Insane in zoo but your hero power gets destroyed which is a huge loss but you may have spotted the Sir Finley Mrrgglton Combo with this card but only in wild.
I think this is a bit too all-or-nothing. Your opponent hard-removes it using Hex? Then you're fucked. They don't have it? You pretty much win. It's like going YOLO with Edwin Vancleef, except with the Edwin play you lose your entire hand, and this you lose something which you can get back with a single, 1 mana card - besides, that downside probably won't come into play until at least turn 5. The tempo value is off the charts.
Basically, I think it's OP. Just because a certain combo is wild-only doesn't mean you can just disregard it.
for all of you saying op a 4 mana 7/7 with no drawback isnt better than this.
It's way stronger than Faceless. It comes down 2 turns earlier with only 1 less attack, and only a long term downside that won't even effect you until way later. Faceless's downside, on the other hand, is immediate and actually pretty substantial.
Your hero power isn't that much of a boon to have losing it be worth 4 mana. Most heropowers are 0 mana effects that are two mana (Fireblast, Moonfire). The warlock hero power is worth a little more but it's not worth a 2 mana 6/7
I personally don't think a 6/7 that you can play on Turn 2 should ever be in Hearthstone. That is simply too powerful, and it can basically win the game if they can't kill it.
The idea of destroying your hero power is interesting, but this card is not. Everybody already bitches about too much aggro in hearthstone. This card is an all in aggro card, and is going to win a crazy number of the games if you start with it in your hand.
Instead of putting a huge body on it, put a tiny body with an interesting effect like: 2 mana 1/1, destroy your hero power and give all creatures in your deck (not hand) +1/+1 or reduce the cost of all cards in your deck by 1.
I like the idea of replacing/destroying the Warlock Hero Power, mostly because in the late game it becomes useless. Jaraxxus fills this niche currently, but I wouldn't mind seeing an alternative. But the key is that it should be a late game card, not an early game agro effect.
Maybe a 6 mana 10/10 or a 10 mana 12/15? Something along those lines. Life Tap is so good, any early game trade off would need to be so huge to tempt me to destroy it turn 2.
On the other hand, the Warlock Hero Power is kind of weak in arena, where you can't really afford to tap more than 3 or 4 times. The card advantage isn't worth the tempo loss, without knowing you can count on big tempo swings later, like a constructed deck has. Warlock could use something like Dinomancy for the arena.
Insane in zoo but your hero power gets destroyed which is a huge loss but you may have spotted the Sir Finley Mrrgglton Combo with this card but only in wild.
I think this is a bit too all-or-nothing. Your opponent hard-removes it using Hex? Then you're fucked. They don't have it? You pretty much win. It's like going YOLO with Edwin Vancleef, except with the Edwin play you lose your entire hand, and this you lose something which you can get back with a single, 1 mana card - besides, that downside probably won't come into play until at least turn 5. The tempo value is off the charts.
Basically, I think it's OP. Just because a certain combo is wild-only doesn't mean you can just disregard it.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Way overpowered.
The only cancer in Hearthstone is its community.
for all of you saying op a 4 mana 7/7 with no drawback isnt better than this.
Make it 4 mana and 7/7 and you have a deal ;)
Why Rogue is my favourite class:
My submission for this week's card design competition.
would a 5/7 be little less op besides your still getting your hero power destroyed.
Your hero power isn't that much of a boon to have losing it be worth 4 mana. Most heropowers are 0 mana effects that are two mana (Fireblast, Moonfire). The warlock hero power is worth a little more but it's not worth a 2 mana 6/7
Meow
I personally don't think a 6/7 that you can play on Turn 2 should ever be in Hearthstone. That is simply too powerful, and it can basically win the game if they can't kill it.
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btw. Finley works only on standard hero powers. I´d assume that it would not trigger in the current wording.
The idea of destroying your hero power is interesting, but this card is not. Everybody already bitches about too much aggro in hearthstone. This card is an all in aggro card, and is going to win a crazy number of the games if you start with it in your hand.
Instead of putting a huge body on it, put a tiny body with an interesting effect like: 2 mana 1/1, destroy your hero power and give all creatures in your deck (not hand) +1/+1 or reduce the cost of all cards in your deck by 1.
I like the idea of replacing/destroying the Warlock Hero Power, mostly because in the late game it becomes useless. Jaraxxus fills this niche currently, but I wouldn't mind seeing an alternative. But the key is that it should be a late game card, not an early game agro effect.
Maybe a 6 mana 10/10 or a 10 mana 12/15? Something along those lines. Life Tap is so good, any early game trade off would need to be so huge to tempt me to destroy it turn 2.
On the other hand, the Warlock Hero Power is kind of weak in arena, where you can't really afford to tap more than 3 or 4 times. The card advantage isn't worth the tempo loss, without knowing you can count on big tempo swings later, like a constructed deck has. Warlock could use something like Dinomancy for the arena.
you mean 6 mana 10/10 with battlecry destroy your hero power ?