Not a combo that stands out when you first think of the card, but Tainted Zealot + Defile will usually result in 6-8 damage to the entire board, if theres at least 1 other minion with 2 or less hp left.
I have to say I like the deck but I have some critique after playing around with it.
First, 9 dragons. Not enough, not with two Twilight Whelps, two Wyrmrest Agents, and two Blackwing Technicians. This deck's early game critically depends on having a dragon, and 9 dragons means (ROUGHLY, don't kill me staticians) a 76% chance to draw one in your opening hand, without accounting for mulligan - which is by the way another problem, your only cheap dragon requires another dragon to be activated, which means you need to either actively mulligan away your early game to be able to get a dragon to activate your early game, or you have to keep a dead 1-drop in hand. anyhow, this 1 out of 4 games where you wont draw a dragon is a game where you're at a massive disadvantage.
Second, the deck is stretching itself a bit thin. Youve not got the endgame to compete with a dedicated control deck, because you'll get out valued, but you also don't go all-in on the early game cards to beat aggro. With only 1 Potion of Madness, and only 1 Holy Nova, you're really not going to consistently be able to stop pirate warriors or midrange paladins from snowballing. Also with only 1 Dragonfire Potion, a Conceal'ed Gadgetzan Auctioneer is likely to be surviving a turn, and with no real powerful draw you're not promised to get your one-of removals at all.
So those are the two main problems I think the deck has, my suggestions are
Add more Dragons, I think 11 is a safer number. - Either Kabal Talonpriest or Blackwing Technician could be cut, having both and fewer dragons is really greedy. They are powerful minions, but they're clipping eachothers' strength.
Focus your spells on fighting a specific type of enemy decks. With Netherspite Historian & Drakonid Operative you've got at least limited staying power vs. Control, so I would focus spells vs. Midrange and Aggresive decks, my suggestion here is to add a second Holy Nova, due to its power with Northshire Cleric and the synergy with a deck that likes to have big-health minions on the board makes a healing spell more useful. Velen's Chosen seems redundent in a deck that already relies on high-stat minions, it is my opinion that Velen's Chosen is one of the most powerful cards in the game, but you only run 1, and I understand why - it doesn't mesh well with the deck, so I think it would be best to remove it and make room for a second Nova.
That's about it. I really liked the deck, congratz on hitting Legend!
This card deserves a lot more attention that it was given. Most streamers just went "won't be played" and moved on. That is true, this probably won't see play in constructed, but this little guy is a real threat in Arena. Especially for Warlocks and Warriors. Because he can discover (and of course, is 4x times as likely to) your class cards Tar Lurker and Tar Lord. Both of these cards are Arena mvps as they are over statted for their costs and quite difficult to deal with. It can also find Tar Creeper which shares that quality. I rate it a high priority pick in Arena as Warlock or Warrior and an average quality card in arena as other classes.
I thought this card wouldn't be something special but I didn't realize the interaction with Sorcerer's Apprentice. T2 apprentice, T3 this, you get a 2 mana discount on your spell instead of 0. You can cast a Flame Lance on turn 3, for example. Or an Arcane Intellect for completly free on turn 3. It is a very good spell.
This card has some real potential. I mean.... No matter what, it draws you a card you can play next turn. Sort of like a Jeweled Scarab but it draws instead of discovering.
Straight forward and useful. While destroying your opponent's Hero Power may not be very significant against Tempo/Midrange/Aggro decks, especially since it set your Tempo back by 5 Mana, it's very useful against Control decks. Destroying a Control Warrior/Priest's Hero Power is devastating for their survival, and if you're lucky to hold this when your opponent use Jaraxxus...
Lore-wise, Gul'dan used the Cipher to sever the connection of Orc and spirit, causing a profound sense of loss among themselves. What better way to express "Sever your core tradition and belief" than destroying the core of every class that is their Hero Power.
It is kinda sad, that Paladins has no synergy with C'Thun. So voilà. One cost more Silvermoon Guardian with +1/+2 and class-related C'thun buff. Pretty balanced, especially compared to Druid cards.
