You can trade it whenever you want to, so you have (to some degree) controll over the effect. And if there is nothing to trade it with, then you are all good because you have board control!
I think this is a bad card in constructed, it needs to survive to make something happen(unless you have 10 mana), I mean you can play Dr.Boom for 5 next turn ,but this card does not stop Aggro, Control decks are not afraid of it either.
Dayum, they really are pressing hard on the power creep. this card is objectively better than Aviana, since you can play it much earlier, have the same usual impact on turn 10 and play 2 copies for consistency. Another fact to the TGT Failure List i guess..
@Trolldar The "dies to removal" argument is overrated and overused. Chrommagus, Confessor Paletress, Doomsayer, Antonidas, (to some extent) also need to survive a turn to make something happen but would you straight up label them as bad constructed cards?
Druid can play this on turn 8 (and even earlier if theyve played Wild Growth or Darnassus Aspirant) and innervate any high cost legendary minion enabling pottential massive tempo swings (Nefarian, Ysera, Cenarius or even Kel'Thuzad) to win the game then and there.
The only card we can compare Naga Sea Witch with is Aviana, the Sea Wich is better IMO because a 5/5 on turn 5 is not a bad play in itself while a 5/5 on turn 9 is not.
Actually as long as you innervate BEFORE playing the card it works perfectly fine (so long as you have less than 8 mana crystals)
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“My armor is like tenfold shields, my teeth are swords, my claws spears, the shock of my tail a thunderbolt, my wings a hurricane, and my breath death!” - Smaug
@Trolldar The "dies to removal" argument is overrated and overused. Chrommagus, Confessor Paletress, Doomsayer, Antonidas, (to some extent) also need to survive a turn to make something happen but would you straight up label them as bad constructed cards?
Druid can play this on turn 8 (and even earlier if theyve played Wild Growth or Darnassus Aspirant) and innervate any high cost legendary minion enabling pottential massive tempo swings (Nefarian, Ysera, Cenarius or even Kel'Thuzad) to win the game then and there.
The only card we can compare Naga Sea Witch with is Aviana, the Sea Wich is better IMO because a 5/5 on turn 5 is not a bad play in itself while a 5/5 on turn 9 is not.
Dies to board clear , overextends into board clear . Lightbomb, Equality and Brawl are widely used and if use her and play another high drop,there is a high chance to overextend to boardclear.
In the random mana cost tavern brawl, giants were a random cost and then had their discount applied, meaning they were almost always free. I would be very surprised if blizzard changed the mechanic on this card from the brawl one, especially since they use brawls to test card concepts, and all the quirks of the summoning stone (prep making your cheaper spell create a cheaper minion instead of its real cost) seem to have all carried over from its brawl.
So do we know yet what happens if you have the Naga Sea Witch and Aviana on the board together? Can I play the Witch on turn 5, then play Aviana + e.g. Ancient of War on turn 6?
Naga Sea Witch is Soooooooooooooooooo goooooooooooooooooood
If play on curve by itself, the Stat 5/5/5 is very strong, competing with Loatheb stat. The fear of rolling out big threat early will bait hard removal and silence, most of the time leaving their own board empty or with low mana minion that is easy to be deal with.
It really shine on turn 10, Seawitch + Any big threat can cause opponent to rethink their plan unless they have lethal.
I think the problem with this card is that no one wants to build around it in fear of getting bad opening hands.
If you draw it alone, you can't play it until you have something worth playing it with.
If you have a 10 worth playing it with in your hand, you are sitting with 2 dead cards until turn 5 and then 6. Or, you have to wait until turn 10 to play them both... I have not tested it myself, but I have a feeling it is a very hard card to build around thus perventing people from experimenting.
I have not seen one played in ranked since it was released (or in casual for that matter which I play a bit on the train)
People are really sleeping on this one. Turn 6 Ysera/nefarian/tirion is going to be the new complaints showing up on forums.
