Pretty trash, IMO. The only kind of deck you'd want this sort of effect in would be a control type deck, which is where the discard price will always be highest.
i m thinking midrange or zoo (for late game clear), you dont really want to lose that much resource in control
You can't afford to run something like this in zoo, IMO. Zoo is all about consistent curves and consistent tempo, and a 6 mana removal spell just tanks your consistency in both areas. Even a discard deck using Fist of Jaraxx, Succubus, and Doomguard (as awful as that would be) obviously tends toward the naturally aggressive, so this removal card wouldn't fit there either.
This card would fit in the kind of deck that is slow enough to need 6 mana spell removal but not slow enough that it doesn't worry about discarding resources...? I'm not sure such a thing could ever exist. It would take some cards with the same kind of mechanic as Fist of J but more control-esque, and even then, I think it'd still be bad given the random nature of discarding and the natural large hand size of a control style of play.
I don't think fist of jaraxxus is good enough to be run anywhere. You'd first have to discard it which is difficult/slow/random and then hit something good which is purely random.
Besides if you just wanna run dark bargain and fist of jaraxxus in zoo I doubt that a new name a lá "Discard Warlock" is needed.
I was thinking along the lines of a couple dragons in control warrior making it a dragon warrior, but yes. I definitely shouldn't have put it the way I did.
Well, it looks like maybe it could be useful on zoo(classic, not demon). You can build up a board and when you run out of cards, which is usually turn 5-6 then your can kill some pretty big 4-5 mana drops with this spells and maybe finish up the game. Does it work? Maybe, it'll have to be tested.
exactly ! how is discarding cards to give a guy +1/+1 better than just actually playing your cards without discarding them? Imagine discarding dr.boom just to give +1/+1 to that little shit
If your opponent has Molten Giant + Twilight Drake -- why would you discard a Leper Gnome and Nerubian egg to destroy them and give a friendly minion +2/+2?
Ridiculously overpriced. Discarding a card is not worth it unless you're getting a discount of at least 2 mana for it. Would you pay 10 mana to destroy two random enemy minions? Probably not.
With Doomguard, you can at least "cheat" its mana cost by either summoning it from a Voidcaller or curving into it with an empty hand as Zoo - and as Zoo, why would you run something like this for 6 mana if it's not even guaranteed to kill the stuff you want? Destroying a random enemy minion is worth about 3 mana, so the effect itself should cost about 7. Given that this is a Warlock card, 8 mana would've been the perfect fit for it - or 6 mana and discard one random card, but not two.
Zoo has absolutely no use for it and the discards are too devastating for a control deck. Unless you're playing it from an empty hand and destroying something like Ragnaros the Firelord AND Ysera in a single turn, there is absolutely no reason to run this card.
...effect should cost about 7. Given that this is a Warlock card, 8 mana...
What?????
Combining powerful effects like destroying two enemy minions usually results in the increased card cost, since you're spending only one card slot to deal with two big cards that your opponent has played - resulting in instant card advantage. Since Warlocks already have card advantage by default (because of their extremely good Hero Power), most of their cards need to be "slightly below average" (Darkbomb, Siphon Soul) so that they don't break the game and don't completely out-value other classes.
Granted, 8 mana for destroying two minions might've been an overstatement, but the slightly lowered "mana to value" ratio is necessary for Warlocks so that the class stays balanced and the card itself doesn't become an outright auto-include in every single control Warlock deck that exists.
Cards like this will only get better, we will see more fist of jaraxxus type of cards in the future. So far the mechanic is still terrible and not worth including in competitive decks. I wish the old Illidan was still a thing.. 7/7 both players discard 3 and draw 3
3 mana for destroy random enemy so 6 mana for destroy 2. Since that would require two cards to pull off with deadly shot lets imagine a card that was 6 mana destroy two minions and discard a card. This would be exactly the same for board and mana as two deadlies. If you're going to add another discard then soulfire and succubus show that discarding a card is worth about 1.5 mana so the card as it is should cost either 4 or 5 to be balanced. Probably 4 since, with only fist of juraxxus having discard synergy, there is no feasible deck to run this. It's either a rush deck that runs out of cards but for some reason carries a heavy removal card or a control deck with either not enough card synergy to care about losing them or a game plan that revolves around going top decking.