"Go ahead, try and kiss me. Let your allies watch as they die. Powerless to act..."
or maybe....
"Kiss me, I'm Yoggish."
Yogg-Saron is one of the funnest/funniest cards ever to grace Hearthstone. It can single-handedly win or lose you the game. He often kills himself during the RNG madness. This card requires a lot to happen in order for it to work but the idea of getting to watch it all unfold again was my driving force in making this card.
Rogue could totally use some more draw, as Sprint is just too big a tempo loss. This card is usually 2 mana draw 2, since you will only play 1 Old God (Or ten mana minion in general). Better than Arcane Intellect, until the moment you actually draw the Old God, then it becomes a 2 mana draw 1. Bad, but can still be used to activate combo.
If someone can make a viable Rogue deck utilizing multiple 10-cost minions, then this card becomes even more amazing. But alas, I do not think such deck will exist.
1
Not a combo that stands out when you first think of the card, but Tainted Zealot + Defile will usually result in 6-8 damage to the entire board, if theres at least 1 other minion with 2 or less hp left.
2
I like to think of this card as a "Build-your-own Grim Patron."
3
That's a harsh way to look at it. Medivh, the Guardian is exactly the same as Sindy. No instant impact, big late game card, massive value over time.
Whether Sindragosa can compete with Medivh is a good question, I guess we'll wait and see.
5
I have to say I like the deck but I have some critique after playing around with it.
First, 9 dragons. Not enough, not with two Twilight Whelps, two Wyrmrest Agents, and two Blackwing Technicians. This deck's early game critically depends on having a dragon, and 9 dragons means (ROUGHLY, don't kill me staticians) a 76% chance to draw one in your opening hand, without accounting for mulligan - which is by the way another problem, your only cheap dragon requires another dragon to be activated, which means you need to either actively mulligan away your early game to be able to get a dragon to activate your early game, or you have to keep a dead 1-drop in hand. anyhow, this 1 out of 4 games where you wont draw a dragon is a game where you're at a massive disadvantage.
Second, the deck is stretching itself a bit thin. Youve not got the endgame to compete with a dedicated control deck, because you'll get out valued, but you also don't go all-in on the early game cards to beat aggro. With only 1 Potion of Madness, and only 1 Holy Nova, you're really not going to consistently be able to stop pirate warriors or midrange paladins from snowballing. Also with only 1 Dragonfire Potion, a Conceal'ed Gadgetzan Auctioneer is likely to be surviving a turn, and with no real powerful draw you're not promised to get your one-of removals at all.
So those are the two main problems I think the deck has, my suggestions are
That's about it. I really liked the deck, congratz on hitting Legend!
2
Crazy buff for rogues, who now have TWICE as many classes to steal Sorcerer's Apprentice from.
17
Is it just me or does he say.... "Yo N..." when he enters?
6
This card deserves a lot more attention that it was given. Most streamers just went "won't be played" and moved on. That is true, this probably won't see play in constructed, but this little guy is a real threat in Arena. Especially for Warlocks and Warriors. Because he can discover (and of course, is 4x times as likely to) your class cards Tar Lurker and Tar Lord. Both of these cards are Arena mvps as they are over statted for their costs and quite difficult to deal with. It can also find Tar Creeper which shares that quality. I rate it a high priority pick in Arena as Warlock or Warrior and an average quality card in arena as other classes.
1
I thought this card wouldn't be something special but I didn't realize the interaction with Sorcerer's Apprentice. T2 apprentice, T3 this, you get a 2 mana discount on your spell instead of 0. You can cast a Flame Lance on turn 3, for example. Or an Arcane Intellect for completly free on turn 3. It is a very good spell.
15
Everyone is so harsh on the poor mods. They're just trying to be funny.
I think it's funny. It is mimicing all the adds you see on this website. Tons of clickbait top-x lists that are "high quality journalism".
2
This card has some real potential. I mean.... No matter what, it draws you a card you can play next turn. Sort of like a Jeweled Scarab but it draws instead of discovering.
And that card could be a Molten Giant, a Mountain Giant, or an Arcane Giant, which will all probably be 0-3 mana 8/8s now.