Wait, can I play this on turn 5 with 25 health and then DROP A Molten Giant FOR ZERO??
I'd assume that all cards cost 5, including giant cards that would normally have a different cost depending on health/cards in hand/etc.
turn 6 varian incoming :P
What if.. You play this.. It's suvives.. You play boom and then kill this?.. You just "coined" boom.
I think you should be able to trade this when necessary. So this card is actually crazy
You can trade it whenever you want to, so you have (to some degree) controll over the effect.
And if there is nothing to trade it with, then you are all good because you have board control!
I see a lot of potential here.
Release the Kraken!
I think this is a bad card in constructed, it needs to survive to make something happen(unless you have 10 mana), I mean you can play Dr.Boom for 5 next turn ,but this card does not stop Aggro, Control decks are not afraid of it either.
Dayum, they really are pressing hard on the power creep. this card is objectively better than Aviana, since you can play it much earlier, have the same usual impact on turn 10 and play 2 copies for consistency. Another fact to the TGT Failure List i guess..
@Trolldar The "dies to removal" argument is overrated and overused. Chrommagus, Confessor Paletress, Doomsayer, Antonidas, (to some extent) also need to survive a turn to make something happen but would you straight up label them as bad constructed cards?
Druid can play this on turn 8 (and even earlier if theyve played Wild Growth or Darnassus Aspirant) and innervate any high cost legendary minion enabling pottential massive tempo swings (Nefarian, Ysera, Cenarius or even Kel'Thuzad) to win the game then and there.
The only card we can compare Naga Sea Witch with is Aviana, the Sea Wich is better IMO because a 5/5 on turn 5 is not a bad play in itself while a 5/5 on turn 9 is not.
Not exactly, with Naga Sea Witch you can't have crazy OTK turns with Malygos and Moonfires. ;P
Should be easily testable with Aviana even now, but I agree that it's unlikely it would work.
Actually as long as you innervate BEFORE playing the card it works perfectly fine (so long as you have less than 8 mana crystals)
“My armor is like tenfold shields, my teeth are swords, my claws spears, the shock of my tail a thunderbolt, my wings a hurricane, and my breath death!” - Smaug
In the random mana cost tavern brawl, giants were a random cost and then had their discount applied, meaning they were almost always free. I would be very surprised if blizzard changed the mechanic on this card from the brawl one, especially since they use brawls to test card concepts, and all the quirks of the summoning stone (prep making your cheaper spell create a cheaper minion instead of its real cost) seem to have all carried over from its brawl.
Really looking forward to this card!
So do we know yet what happens if you have the Naga Sea Witch and Aviana on the board together? Can I play the Witch on turn 5, then play Aviana + e.g. Ancient of War on turn 6?
Has anyone been able to make this card work yet? I've been trying all morning and I just can't figure it out.
Building Quirky Decks Every Week, Loving Life at Rank 15!
Naga Sea Witch is Soooooooooooooooooo goooooooooooooooooood
If play on curve by itself, the Stat 5/5/5 is very strong, competing with Loatheb stat. The fear of rolling out big threat early will bait hard removal and silence, most of the time leaving their own board empty or with low mana minion that is easy to be deal with.
It really shine on turn 10, Seawitch + Any big threat can cause opponent to rethink their plan unless they have lethal.
I think the problem with this card is that no one wants to build around it in fear of getting bad opening hands.
If you draw it alone, you can't play it until you have something worth playing it with.
If you have a 10 worth playing it with in your hand, you are sitting with 2 dead cards until turn 5 and then 6. Or, you have to wait until turn 10 to play them both... I have not tested it myself, but I have a feeling it is a very hard card to build around thus perventing people from experimenting.
I have not seen one played in ranked since it was released (or in casual for that matter which I play a bit on the train)
Nightblade Argent Lance Flame Imp
Argent Watchman Argent Squire Frost Giant
Aviana Hogger Snipe Sea Giant