You mean like quarter-almost-viable in 1/10 of games?
No, semi-viable as in the sense that it does work in principle, but is still a bit too unsuitable in the meta and doesn't have the best matchup win-ratio compared to more overpowered decks like patron warrior, handlock etc.
That is of course, if you constructed and can play your deck well. Since it is a harder to play deck than most, inexperienced and ill-versed players (or players who are uncomfortable with the playstyle of it) tend to think it can only work in 1/10 of games, while it can work in 4-5/10 of games.
Ok but the sad truth is if you don't draw Coldlights early enough you're screwed...
And even if you draw it but got matched with an aggro deck - screwed. Tempo deck with curve high value minions - yup you're screwed.
2 cards as a win condition in half the matchups are not good enough.
Well... as I said, I admit mill rogue is not viable. I told it is semi-viable.
Also, versus aggro rogue has other tools to keep the board in check. Most of the combo cards allow for cheap pest control options. The matchup is bad, but not as bad you make it out to be. Some cards in mill rogue's arsenal are great versus aggro, and it is somewhat possible to beat them in the traditional tempo style.
Also, there needs to be more than coldlights for card draw, to maintain consistency. Maybe the version you played was not very optimized, or you were not very comfortable with the deck's playstyle? It is not a very consistent deck yet, but more good mill rogue cards are released and the better the deck will be. This card is definitely a good addition, because it gives tempo in later turns; it is especially helpful versus aggro too!
That's my point: Not viable -> gimmick -> semi-viable -> viable -> meta dominating
Sometimes decks take a huge jump, sometimes they slowly progress, as more cards get added. This is a step in the positive direction for mill rogue.
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's like Iron Juggernaut with its Burrowing Mine. 3 copies of Ambush are shuffled into your opponent's deck. When your opponent draws Ambush, a 4/4 Nerubian spawns on your side of the field, the Ambush card is destroyed, and then your opponent draws another card. Basically you're getting 3 4/4s that only come out, one by one, after random periods of time. You can speed up the process with Coldlight Oracle and such, but it also discourages your opponent from using their own card draw, for fear of handing out free Nerubians.
Ah, I was under the impression that your opponent could choose to cast it. I actually haven't seen the Ambush card itself so I didn't really get it. I thought it was more of a useless card to clutter your opponent's hand. Well that makes more sense. It'll probably use some tiny spider animations and disintegrate when drawn.
Mill rogue may not be tier 1 material, and it has some bad matchups, but it can win without ever drawing a coldlight. Just like Patron would be at a disadvantage if both Warsongs were at the bottom of the deck... just the luck of the draw sometimes. Against aggro, it has to just change it's strategy, ganging up Deathlord and Healbot and shadowstepping both of them can really wreck a hunter.
Control Rogue: Now a thing. Beneath the Grounds provides you board presence while you sit back and focus on clearing the opponent's board to stall and wait until you can start pumping out value from Anub'arak. The arachnophobia is real.
Just, no. I mean, yeah i think Beneath the Grounds just gives so much value, but Anub'arak will rarely see play imho, since it costs 9 mana and it's way too slow EVEN for a Control Rogue. Wasting an entire turn to drop and 8/4 that does nothing the moment it comes to play, seems pretty bad for me.
Back on the card, if you can somehow survive until this card starts droppin' dem' Nerubians, then i think it might see some play, but it's hard to see exactly what deck will be fitting to host this card.
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's like Iron Juggernaut with its Burrowing Mine. 3 copies of Ambush are shuffled into your opponent's deck. When your opponent draws Ambush, a 4/4 Nerubian spawns on your side of the field, the Ambush card is destroyed, and then your opponent draws another card. Basically you're getting 3 4/4s that only come out, one by one, after random periods of time. You can speed up the process with Coldlight Oracle and such, but it also discourages your opponent from using their own card draw, for fear of handing out free Nerubians.
