very hard to get the combo with eviscerate or SI7. This cards mana cost are even higher. Right now, most of the combos are needed to clear the board. If you coin this out, aggro will just ignore it.
It's a common card, so thats pretty good for arena balance.
Guess in arena this will be pretty good, and i guess, that's why they add this card. In constructed, i think it will be hard to get that combo done. It's already ofter very hard to get the combo with eviscerate or SI7. This cards mana cost are even higher. Right now, most of the combos are needed to clear the board. If you coin this out, aggro will just ignore it.
It's a common card, so thats pretty good for arena balance.
Aggro can feel free to ignore my 6 attack creature all they want lol. As a rogue, if something that big sticks turn 5, I feel as if I've already won the game. Rogues have so many tools to clean up aggro minions that it's a non issue especially as a tempo rogue where you generally out value aggro decks in the early game.
You tried giving us rogues strong bodies already and suprice!!! no one plays them... Why??!?!?!?
Because No body plays vanilla strong minions because its stupid! Only one who does it is priest and they have very limited options...
seriously? what is this?
Ambusher has a potential game losing downside for +1 stats which is not worth it.
Ogre Ninja is technically good on paper but current rogue decks require precision to win. Ogre ninja is a liability in that case. He will fit into a rogue control deck potentially at some point, however Stranglethorn tiger might still be a better option.
Has anyone noticed that a bunch of these new cards are straight value? People have remarked that blizzard is trying to slow down the game, but none of these cards seem to be able to actually stop aggro. That's why many of you appear to be saying "won't see play"
All it would take is one good early aggro answer for each class and we'll be in a value meta. Don't lament value cards. These WILL be useful, in this expansion or the next.
Did anyone notice how much Tournament Medic could do to slow down aggro? Usually, using your hero against aggro is so slow, it's a death wish. But with him on the board, that changes. Hero powers are intentionally mana-inneficient. When that changes - when you can use your mana efficiently without consuming cards (inspire), Hearthstone changes fundamentally. Value cards like Shado-pan Cavalry WILL see play.
Has anyone noticed that a bunch of these new cards are straight value? People have remarked that blizzard is trying to slow down the game, but none of these cards seem to be able to actually stop aggro. That's why many of you appear to be saying "won't see play"
All it would take is one good early aggro answer for each class and we'll be in a value meta. Don't lament value cards. These WILL be useful, in this expansion or the next.
Did anyone notice how much Tournament Medic could do to slow down aggro? Usually, using your hero against aggro is so slow, it's a death wish. But with him on the board, that changes. Hero powers are intentionally mana-inneficient. When that changes - when you can use your mana efficiently without consuming cards (inspire), Hearthstone changes fundamentally. Value cards like Shado-pan Cavalry WILL see play.
What is the value in this card you talk abaout? There is non. Without combo this card hasnt even vanilla stats. With combo its like a slightly better feugen, that doesnt see play either. Agro can just run araound, controll can just kill it with a lot of spells like swd,execute.
The best case for this card is when you can combo it turn 5 with backstab, who can keep coin till turn 4 without loosing bord hard?
On turn six this is already to slow. If you want a 5 mana big minion so bad you could just run venture co merc/ NinjaOge, which I think are both way better cause they dont need a combo to pass vanilla.
From a combo I want to see value, this combo only brings this card to avarage /1 Mana worth of stats. This card should have gotten a 2/7 with taunt or another effect that isnt completely useless.
His card is meh. Doesn't fit in any Rouge decks now, don't see this making a new one. Just because you can coin a card out does not make it good. The fact it's a combo card means you probably won't get to play it until turn 7ish. So with that said much better thiings to do turn 7 then play a glorified Boulder fist.
The problem with that question is that it's based on existing deck archetypes rather than potential new ones. Azure Drake, for example, is a card that's great, including for most existing Rogue archetypes, but isn't great for all kinds of decks, including the new kinds of decks that this card would fit into.
The problem with that question is that it's based on existing deck archetypes rather than potential new ones. Azure Drake, for example, is a card that's great, including for most existing Rogue archetypes, but isn't great for all kinds of decks, including the new kinds of decks that this card would fit into.
Thank you. Why do people always analyze the card based on what kind of decks we have NOW? Christ, it's not like we're getting 130+ new cards right no-wait a minute :v
You are right, but it will have to be a very good new deck with the new cards, because, although this card has good stats for its costs, usually only goods stats means nothing in constructed, except for Handlock, because the giants and the twilight drake usually have amazing stats (not good ones) for its costs. But, we will have to wait and see what happens.
I don't necessarily want to say I want to try to fit this into an Oil rogue, because I don't think it fits.
What I mean is even if you're going to play a different type of Rogue deck you won't have much of a card flow throughout the game.
You're going to spend a series of cards and you put this on the board, there's a good chance your opponent will have an efficient removal for it such as hunter's mark, fireball -> ping, shadow word: death, you name it.
Maybe a Spare Part Rogue could work along with this but I don't know.
Can pretty much be said for any creature. Though I am not being naive here I understand your point, it comes out, does nothing then dies. The key is that it doesn't die for free. If they just used a fireball this creature and a ping (assuming I played this on curve) then they have lost tempo as they used all of their mana to do it. Not the worse thing ever.
