It is a certainly a good card, if Ambush does nothing and just summons the 4/4 for you. However, you need to be very careful when using this card in a Mill Rogue deck. One of the signature moves of the deck is to play Deathlord and then Vanish whatever comes out, along with the rest of the minions. If your opponent happens to draw Ambush in the same turn, your Vanish just gets worse, and you risk milled yourself
There's no way it denies the normal card draw because it would then be the most broken card in the game. It'll act like burrowing mine in which case it doesn't actually increase the size of your opponents deck at all.
3 mana for 3 4/4 Nerubians seems like a pretty great deal. Sure, you don't get them right away, but you can just stall for time with the rest of your deck until you start pulling nerubians.
3 mana for 3 4/4 Nerubians seems like a pretty great deal. Sure, you don't get them right away, but you can just stall for time with the rest of your deck until you start pulling nerubians.
After reading another time, I just don't understand the card anymore :/
It will definitely make for some interesting mill synergy. It's not exactly like I envisioned it... I mean we can't just mill willy nilly or we will burn the Ambushes and get no value. Because of this it makes it a very good closer when there aren't a lot of cards left(very similar to Iron Juggernaut in that sense). But I also think it's good in the early game while you're waiting for combo pieces. I'm looking forward to playtesting it.
On average I don't burn more than 2-3 cards in one turn, so I think it will fit in regardless of burning a couple. The fact that some of their draws will randomly summon 4/4's for me is just too great with the chaos theory that is mill rogue.
Problem with putting this into a mill deck is that it has anti synergy. Since the card would be burned before activating it now counts as a real card as opposed to a fake one. So you are slowing down your own strategy. It could still be worth it though if the nerubians end up giving enough value through the game.
Personally looking forward to building a control rogue that focuses around Nerubians. Im so sick of playing and seeing oil rogue that every time i see one or go to build a rogue deck, i dry heave until my stomach hurts.
People look at this and say wow rogues have no survivability, not useable. I however see rogue differently. They can stall and clear your board and screw you over in many different ways. Control will be a fun way to go and itll be hilarious when you start racking up nerubian threats.
I can't wait to physically witness the video of someone drawing all 3 immediately. Conversely, you could also play this and NEVER see a nerubian even in a prolonged control match. Still love the card for some reason and will definitely run with Burgle for shenannigans.
I can't wait to physically witness the video of someone drawing all 3 immediately. Conversely, you could also play this and NEVER see a nerubian even in a prolonged control match. Still love the card for some reason and will definitely run with Burgle for shenannigans.
Just like it's demoralizing to drop Iron Juggernaut 2-3 times when there are only 5 cards left in their deck and 3 of them are mines, this will be similar... 4 cards left and 3 summon Nerubians. Evil chuckle.
As far as Vanish is concerned, I will be using the Nerubians for board control so hopefully I can kill them off before a big vanish.
This is 3x 4/4 for 3 statwise this is extremely powerful. It can fit into a realy slow control rogue, like anubarak. The point is control match is based around recources and those cards realy push rogues recources real hard. Also in my opinion people underestimate a 4/4 its actually not that easy to remove those eficantly.
This actualy has potential to be sleeper OP, but needs playtesting.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
It is a certainly a good card, if Ambush does nothing and just summons the 4/4 for you. However, you need to be very careful when using this card in a Mill Rogue deck. One of the signature moves of the deck is to play Deathlord and then Vanish whatever comes out, along with the rest of the minions. If your opponent happens to draw Ambush in the same turn, your Vanish just gets worse, and you risk milled yourself
It isn't face huntard or oil rogue. Duh.
There's no way it denies the normal card draw because it would then be the most broken card in the game. It'll act like burrowing mine in which case it doesn't actually increase the size of your opponents deck at all.
Then Gang Up three of those minions into your deck.
???
Me neither.
Beneath the Grounds
But do they trigger when you draw them or are they playable spells ?
Because if they're playable spells then this card is an improvement to gang up/mill rogue
Edit : just read the card. Card is shit.
When opponent draws the ambush, it drawsa nother card after, so the 3 extra cards aren't a problem. Even thou, this is still garbage.
Sucks ass.
3 mana for 3 4/4 Nerubians seems like a pretty great deal. Sure, you don't get them right away, but you can just stall for time with the rest of your deck until you start pulling nerubians.
Rawr I'm a dinosaur
After reading another time, I just don't understand the card anymore :/
As if Fatigue Mill Rogue wasn't awesome enough
It will definitely make for some interesting mill synergy. It's not exactly like I envisioned it... I mean we can't just mill willy nilly or we will burn the Ambushes and get no value. Because of this it makes it a very good closer when there aren't a lot of cards left(very similar to Iron Juggernaut in that sense). But I also think it's good in the early game while you're waiting for combo pieces. I'm looking forward to playtesting it.
On average I don't burn more than 2-3 cards in one turn, so I think it will fit in regardless of burning a couple. The fact that some of their draws will randomly summon 4/4's for me is just too great with the chaos theory that is mill rogue.
Problem with putting this into a mill deck is that it has anti synergy. Since the card would be burned before activating it now counts as a real card as opposed to a fake one. So you are slowing down your own strategy. It could still be worth it though if the nerubians end up giving enough value through the game.
I didn't understand anything about this card, but i think it's pretty cool. It does weird stuff. Most likely.
My comments refer mostly to the wild format.
Personally looking forward to building a control rogue that focuses around Nerubians. Im so sick of playing and seeing oil rogue that every time i see one or go to build a rogue deck, i dry heave until my stomach hurts.
People look at this and say wow rogues have no survivability, not useable. I however see rogue differently. They can stall and clear your board and screw you over in many different ways. Control will be a fun way to go and itll be hilarious when you start racking up nerubian threats.
I can't wait to physically witness the video of someone drawing all 3 immediately. Conversely, you could also play this and NEVER see a nerubian even in a prolonged control match. Still love the card for some reason and will definitely run with Burgle for shenannigans.
and that is why i run oracle and gang up :D
Just like it's demoralizing to drop Iron Juggernaut 2-3 times when there are only 5 cards left in their deck and 3 of them are mines, this will be similar... 4 cards left and 3 summon Nerubians. Evil chuckle.
As far as Vanish is concerned, I will be using the Nerubians for board control so hopefully I can kill them off before a big vanish.
Amazing delayed value fosho
This is 3x 4/4 for 3 statwise this is extremely powerful. It can fit into a realy slow control rogue, like anubarak. The point is control match is based around recources and those cards realy push rogues recources real hard. Also in my opinion people underestimate a 4/4 its actually not that easy to remove those eficantly.
This actualy has potential to be sleeper OP, but needs playtesting.