Exactly this, IMO. This card is one of the most self-defeating, inherently flawed cards that I've ever seen. There are so many layers to discovering just how bad, how less than viable this card is it's certainly an experiment in Ben Brode's learning the game through bad cards. Not entirely unlike all TGT warlock cards, but certainly standing uniquely above them (or below them, as the case may be).
Unless you only have 1 or 0 cards in your hand you actually gain a card disadvantage (3 for 2)
...except I wasn't talking about the actual card itself, but rather explaining why destroying two enemy minions at once is a big deal and should cost a lot of mana. I already said in my first comment why it should only discard one card, and not two as it does right now.
Unless you only have 1 or 0 cards in your hand you actually gain a card disadvantage (3 for 2)
...except I wasn't talking about the actual card itself, but rather explaining why destroying two enemy minions at once is a big deal and should cost a lot of mana. I already said in my first comment why it should only discard one card, and not two as it does right now.
Thing is though that the 2 minions you destroy is already something your opponent had invested mana into, the 2 cards you discard has not cost you any mana at all, so basically you are discaring a card to avoid paying the mana for something that traded with a big guy from your opponent, 1 card disadvantage for something like 5 mana, it's a pretty sweet deal actually, but of course, that requires this spell to hit 2 somewhat big minions, doesn't have to be 6+ cards both of them, but at least two 4 mana minions which would net you 2 mana for 1 discarded card, that's the same card advantage you get from your hero power, only it cost you 2 HP to make sure you deal with it immediately.
It's pretty fair actually, so that's why it wont see much play in constructed, it's not unfair enough.
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What is Hearthstone to you? A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
Thing is though that the 2 minions you destroy is already something your opponent had invested mana into, the 2 cards you discard has not cost you any mana at all, so basically you are discaring a card to avoid paying the mana for something that traded with a big guy from your opponent [...]
It's pretty fair actually, so that's why it wont see much play in constructed, it's not unfair enough.
Except being card efficient is a lot more important than being mana efficient - especially in Hearthstone.
Let's say that your opponent has an Emperor Thaurissan out, would you rather use double Lightning Bolt or a single Lava Burst to clear it? The first option is mana-efficient (and gives you less overload), but the second one is card-efficient, even though it costs slightly more - and when it comes to card efficiency, it's better to have more cards - meaning you'll have more options to deal with your opponent's cards in the future - than having less cards and less options in the long run. If you play this card and discard 2 others then you have to win the game in the next few turns or you'll eventually lose because you won't have enough cards to keep up with your opponent - and that's why this card is bad.
Anyway, that's it from me. You'll be able to playtest this card in about two weeks and see for yourself if it's bad or not.
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You can't afford to run something like this in zoo, IMO. Zoo is all about consistent curves and consistent tempo, and a 6 mana removal spell just tanks your consistency in both areas. Even a discard deck using Fist of Jaraxx, Succubus, and Doomguard (as awful as that would be) obviously tends toward the naturally aggressive, so this removal card wouldn't fit there either.
This card would fit in the kind of deck that is slow enough to need 6 mana spell removal but not slow enough that it doesn't worry about discarding resources...? I'm not sure such a thing could ever exist. It would take some cards with the same kind of mechanic as Fist of J but more control-esque, and even then, I think it'd still be bad given the random nature of discarding and the natural large hand size of a control style of play.
OP in top deck wars in arena
Only garbage for warlock.Im just sad.
I was thinking along the lines of a couple dragons in control warrior making it a dragon warrior, but yes. I definitely shouldn't have put it the way I did.
Rawr I'm a dinosaur
Might be okay, but even with this card I wouldn't use any of warlock's new discard synergies. Mechanic just seems bad.
Wilfred Fizzlebang sucks too unless you draw Jaraxxus or Mal'Ganis.
Current Deck -http://www.hearthpwn.com/decks/240420-army-paladin - Token Paladin
I'm just not a fan of discard mechanics. The effect is definitely powerful but the downsides can be crippling.
Well, it looks like maybe it could be useful on zoo(classic, not demon). You can build up a board and when you run out of cards, which is usually turn 5-6 then your can kill some pretty big 4-5 mana drops with this spells and maybe finish up the game. Does it work? Maybe, it'll have to be tested.
