actually i would like this as a control player to be honest, a 4/4 that appears randomly from nowhere is a pain to deal with to be honest......
this can also fit nicely into an aggro rogue probably, as long as your provide the pressure, you can force your opponent to dig deeper as well for answers to your pressure.
actually i would like this as a control player to be honest, a 4/4 that appears randomly from nowhere is a pain to deal with to be honest......
this can also fit nicely into an aggro rogue probably, as long as your provide the pressure, you can force your opponent to dig deeper as well for answers to your pressure.
I mean in theory yes it is a pain to deal with but as a control player when would you find time to play this, you know. I mean by turn 5 I want the board and have things that can trade and get value and if you want the most out of this card you play it later in the mid game when the opponent is looking for tools and lower on cards. But if you want to be dropping threats and cleaning the board; then, when and why would you play this card, when it does none of that.
As an aggro deck you want to deal damage as fast as possible and gain control of the early board thats it. This card offers none of that as well.
But as a tempo deck you can weave this in when you feel you may need to get more things on the board and are more likely to be in the mid to late game looking for more pressure then an aggro deck or control deck. Pressure to me is not the same a threat; look at zoo as many of the cards by themselves are not scary but its that flood and continuous dmg that is threatening.
Instead of considering the chances of getting the ambush, i decided to look at how much profit in mana is being received (details in this thread). I did end up making some assumptions, but the general pattern can be useful.
I think you guys are judging this card just as badly as you judged Gang Up, it's clearly designed as a kill condition for Fatigue Rogue where casting this on a Fatigued player forces them to chain draw into Ambushes and summon three 4/4 Nerubians when they can no longer draw into any answers for them. Basically it lets Fatigue Rogue accelerate its clock beyond the Fatigue mechanic itself, and considering Burgle is essentially card advantage that creates cards instead of drawing them it seems pretty clear they were trying to encourage that archetype. I don't know whether or not this is a win more mechanic or not once you reach Fatigue, but considering you could gain incremental value at low deck totals with Coldlight Oracle and Shadowstep it could be an interesting way for that deck to build board presence.
I think they made this card to fill that turn 3 no drops in hand when one usually dagger faces for 1 then re-daggers. Id probs rather keep my turn 2 dagger and turn 3 play this instead.. assuming it was in hand.
this is what i am running now, i played 3 games of ladder with this and beneath the grounds perform better than expected once my opponent are like 4 or 5 turns in......
Ok just had a game of mill rogue vs midrange hunter. Wow is all I can say. So, so great in aggro matchups. You aren't usually going to mill them anyway, so BtG fits perfectly... feeding 4/4's to your board at a steady clip. He was forced to trade, and he conceded after all 6 came out. I ganged up healbot and coldlight and just took it easy. Most comfortable win against hunter with mill rogue, ever.
I will have to do more testing to see how to mulligan and play this against control... but it's here to stay, this is a mill staple.
even better than i dreamed. awesome awesome card. rogues every where are rejoicing ^_^ gg bliz i like this one a lot. TGT has been none stop fun so far.
I just changed The Black Knight for Bolf Ramshield for more survivability, to carry games to the late game) just to try both BtG and Burgle. And I must say - I'm pretty dissapointed, especially with with BtG. It looks so cool on paper, yet even though I played it in almost every game - I got Nerubian ONCE. I know rng is really important in this case, but seriously, I played like 6-7 games and it trigger only once? And against pally we got to situation where we had 4-5 cards left in both our decks, and still it didn't activate.
I can't see it working in the ladder. You might get really lucky and get 3 x 4/4 in a row, but you might not either. Burgle is practically useless too, but I'll write about it in proper thread.