Now I get it. Not that bad after all. I misred the card. ^^
I'm not a massive rogue fan but this card will definitely see play in mill rogue and maybe in Tinkers Rogue.
Why would it see play in mill rogue ? Just because you're guaranteed to get the 12/12 total body ? I'm not sure mill deck have room for this, even if you're guaranteed to draw the nerubians it's still very inconsistent and random and you'd have to remove important cards from your deck. And you're not even guaranteed to draw those 4/4 if you actually MILL the opponent, you'll mill the ambushes and protect its other cards.
I can see the argument for oil rogue, that makes sense but i'm not sure either.
I'm not a massive rogue fan but this card will definitely see play in mill rogue and maybe in Tinkers Rogue.
Why would it see play in mill rogue ? Just because you're guaranteed to get the 12/12 total body ? I'm not sure mill deck have room for this, even if you're guaranteed to draw the nerubians it's still very inconsistent and random and you'd have to remove important cards from your deck. And you're not even guaranteed to draw those 4/4 if you actually MILL the opponent, you'll mill the ambushes and protect its other cards.
I can see the argument for oil rogue, that makes sense but i'm not sure either.
It's going to be huge in mill, for a few reasons. In my own deck, I'm cutting 2x Dancing Swords to get 6 4/4's shuffled into the opponent's deck that will be summoned randomly for free. It's a no brainer and it doesn't increase their deck size. This will fill the downtime in a mill deck with 4/4's that we can clear the board with.
Also, this card is very situational. Much like Dancing Swords, it's good played early, but even better played late. In a close matchup, if your opponent is just hitting fatigue, casting this will cause them to put 3-6 4/4's on your board on one turn. That's absolutely brutal and is a second win condition if you don't have coldlights in hand to burst them down.
As far as burning the Ambushes, even if you burn 2-3 out of 6 in worst case, you are still getting value. In mill, you rarely burn more than 2-3 cards in one coldlight run, so I think the benefit outweighs the risk by a huge margin.
This could fit nicely in a cancer aggro version of mill rogue. Imagine vanishing their whole board then coldlighting the rest of their deck for like 6 nerubians
Ambush is obviously like Burrowing Mine, when you draw the card it's destroyed, a 4/4 is summoned and a new card is drawn. I don't see the confusing bit.
well to be honest this card is amazing :P i disenchanted every rogue card i had before seeing this :P but ok even if control rogue becomes a thing, i think other classes like druid warrior and paladin are still better.
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No, semi-viable as in the sense that it does work in principle, but is still a bit too unsuitable in the meta and doesn't have the best matchup win-ratio compared to more overpowered decks like patron warrior, handlock etc.
That is of course, if you constructed and can play your deck well. Since it is a harder to play deck than most, inexperienced and ill-versed players (or players who are uncomfortable with the playstyle of it) tend to think it can only work in 1/10 of games, while it can work in 4-5/10 of games.
Indeed it can! Milling is a strat that is frustrating to play against and satisfying to play with. :)
Well... as I said, I admit mill rogue is not viable. I told it is semi-viable.
Also, versus aggro rogue has other tools to keep the board in check. Most of the combo cards allow for cheap pest control options. The matchup is bad, but not as bad you make it out to be. Some cards in mill rogue's arsenal are great versus aggro, and it is somewhat possible to beat them in the traditional tempo style.
Also, there needs to be more than coldlights for card draw, to maintain consistency. Maybe the version you played was not very optimized, or you were not very comfortable with the deck's playstyle? It is not a very consistent deck yet, but more good mill rogue cards are released and the better the deck will be. This card is definitely a good addition, because it gives tempo in later turns; it is especially helpful versus aggro too!
That's my point: Not viable -> gimmick -> semi-viable -> viable -> meta dominating
Sometimes decks take a huge jump, sometimes they slowly progress, as more cards get added. This is a step in the positive direction for mill rogue.
Guys, I found the actual Ambush card! Look!
Frankly, these last few days I see so many miracle rogues/ priests/ mages/ warriors that I'd consider running 2x this card even without milling.