I'll be honest though, I am not sure how this fits into control. As you pointed out it doesn't do anything when it hits the board. Pretty much all control type decks have minions that hit the board and then can do something or do something when they hit the board. That being said, this card can still be very strong with coin, but the situation where that pops up can't be relied upon.
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6/7 for 5 mana is really good, especially if you can drop it on curve. And when dropped later, it still saves one mana compared to Boulderfist Ogre you can use on other stuff. A vanilla 5-mana minion is just between too slow and still alright in constructed. It's a card that for sure will experimented with and I'd not be surprised, if it sees competitive play in the future.
One more card to get Big Game Hunter out of the meta.
Oh I like this one! Very interesting design, it could be the alternate for Boulderfist Ogre in arena. Great art and great stats, vulnerable to silence though.
Here just to remind people you write it "rogue", not "rouge".
Even just a 5 mana 3/7 is solid enough in arena. And the potential for this to be a 6/7 makes it a top pick.
It's not a rogue card, guys. This is a unstable portal buff :)
Pretty slick for a more minion focused Rogue deck. Would be cool to see those come back. Otherwise it will just be a buff to Rogue Arena.
Better than the average card we've seen from this set.
Guess in arena this will be pretty good, and i guess, that's why they add this card. In constructed, i think it will be hard to get that combo done. It's already ofter very hard to get the combo with eviscerate or SI7. This cards mana cost are even higher. Right now, most of the combos are needed to clear the board. If you coin this out, aggro will just ignore it.
It's a common card, so thats pretty good for arena balance.
Im almost out of hope for rogue...both cards revealed are dust Tier, and inspire realy doesnt seem to work well with heropower.
Maybe we get a prep for Minions aswell, that would chance the rating of this card but so far useless vanilla, kinda like feugen.
Aggro can feel free to ignore my 6 attack creature all they want lol. As a rogue, if something that big sticks turn 5, I feel as if I've already won the game. Rogues have so many tools to clean up aggro minions that it's a non issue especially as a tempo rogue where you generally out value aggro decks in the early game.
Ambusher has a potential game losing downside for +1 stats which is not worth it.
Ogre Ninja is technically good on paper but current rogue decks require precision to win. Ogre ninja is a liability in that case. He will fit into a rogue control deck potentially at some point, however Stranglethorn tiger might still be a better option.
Has anyone noticed that a bunch of these new cards are straight value? People have remarked that blizzard is trying to slow down the game, but none of these cards seem to be able to actually stop aggro. That's why many of you appear to be saying "won't see play"
All it would take is one good early aggro answer for each class and we'll be in a value meta. Don't lament value cards. These WILL be useful, in this expansion or the next.
Did anyone notice how much Tournament Medic could do to slow down aggro? Usually, using your hero against aggro is so slow, it's a death wish. But with him on the board, that changes. Hero powers are intentionally mana-inneficient. When that changes - when you can use your mana efficiently without consuming cards (inspire), Hearthstone changes fundamentally. Value cards like Shado-pan Cavalry WILL see play.
the only way to get this on the board with combo on turn 4 or 5 is coin or backstap. Yes, you use prep + anything + shado-pen, but only in rare cases.
But most likely, rouge wants to use coin or backstap for si7, weapon + poison, eviscerate. This minion brings good value, but less tempo.
What is the value in this card you talk abaout? There is non. Without combo this card hasnt even vanilla stats. With combo its like a slightly better feugen, that doesnt see play either. Agro can just run araound, controll can just kill it with a lot of spells like swd,execute.
The best case for this card is when you can combo it turn 5 with backstab, who can keep coin till turn 4 without loosing bord hard?
On turn six this is already to slow. If you want a 5 mana big minion so bad you could just run venture co merc/ NinjaOge, which I think are both way better cause they dont need a combo to pass vanilla.
From a combo I want to see value, this combo only brings this card to avarage /1 Mana worth of stats. This card should have gotten a 2/7 with taunt or another effect that isnt completely useless.
+2 attack is a huge change, it is well beyond "slightly better".
His card is meh. Doesn't fit in any Rouge decks now, don't see this making a new one. Just because you can coin a card out does not make it good. The fact it's a combo card means you probably won't get to play it until turn 7ish. So with that said much better thiings to do turn 7 then play a glorified Boulder fist.
The problem with that question is that it's based on existing deck archetypes rather than potential new ones. Azure Drake, for example, is a card that's great, including for most existing Rogue archetypes, but isn't great for all kinds of decks, including the new kinds of decks that this card would fit into.
You are right, but it will have to be a very good new deck with the new cards, because, although this card has good stats for its costs, usually only goods stats means nothing in constructed, except for Handlock, because the giants and the twilight drake usually have amazing stats (not good ones) for its costs. But, we will have to wait and see what happens.
Can pretty much be said for any creature. Though I am not being naive here I understand your point, it comes out, does nothing then dies. The key is that it doesn't die for free. If they just used a fireball this creature and a ping (assuming I played this on curve) then they have lost tempo as they used all of their mana to do it. Not the worse thing ever.
I'll be honest though, I am not sure how this fits into control. As you pointed out it doesn't do anything when it hits the board. Pretty much all control type decks have minions that hit the board and then can do something or do something when they hit the board. That being said, this card can still be very strong with coin, but the situation where that pops up can't be relied upon.