Damn, I had so much hope for this card :(
Man, that seems pretty disappointing. Maybe it can only be built around :/ like 2 Burgle and 2 BtG as secondary core and I am testing both of them as well :/
Deathlords are really good against aggro and mill too. I would replace the zombie chows. Cool list though, I dont have the BtGs yet but my guess is mill rogue is a very strong viable deck!
yeah i end up switching out for deathlords as well....
one thing i learn is not to drop it against druids or warriors
actually i would like this as a control player to be honest, a 4/4 that appears randomly from nowhere is a pain to deal with to be honest......
this can also fit nicely into an aggro rogue probably, as long as your provide the pressure, you can force your opponent to dig deeper as well for answers to your pressure.
I mean in theory yes it is a pain to deal with but as a control player when would you find time to play this, you know. I mean by turn 5 I want the board and have things that can trade and get value and if you want the most out of this card you play it later in the mid game when the opponent is looking for tools and lower on cards. But if you want to be dropping threats and cleaning the board; then, when and why would you play this card, when it does none of that.
As an aggro deck you want to deal damage as fast as possible and gain control of the early board thats it. This card offers none of that as well.
But as a tempo deck you can weave this in when you feel you may need to get more things on the board and are more likely to be in the mid to late game looking for more pressure then an aggro deck or control deck. Pressure to me is not the same a threat; look at zoo as many of the cards by themselves are not scary but its that flood and continuous dmg that is threatening.
Instead of considering the chances of getting the ambush, i decided to look at how much profit in mana is being received (details in this thread). I did end up making some assumptions, but the general pattern can be useful.
I think you guys are judging this card just as badly as you judged Gang Up, it's clearly designed as a kill condition for Fatigue Rogue where casting this on a Fatigued player forces them to chain draw into Ambushes and summon three 4/4 Nerubians when they can no longer draw into any answers for them. Basically it lets Fatigue Rogue accelerate its clock beyond the Fatigue mechanic itself, and considering Burgle is essentially card advantage that creates cards instead of drawing them it seems pretty clear they were trying to encourage that archetype. I don't know whether or not this is a win more mechanic or not once you reach Fatigue, but considering you could gain incremental value at low deck totals with Coldlight Oracle and Shadowstep it could be an interesting way for that deck to build board presence.
Hardly anyone rates this card as bad.
It's just situational good, lacking consistence in our minds yet, but I'll be more than happy to see new archetype in rogue arsenal.
Or use it to create a rogue control deck. I'd love to play with that...
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
I think they made this card to fill that turn 3 no drops in hand when one usually dagger faces for 1 then re-daggers. Id probs rather keep my turn 2 dagger and turn 3 play this instead.. assuming it was in hand.
this is what i am running now, i played 3 games of ladder with this and beneath the grounds perform better than expected once my opponent are like 4 or 5 turns in......
Ok just had a game of mill rogue vs midrange hunter. Wow is all I can say. So, so great in aggro matchups. You aren't usually going to mill them anyway, so BtG fits perfectly... feeding 4/4's to your board at a steady clip. He was forced to trade, and he conceded after all 6 came out. I ganged up healbot and coldlight and just took it easy. Most comfortable win against hunter with mill rogue, ever.
I will have to do more testing to see how to mulligan and play this against control... but it's here to stay, this is a mill staple.
This is great. This and Burgle won me this game with my milling deck without even having to draw a murloc ^^
even better than i dreamed. awesome awesome card. rogues every where are rejoicing ^_^ gg bliz i like this one a lot. TGT has been none stop fun so far.
If you can't beat them, join them
Man, that seems pretty disappointing. Maybe it can only be built around :/ like 2 Burgle and 2 BtG as secondary core and I am testing both of them as well :/
This is a well designed card. Pretty cool, pretty cool.
So if I dont get it you propose I craft it x2?
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
For people saying they were unlucky with this card, here's an example showing it can also be pretty lucky ;)
yeah i end up switching out for deathlords as well....
one thing i learn is not to drop it against druids or warriors
hm guys, if Ambush was dissapeared Nerubians also spawn or?
btw u forgout about Ambush in database
I'm sorry, but what?
If it's burned while milling. No, they don't spawn if it's burned.
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oh yeah its obvious
thx anyway for answer