First post. Seems legit.
◥·̆◤TO ARMS TOTEMS!◥·̆◤
It's like Iron Juggernaut with its Burrowing Mine. 3 copies of Ambush are shuffled into your opponent's deck. When your opponent draws Ambush, a 4/4 Nerubian spawns on your side of the field, the Ambush card is destroyed, and then your opponent draws another card. Basically you're getting 3 4/4s that only come out, one by one, after random periods of time. You can speed up the process with Coldlight Oracle and such, but it also discourages your opponent from using their own card draw, for fear of handing out free Nerubians.
Rawr I'm a dinosaur
Ah, I was under the impression that your opponent could choose to cast it. I actually haven't seen the Ambush card itself so I didn't really get it. I thought it was more of a useless card to clutter your opponent's hand. Well that makes more sense. It'll probably use some tiny spider animations and disintegrate when drawn.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Mill rogue may not be tier 1 material, and it has some bad matchups, but it can win without ever drawing a coldlight. Just like Patron would be at a disadvantage if both Warsongs were at the bottom of the deck... just the luck of the draw sometimes. Against aggro, it has to just change it's strategy, ganging up Deathlord and Healbot and shadowstepping both of them can really wreck a hunter.
Just, no. I mean, yeah i think Beneath the Grounds just gives so much value, but Anub'arak will rarely see play imho, since it costs 9 mana and it's way too slow EVEN for a Control Rogue. Wasting an entire turn to drop and 8/4 that does nothing the moment it comes to play, seems pretty bad for me.
Back on the card, if you can somehow survive until this card starts droppin' dem' Nerubians, then i think it might see some play, but it's hard to see exactly what deck will be fitting to host this card.
Now I get it. Not that bad after all. I misred the card. ^^
Why would it see play in mill rogue ? Just because you're guaranteed to get the 12/12 total body ? I'm not sure mill deck have room for this, even if you're guaranteed to draw the nerubians it's still very inconsistent and random and you'd have to remove important cards from your deck. And you're not even guaranteed to draw those 4/4 if you actually MILL the opponent, you'll mill the ambushes and protect its other cards.
I can see the argument for oil rogue, that makes sense but i'm not sure either.
It's going to be huge in mill, for a few reasons. In my own deck, I'm cutting 2x Dancing Swords to get 6 4/4's shuffled into the opponent's deck that will be summoned randomly for free. It's a no brainer and it doesn't increase their deck size. This will fill the downtime in a mill deck with 4/4's that we can clear the board with.
Also, this card is very situational. Much like Dancing Swords, it's good played early, but even better played late. In a close matchup, if your opponent is just hitting fatigue, casting this will cause them to put 3-6 4/4's on your board on one turn. That's absolutely brutal and is a second win condition if you don't have coldlights in hand to burst them down.
As far as burning the Ambushes, even if you burn 2-3 out of 6 in worst case, you are still getting value. In mill, you rarely burn more than 2-3 cards in one coldlight run, so I think the benefit outweighs the risk by a huge margin.
Yes, but fatigue will start at 1, as is the case with Malorne returning to your own deck.
There is a lot of steak here...
This could fit nicely in a cancer aggro version of mill rogue. Imagine vanishing their whole board then coldlighting the rest of their deck for like 6 nerubians
thats a fake, its from a fan made card site
Not a true card reveal if they dont post its actual effect card (like Burrowing mine). This is the most confusing card I've seen.
from what i gather is basically a burrowing mine like card that said "summons a 4/4 nerubian onto your opponent's battlefield, draw a card."
thats what i gather from twitter and reddit.
Ambush is obviously like Burrowing Mine, when you draw the card it's destroyed, a 4/4 is summoned and a new card is drawn. I don't see the confusing bit.
well to be honest this card is amazing :P i disenchanted every rogue card i had before seeing this :P but ok even if control rogue becomes a thing, i think other classes like druid warrior and paladin are still better.