YouTube = Holyroberto
Twitch = Holyroberto
You are drunk, go home. Some of the other cards are fine but legendary sucks.
If your opponent has Molten Giant + Twilight Drake -- why would you discard a Leper Gnome and Nerubian egg to destroy them and give a friendly minion +2/+2?
You've got a great point.
Ridiculously overpriced. Discarding a card is not worth it unless you're getting a discount of at least 2 mana for it. Would you pay 10 mana to destroy two random enemy minions? Probably not.
With Doomguard, you can at least "cheat" its mana cost by either summoning it from a Voidcaller or curving into it with an empty hand as Zoo - and as Zoo, why would you run something like this for 6 mana if it's not even guaranteed to kill the stuff you want? Destroying a random enemy minion is worth about 3 mana, so the effect itself should cost about 7. Given that this is a Warlock card, 8 mana would've been the perfect fit for it - or 6 mana and discard one random card, but not two.
Zoo has absolutely no use for it and the discards are too devastating for a control deck. Unless you're playing it from an empty hand and destroying something like Ragnaros the Firelord AND Ysera in a single turn, there is absolutely no reason to run this card.
What?????
If the enemy only has one minion, are you prevented from playing this like with Multi-Shot or Cleave?
The curse of the unwanted sig space.
Combining powerful effects like destroying two enemy minions usually results in the increased card cost, since you're spending only one card slot to deal with two big cards that your opponent has played - resulting in instant card advantage. Since Warlocks already have card advantage by default (because of their extremely good Hero Power), most of their cards need to be "slightly below average" (Darkbomb, Siphon Soul) so that they don't break the game and don't completely out-value other classes.
Granted, 8 mana for destroying two minions might've been an overstatement, but the slightly lowered "mana to value" ratio is necessary for Warlocks so that the class stays balanced and the card itself doesn't become an outright auto-include in every single control Warlock deck that exists.
Cards like this will only get better, we will see more fist of jaraxxus type of cards in the future. So far the mechanic is still terrible and not worth including in competitive decks. I wish the old Illidan was still a thing.. 7/7 both players discard 3 and draw 3
Exactly this, IMO. This card is one of the most self-defeating, inherently flawed cards that I've ever seen. There are so many layers to discovering just how bad, how less than viable this card is it's certainly an experiment in Ben Brode's learning the game through bad cards. Not entirely unlike all TGT warlock cards, but certainly standing uniquely above them (or below them, as the case may be).
Zoo's anti-control card.
...except I wasn't talking about the actual card itself, but rather explaining why destroying two enemy minions at once is a big deal and should cost a lot of mana. I already said in my first comment why it should only discard one card, and not two as it does right now.
Thing is though that the 2 minions you destroy is already something your opponent had invested mana into, the 2 cards you discard has not cost you any mana at all, so basically you are discaring a card to avoid paying the mana for something that traded with a big guy from your opponent, 1 card disadvantage for something like 5 mana, it's a pretty sweet deal actually, but of course, that requires this spell to hit 2 somewhat big minions, doesn't have to be 6+ cards both of them, but at least two 4 mana minions which would net you 2 mana for 1 discarded card, that's the same card advantage you get from your hero power, only it cost you 2 HP to make sure you deal with it immediately.
It's pretty fair actually, so that's why it wont see much play in constructed, it's not unfair enough.
What is Hearthstone to you?
A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
Except being card efficient is a lot more important than being mana efficient - especially in Hearthstone.
Let's say that your opponent has an Emperor Thaurissan out, would you rather use double Lightning Bolt or a single Lava Burst to clear it? The first option is mana-efficient (and gives you less overload), but the second one is card-efficient, even though it costs slightly more - and when it comes to card efficiency, it's better to have more cards - meaning you'll have more options to deal with your opponent's cards in the future - than having less cards and less options in the long run. If you play this card and discard 2 others then you have to win the game in the next few turns or you'll eventually lose because you won't have enough cards to keep up with your opponent - and that's why this card is bad.
Anyway, that's it from me. You'll be able to playtest this card in about two weeks and see for yourself if it's bad or not.