For 2 mana, you add to your favorite fatigue warlock deck an instant board clear (
Twisting Nether
), a slower board clear (
Doomsayer
) and a card draw for both players (
Coldlight Oracle
). This is especially good in a slow meta to win the fatigue game while not slowing the game pace since
Coldlight Oracle
removes cards in both decks. Does nothing when you play it but only costs 2 mana. Similar to
Gang Up
.
There in no stupid question sir. The absolute control cards are more like a "I have bigger minions" than a win condition. Your so said win condition is to have an awnser to everything your opponent plays while he does not have an awnser to what minion you play. You then gain the control over the board, and when your opponent has exhausted his hand you go for face.
I'm having trouble too, either I lose before I can setup the quest or I am winning so bad that the quest doesn't help at all. I'll wait until the meta stabilizes and takea decision if the quest is good enough or not.
I believe that drawing cards will be more problematic since there will be no more Azure Drake, but with new minions such as Tortollan Forager and Bright-Eyed Scout, the problem should be solved.
As for Sylvanas Windrunner, there will be no card able to replace her. That said, no other deck will be able to pick her either. Everybody loses, so it's not that big of a deal.
Living Roots going out will not be a problem either since you can now start with the quest in your hand, assuring you have a turn 1 card to play.
I don't think Jade can benifit from that card, by the time that jade golems gets to 10 attack the game is already over. Jungle Giants is good for ramp druids exclusively imo.
This is the version I currently use. Note that Deathwing, Aviana and Kun are not in the deck recommandations, as they are all tricky cards to play. If you don't feel comfortable playing these, you can switch for Ooze, Nourish, Azure Drake and/or Second rate bruiser as they are all quite good in the current meta - or you could add some spicy legendaries of your choice!
I don't think it's that good. Since you will probably need to hero power to activate it, it's like a 4 cost 4/5 that takes 2 turns to activate. Of course, it can get value if buffed, but so can a lot of priest cards. My prediction is that this card will not see play because it's too slow to play on turn 2 and not strong enough to play later. I might be wrong though, there are still some cards that need to be revealed.
0
I’m a bit disappointed about the ancient being a 6/6 instead of a 5/5; all the other ancients printed are 5/5, it’s like having a treant being 3/3
0
If it works...
1
For 2 mana, you add to your favorite fatigue warlock deck an instant board clear ( Twisting Nether ), a slower board clear ( Doomsayer ) and a card draw for both players ( Coldlight Oracle ). This is especially good in a slow meta to win the fatigue game while not slowing the game pace since Coldlight Oracle removes cards in both decks. Does nothing when you play it but only costs 2 mana. Similar to Gang Up .
0
I haven't tried the quest lately, but I'll give it a try as soon as the new cards come out for sure!
0
;)
5
There in no stupid question sir. The absolute control cards are more like a "I have bigger minions" than a win condition. Your so said win condition is to have an awnser to everything your opponent plays while he does not have an awnser to what minion you play. You then gain the control over the board, and when your opponent has exhausted his hand you go for face.
0
I'm having trouble too, either I lose before I can setup the quest or I am winning so bad that the quest doesn't help at all. I'll wait until the meta stabilizes and takea decision if the quest is good enough or not.
0
I'll try her for sure!
0
I believe that drawing cards will be more problematic since there will be no more Azure Drake, but with new minions such as Tortollan Forager and Bright-Eyed Scout, the problem should be solved.
As for Sylvanas Windrunner, there will be no card able to replace her. That said, no other deck will be able to pick her either. Everybody loses, so it's not that big of a deal.
Living Roots going out will not be a problem either since you can now start with the quest in your hand, assuring you have a turn 1 card to play.
0
You should never put Hemet, Jungle Hunter with Jungle Giants, drawing Hemet, Jungle Hunter after Barnabus is played will destroy your whole deck so it becomes an unplayable card after the quest is finished.
0
I don't think Jade can benifit from that card, by the time that jade golems gets to 10 attack the game is already over. Jungle Giants is good for ramp druids exclusively imo.
0
This is the version I currently use. Note that Deathwing, Aviana and Kun are not in the deck recommandations, as they are all tricky cards to play. If you don't feel comfortable playing these, you can switch for Ooze, Nourish, Azure Drake and/or Second rate bruiser as they are all quite good in the current meta - or you could add some spicy legendaries of your choice!
2
Really buzy rn, but will do as soon as I have some free time!
1
She's cute
0
I don't think it's that good. Since you will probably need to hero power to activate it, it's like a 4 cost 4/5 that takes 2 turns to activate. Of course, it can get value if buffed, but so can a lot of priest cards. My prediction is that this card will not see play because it's too slow to play on turn 2 and not strong enough to play later. I might be wrong though, there are still some cards that need to be revealed.