This is tech against a kind of deck that has never dominated the meta. This card is pretty bad any time the opponent has a minion whose cost is mostly tied to a battlecry, and there are a lot of situations where this isn't what you want to draw. My guess is that it rarely sees play.
I think this card exists to provide more removal for the Highlander mage, or else this will synergize with something else, if they're trying to make secret mage a thing.
I wonder if the secret triggers before battlecries and prevents them from resolving.
I just realized Warlock zoo doesn't give a crap about this card. Their minions are expendable and this can be killed easily with PO and i despise Zoo. :( Sure, they may have an empty hand at some point, but still. I hope the overstats make up for it.
If Zoo burns a minion and PO to kill your 2 drop, that's a hell of a value.
Not really if you played that minion for them for free.
It's still a card out of their hand. 1 card+2 mana is a good trade for 2 cards+1 mana.
I just realized Warlock zoo doesn't give a crap about this card. Their minions are expendable and this can be killed easily with PO and i despise Zoo. :( Sure, they may have an empty hand at some point, but still. I hope the overstats make up for it.
If Zoo burns a minion and PO to kill your 2 drop, that's a hell of a value.
I came here to post about this, and found this 6 page thread. Older Adventures used to require some really creative deck construction to get around boss powers.
The only challenging one this time around has been the chess event.
I have have been playing since beta. I pay cash for the adventures, and I usually buy a hundred bucks worth of each expansion (though I pay a bit less by using Amazon Coins). I also do all the dailies and save my gold so I can spend it all on packs when each new set launches. I buy 125 packs of each new set with gold on launch day.
The only legendaries I am currently missing are Milhouse, Nozdormu, ETC, Mogor the Ogre, Skeleton Knight, Anub'arak (who I kind of want to craft to try in N'zoth Rogue), and Nat the Darkfisher.
Golden Legendaries are:
Onyxia, Black Knight, Tirion, Boom, Rhonin, Xaril, Herald Volasj, Fandral and Cho'gall. All from packs.
If he trades for 2 cards and draws one, he's a tempo gain. Useful against Aggro, and he becomes useful again in a fatigue situation. Potentially playable in the same kind of deck that played Zombie Chow, or plays Elise.
I don't think this is really good, I mean 9/9 for 9 mana are vanilla stats, this has taunt, but it is a legendary minion, Spectral Knight only has 1 attack less than vanilla stats, this minion 4.
Arcane nullifier only has 1 less attack than shieldmasta. This card is way below curve. It would be nice as a 7 drop.
is this good in anything besides grim patron decks? control warrior doesn't usually have too many minions on board, much less damaged ones.
If you can use this to copy an armorsmith and an acolyte of pain after you whirlwind in the early game, it's pretty good value. Those cards often stick around for a couple of turns, so having that on the board around turn 4 isn't unrealistic. Mid to late game, it can be worth it just to copy a sylvanas or a ysera.
i cut whirlwind from my control warrior decks long ago. maybe the new 3 drop can be a good activator since db won't be in standard. idk, this card just seems too situational.
Well, we're losing Death's Bite and Unstable Ghoul, so my guess is Whirlwind is going to be back, as an activator for execute, Grom enrage and Acolyte. The new 3 drop is worse than Unstable because you can't force your opponent to set it off.
is this good in anything besides grim patron decks? control warrior doesn't usually have too many minions on board, much less damaged ones.
If you can use this to copy an armorsmith and an acolyte of pain after you whirlwind in the early game, it's pretty good value. Those cards often stick around for a couple of turns, so having that on the board around turn 4 isn't unrealistic. Mid to late game, it can be worth it just to copy a sylvanas or a ysera.
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This is tech against a kind of deck that has never dominated the meta. This card is pretty bad any time the opponent has a minion whose cost is mostly tied to a battlecry, and there are a lot of situations where this isn't what you want to draw. My guess is that it rarely sees play.
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I think this card exists to provide more removal for the Highlander mage, or else this will synergize with something else, if they're trying to make secret mage a thing.
I wonder if the secret triggers before battlecries and prevents them from resolving.
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I think she will be played. Maybe not in top-tier decks, but at least in ladder-viable decks. Here are a couple of scenarios where this works:
1. Freeze mage. You use her on your water elemental, and she pulls out Maly or Antonidas.
2. Ramp druid. Use it to put a Darnassus Aspirant or a Mire Keeper back in your deck, with a high likelihood of getting something very neat.
3. N'zoth pally/priest. Works like a second Barnes. Late in the game, you can use it to put N'zoth back in your deck!
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I came here to post about this, and found this 6 page thread. Older Adventures used to require some really creative deck construction to get around boss powers.
The only challenging one this time around has been the chess event.
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I liked this card as soon as I saw it, and I just figured out why:
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I have have been playing since beta. I pay cash for the adventures, and I usually buy a hundred bucks worth of each expansion (though I pay a bit less by using Amazon Coins). I also do all the dailies and save my gold so I can spend it all on packs when each new set launches. I buy 125 packs of each new set with gold on launch day.
The only legendaries I am currently missing are Milhouse, Nozdormu, ETC, Mogor the Ogre, Skeleton Knight, Anub'arak (who I kind of want to craft to try in N'zoth Rogue), and Nat the Darkfisher.
Golden Legendaries are:
Onyxia, Black Knight, Tirion, Boom, Rhonin, Xaril, Herald Volasj, Fandral and Cho'gall. All from packs.
4
If he trades for 2 cards and draws one, he's a tempo gain. Useful against Aggro, and he becomes useful again in a fatigue situation. Potentially playable in the same kind of deck that played Zombie Chow, or plays Elise.
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IN a deck where you can routinely play this when your hand is empty, like zoo, it's tremendous.
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Why would you run this instead of Azure Drake now?
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