In my opinion, after thinking it through and seeing it on a user named Guile's paladin deck, i feel like Doomsayer is a key anti aggro card, and even in late game situations playing one or both effectively stalls the game or baits out hard removal. Since turn 2 on an aggro deck will struggle to deal 7 damage without the perfect storm of cards (and it will cost them a discard thanks to soulfire, which could be something like a warleader), at best it kills all momentum they are trying to gain, and at worst it spares you an entire turn as you get closer to turn 4, which i feel like is where control decks get their footing back again. Sen'jin, Swipe, Hammer, Equality + Pyromancer, Truesilver, Consecrate, lightning storm (okay that was turn 3, even more reason for Doomsayer in a control deck)
if you're not facing aggro, in a later situation, one could play one or both of them to guarantee a board wipe, or heavily occupy your opponent, and maybe bait out the removal you're trying to dodge.
Is it my correct assumption, in that Doomsayer can have a strong place as a one or, or even two of in most control decks as a board wipe and as a way of forcing the game to go slower? (Of course, Mage has the strongest Doomsayer synergy, with their aoe freezes, though even shaman's doomsayer might have "9" health if there's a taunt totem)
Doomsayer is a good card, but it's gimmicky in most situations if you're playing it to clear the board. I think he's better seen as a 2 mana stall the board, because whenever you play it, your opponent does one of the following:
1- Remove it with all his minions. That's okay, it depends on your deck. If you're more confident in the late game against an early game aggression, you just got an extra turn, and that's never bad.
2- Remove it with a silence. That's almost always a bad result for you, unless you can still make it to the lategame and one less silence for your opponent is good for one of your bigger threats.
3- Go for your face and don't play any minions. That's okay, at least he'll lose his board next turn, giving you some more time to establish your own.
I don't think he's the answer to aggro, I think he's an interesting stall card. Would never count on him clearing the board, unless you're playing Frost Nova with it. Then even if he's silenced, at least you got the stall effect and forced a silence from your opponent.
I agree with DKMR_Ihmo - if I'm playing agro, Doomsayer is rarely more than a 1 turn stall.
If Doomsayer is the only card on your side - I have two options: take him out (if I can) or swing for your face (if I can't). He's like AoE with a warning. Frustrating if I've just played a Legendary or used multiple buffs, but I try to keep a reserve of quick-deploying minions whenever I play agro because I know that AoE can happen.
If Doomsayer is not the only minion on your side of the board, I probably won't attack your minions unless I can take them all out. Instead, I'll use a silence or swing for the face.
(Oh, and if I have a weapon or secrets, I'll probably bring them into play if I've decided to go for your face. No reason to bring in creatures or waste buffs that I know are going to die).
As a specific application of doomsayer, i can see him having still really good applications against aggro. Even a 1 turn stall is absolutely critical, since i main paladin its an AoE thats available before turn 3 with coin. It's a card i'd have to play early on against control or not at all, maybe its a good answer for pagle since dealing 4 damage is usually very difficult until turn 3 coin truesilver (assuming they dont control any minion you put down)
late game doomsayer would be pretty bad, since you're highly unlikely to play creatures at the same time, a silence becomes utterly disastrous, you waste a turn just for baiting a silence.
With the evaluation of him after i think about what everyone has said, i think hes a playable card against aggro, a silence is painful, but many of my other turn 2 plays are pretty uninspiring and easy to remove. I run a single blessing of kings in my decks because at worst its like a 4 mana for 4 damage on top of a minion, and at best i use it against hunters to make the cheaper minions on my board more threatening without giving him more fuel for UTH, so in a perfect situation even a silenced doomsayer might become a pseudo silenced Ysera (a turn four 4-11 is possible)
i love the card, i'm thinking up ways to try and make it work against my biggest weakness, not gaining enough early control because they develop the board too well that by the time that truesilver and consecrate come up, its just too late
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In my opinion, after thinking it through and seeing it on a user named Guile's paladin deck, i feel like Doomsayer is a key anti aggro card, and even in late game situations playing one or both effectively stalls the game or baits out hard removal. Since turn 2 on an aggro deck will struggle to deal 7 damage without the perfect storm of cards (and it will cost them a discard thanks to soulfire, which could be something like a warleader), at best it kills all momentum they are trying to gain, and at worst it spares you an entire turn as you get closer to turn 4, which i feel like is where control decks get their footing back again. Sen'jin, Swipe, Hammer, Equality + Pyromancer, Truesilver, Consecrate, lightning storm (okay that was turn 3, even more reason for Doomsayer in a control deck)
if you're not facing aggro, in a later situation, one could play one or both of them to guarantee a board wipe, or heavily occupy your opponent, and maybe bait out the removal you're trying to dodge.
