50% of the time you are right, but if you didn't go first then on turn 4 he is going to drop Flamewreathed and you aren't going to have an answer because you only have 4 mana and BGH costs 5. Plus in a Reno deck the chances of you have BGH turn 5 is very slim and that 7/7 is gonna destroy you. Sap is a solid card in ANY rogue deck because of its capabilities. Its not just an offensive or combo spell, its defensive, tempo, value and always worth having as at least a 1-of.
If you go first, you will have 5 mana after your opponent's turn 4. If you go second, you will have your coin.
Assuming you didn't use it and coining out a BGH turn 4 doesn't feel good even if they dropped a Flamewreathed because then BGH is going to die to their 3 drop. There is no way around the fact that Sap is a good card. You said you wanted to know what people think and we think this deck needs a sap.
I don't trust you because i know that Sap is the biggest temposwing in the game. :P If he dedicates his turn 4 to dropping Flamewreated and you sap it, you ate his 4 mana for only 2 (in form of sap) + he will be overloaded and can only play 3 mana worth of stuff next turn. This gives you so much time to drop your minions and regain the tempo, and when he eventually drops the flamewreathed again, you will have an big board to deal with it :)
Again, this isn't a tempo-deck.
You could just easily BGH it and then use the BGH body to bait out removal or kill another minion, ending in a 2-for-1 trade in your favor. If you have to sap, flood the board, and then trade, you're turning it into a 3-for-1 trade against you.
50% of the time you are right, but if you didn't go first then on turn 4 he is going to drop Flamewreathed and you aren't going to have an answer because you only have 4 mana and BGH costs 5. Plus in a Reno deck the chances of you have BGH turn 5 is very slim and that 7/7 is gonna destroy you. Sap is a solid card in ANY rogue deck because of its capabilities. Its not just an offensive or combo spell, its defensive, tempo, value and always worth having as at least a 1-of.
This card is an INSANE power creep in both Standard and Wild! So many things you can do with this that can't be dealt with early on. It's going to make Paladin even more OP than it was before, and that's saying something!
What is it creeping on? Its a totally new effect that if played on curve will most likely be removed before you get value... And in Standard it won't have Muster to combo with so it won't be nearly as OP as people think, and even with Muster, 3 1/1s with DS and a 3/3 turn 6 is terrible.
Remember that its just a game and that stress can lead to loss of hair, heart attack, and other serious health concerns so you need to not get so worked up over it.
Living Roots is cleared by any and all AoE whereas this can take AoE and still be on the board. This also has huge synergy with Power Overwhelming like you mentioned so I would argue that for what they do at turn 1 they are about the same, but later in the game I feel that this performs better than Living Roots because of the synergy it has. The only time I would say that Roots is better is if you need a 2 damage ping or if you're running miracle/malygos druid which is very rare.
if a card that comes into play, clears the whole fucking board, and leaves a 12/12 behind doesnt see play just because it is a 10 mana one, why on earth do you guys think a 10 mana dude that does literally nothing is "very good"?????
Deathwing sees play in quite a few control decks. Just because its not played often doesn't man its not played at all.
Thanks guys for the feedback! I'm glad you guys like them, I'll see how I can change their stats around to make them more balanced.
I think making them 2/2 3/3 4/4 6/6 respectively would be a bit more balanced, guaranteed curve, but not the best stats for the turn, and if you do play all 4 (which would be rather hard especially vs agro) then you get a 7/7 taunt on turn 5 which is still not too OP (given BGH and class removal is rather abundant.) It would give control decks more mid-game tempo which they tend to lack.
Really? Then what were those decks I was using to reach Rank 2? I have never reached legend, I will give you that . But for the last two seasons where I went to Rank 3 ( Buffed Dragon) & Rank 2( Evil Elise) respectively had Shirnkmaster in it.
He said "The best decks" not "your best decks" maybe the fact that you weren't playing tier 1 decks is why you never got legend?
Thats the point. We are losing cards we have had for years. Blizz is trying to ween us off them by giving us psuedo-same cards that will make it easier to let go of the older versions.
TBH old Hogger usually only lasted a turn anyway. The fact that this can summon more than 1 taunt in a turn is beneficial over the old Hogger. It will all depend on the meta.
The most damage dealt is infinite, there is Exodia Mage which uses Duplicate + Echo of Medivh to get multiple Sorcerers Apprentices , then gets them to 1 mana with Emperor and plays 4 of them with a discounted Antonidas + any low cost spell to create infinite Fireballs.
Technically its not infinite, you'll run out of cards eventually and even if you didn't there is a turn limit so yeah..
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Remember that its just a game and that stress can lead to loss of hair, heart attack, and other serious health concerns so you need to not get so worked up over it.
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Mind Control
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Living Roots is cleared by any and all AoE whereas this can take AoE and still be on the board. This also has huge synergy with Power Overwhelming like you mentioned so I would argue that for what they do at turn 1 they are about the same, but later in the game I feel that this performs better than Living Roots because of the synergy it has. The only time I would say that Roots is better is if you need a 2 damage ping or if you're running miracle/malygos druid which is very rare.
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Kobold Geomancer would be the closest fit since we already run 2 Loot Hoarders
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Thats the point. We are losing cards we have had for years. Blizz is trying to ween us off them by giving us psuedo-same cards that will make it easier to let go of the older versions.
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TBH old Hogger usually only lasted a turn anyway. The fact that this can summon more than 1 taunt in a turn is beneficial over the old Hogger. It will all depend on the meta.
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The most damage dealt is infinite, there is Exodia Mage which uses Duplicate + Echo of Medivh to get multiple Sorcerers Apprentices , then gets them to 1 mana with Emperor and plays 4 of them with a discounted Antonidas + any low cost spell to create infinite Fireballs.
Technically its not infinite, you'll run out of cards eventually and even if you didn't there is a turn limit so yeah..