So basically, you get to remove three cards from the top of your deck. But those cards are going to matter, big time!
Any spells from within them will be cast immediatly, as tradition as a fast thing for Hero Cards. But if they're key minions or Gul'dan, fear not! Because you can reclaim them with your Hero Power.
To explain the name: The Rogue you are chasing fooled you by taking a "fake step" pretending to go one way but actually going to an other, making you temporarily confused and fatigued.
It serves to deny your opponent's next draw AND give him a fatigue headstart.
It's good tempo as you deny him a card
It's good defense since you can prevent a
combo
for a turn
It's good for mill rogue since you kickstart his fatigue
Warlock spell that has the double function of healing you and making your deck more consistence. It is comparable to
Forbidden Healing
in its flexibility expect it also burn cards. This is alright because warlock's healing is always special and double-edged, also removing small minions from your deck can be an upside by increasing your deck's consistency.
Note for people who saw this in the disc thread:
the card now only burns minions, as low-cost spells can often be valuable even in the late game.
So basically, you get to remove three cards from the top of your deck. But those cards are going to matter, big time!
Any spells from within them will be cast immediatly, as tradition as a fast thing for Hero Cards. But if they're key minions or Gul'dan, fear not! Because you can reclaim them with your Hero Power.
I want a new title, but Flux won't let me have one,
To explain the name: The Rogue you are chasing fooled you by taking a "fake step" pretending to go one way but actually going to an other, making you temporarily confused and fatigued.
It serves to deny your opponent's next draw AND give him a fatigue headstart.
For one, I thought the wordplay of "Disco Inferno" was fun enough to be used as "Disco Infernal."
Then I thought how hilarious it would be if this minion pops on the board followed by a perfect defile as the song plays.
So, there you have it.
My Entry for this week's Card Design Competition - Season 8.16:
first time doing this
Edit: Made it neutral. Don't know what I was thinking keeping it for Rogue.
Warlock spell that has the double function of healing you and making your deck more consistence. It is comparable to Forbidden Healing in its flexibility expect it also burn cards. This is alright because warlock's healing is always special and double-edged, also removing small minions from your deck can be an upside by increasing your deck's consistency.
Note for people who saw this in the disc thread: the card now only burns minions, as low-cost spells can often be valuable even in the late game.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
If it's a key card, keep Mind Disturber alive or use Silence , Spellbreaker to "kill" the card. If it's a useless card, let it die or make more copies with Mirage Caller , Vivid Nightmare . Also, if you stole a Treachery or your opponent use a Shadow Madness , this card would be more interesting.
Love the tribes.
More flavour for the resurrect theme with more risk than it ever had in Big Priest for example.
I always thought rogues needed real theft, not copying.
Might be difficult to balance, but i feel like this competition fits the warlock self punishment theme.