Is it my correct assumption, in that Doomsayer can have a strong place as a one or, or even two of in most control decks as a board wipe and as a way of forcing the game to go slower? (Of course, Mage has the strongest Doomsayer synergy, with their aoe freezes, though even shaman's doomsayer might have "9" health if there's a taunt totem)
I don't remember: the Doomsayer dies too if he trigger his power?
...Too young to die, too drunk to live...
Yes, All minions (including him) will die.
I am a Hearthstone Noob
Ok thanks, too easy for Priest otherwise...
...Too young to die, too drunk to live...
Doomsayer is a good card, but it's gimmicky in most situations if you're playing it to clear the board. I think he's better seen as a 2 mana stall the board, because whenever you play it, your opponent does one of the following:
1- Remove it with all his minions. That's okay, it depends on your deck. If you're more confident in the late game against an early game aggression, you just got an extra turn, and that's never bad.
2- Remove it with a silence. That's almost always a bad result for you, unless you can still make it to the lategame and one less silence for your opponent is good for one of your bigger threats.
3- Go for your face and don't play any minions. That's okay, at least he'll lose his board next turn, giving you some more time to establish your own.
I don't think he's the answer to aggro, I think he's an interesting stall card. Would never count on him clearing the board, unless you're playing Frost Nova with it. Then even if he's silenced, at least you got the stall effect and forced a silence from your opponent.
I agree with DKMR_Ihmo - if I'm playing agro, Doomsayer is rarely more than a 1 turn stall.
If Doomsayer is the only card on your side - I have two options: take him out (if I can) or swing for your face (if I can't). He's like AoE with a warning. Frustrating if I've just played a Legendary or used multiple buffs, but I try to keep a reserve of quick-deploying minions whenever I play agro because I know that AoE can happen.
If Doomsayer is not the only minion on your side of the board, I probably won't attack your minions unless I can take them all out. Instead, I'll use a silence or swing for the face.
(Oh, and if I have a weapon or secrets, I'll probably bring them into play if I've decided to go for your face. No reason to bring in creatures or waste buffs that I know are going to die).
As a specific application of doomsayer, i can see him having still really good applications against aggro. Even a 1 turn stall is absolutely critical, since i main paladin its an AoE thats available before turn 3 with coin. It's a card i'd have to play early on against control or not at all, maybe its a good answer for pagle since dealing 4 damage is usually very difficult until turn 3 coin truesilver (assuming they dont control any minion you put down)
late game doomsayer would be pretty bad, since you're highly unlikely to play creatures at the same time, a silence becomes utterly disastrous, you waste a turn just for baiting a silence.
With the evaluation of him after i think about what everyone has said, i think hes a playable card against aggro, a silence is painful, but many of my other turn 2 plays are pretty uninspiring and easy to remove. I run a single blessing of kings in my decks because at worst its like a 4 mana for 4 damage on top of a minion, and at best i use it against hunters to make the cheaper minions on my board more threatening without giving him more fuel for UTH, so in a perfect situation even a silenced doomsayer might become a pseudo silenced Ysera (a turn four 4-11 is possible)
i love the card, i'm thinking up ways to try and make it work against my biggest weakness, not gaining enough early control because they develop the board too well that by the time that truesilver and consecrate come up, its just too late