I'd assume not, as this targets ''rush minions'', previous cards like N'Zoth, the Corruptor which had an effect on deathrattle minions didn't affect ones that had been given a deathrattle effect.
I guess you could argue for bringing it's cost down to 7 with Galvanizer (though it's still quite expensive) and reviving it with Kangor's Endless Army, but I can't see this being played in constructed.
Arena will probably be a different story, as it tends to be.
Feels underwhelming after Sound the Bells! though Priest does have better spell synergy, and this isn't an echo card, it gives you another copy to use on a later turn instead. I wouldn't say I'm impressed but it's not so useless as it might seem at first glance I think (read : hope)
Fits the project cards' theme of helping your opponent somewhat while helping yourself greatly, a 2/3 weapon in most classes isn't that fantastic as they can't always sustain face tanking minions to keep the board and dealing 6 to the face is somewhat negated by the 6 armor gain, while warriors have innate weapon buff potential alongside cards that benefit from high armor count.
I don't know that it's a ''good'' card but it's certainly one I like to see in the game.
Pretty excited for this, though I wish it converted health rather than dealing damage, as that means it'll chip away at any pre-existing armor before allowing heal effects.
Drawing 3 for 1 is much stronger than any alternative Warlock (or any other class really) has access to.
As for drawing Gul'dan, you can think of this the same way you would Tracking where you run the risk of having to choose between Deathstalker and Spellstone, except in this case you can't choose Gul'dan in almost every scenario, so either you take that risk and get punished or you simply don't run both cards in the same deck.
Unless I'm missing something only spells that can be aimed at a minion will count, so discovery effects, mass heals and other similar effects wouldn't work.
The point is that this had already been brought up in the original post, the comment is redundant as Beatsz already wrote that holding onto Electra could potentially ruin your combo.
Discover offers you 3 card options, normally you only pick one of those 3, however when the card's 10 mana effect activates all three options get picked for you, essentially it goes from ''discover a mech'' to ''get 3 random mechs''.
As I remember there was a similar thing with Frost Lich Jaina making people believe it was a fake, once it's released maybe we'll get to see a cleaner version?
As I remember it, Kibler bashed the quest quite a few times while playing it though, and he ended up having a sub 50% win-rate while playing a quest deck.
Back to the card though, playing it early will more than likely lead it to being hit more than twice, discarding more than ''1 or 2 cards'', playing it late just results in you bending over and inviting your opponent to try and discard your entire hand. Saying a card ''has'' to be played early otherwise it's a dead card, when it's early game potential is already close to having a negative effect hardly promotes the use of it. Whether you play the quest or not, a card that promotes your hand being empty without a powerful effect like Deathwing is likely never going to see play. You don't want it early because you don't want to tap-pass on turn 4, you don't want to discard removal or even the quest reward if you still haven't gotten to play it so it's a dead draw later.
tl:dr the effect is just way too easy for the opponent to abuse for this to be worth considering at this point, if the minion only discarded on your turn it'd be a different story, but as it is you only ever want to give this away through Treachery or killing the opponent's Sylv in wild.
0
I'd assume not, as this targets ''rush minions'', previous cards like N'Zoth, the Corruptor which had an effect on deathrattle minions didn't affect ones that had been given a deathrattle effect.
0
The difference there being that you have more control over Doomguard discarding Gul'dan, notably through the use of Skull and Lackey.
As for Gul'dan being run in zoo lists I have to ask, which ones? (Not that I doubt you, I'm simply curious)
3
I guess you could argue for bringing it's cost down to 7 with Galvanizer (though it's still quite expensive) and reviving it with Kangor's Endless Army, but I can't see this being played in constructed.
Arena will probably be a different story, as it tends to be.
0
Feels underwhelming after Sound the Bells! though Priest does have better spell synergy, and this isn't an echo card, it gives you another copy to use on a later turn instead. I wouldn't say I'm impressed but it's not so useless as it might seem at first glance I think (read : hope)
0
Fits the project cards' theme of helping your opponent somewhat while helping yourself greatly, a 2/3 weapon in most classes isn't that fantastic as they can't always sustain face tanking minions to keep the board and dealing 6 to the face is somewhat negated by the 6 armor gain, while warriors have innate weapon buff potential alongside cards that benefit from high armor count.
I don't know that it's a ''good'' card but it's certainly one I like to see in the game.
5
Pretty excited for this, though I wish it converted health rather than dealing damage, as that means it'll chip away at any pre-existing armor before allowing heal effects.
6
Drawing 3 for 1 is much stronger than any alternative Warlock (or any other class really) has access to.
As for drawing Gul'dan, you can think of this the same way you would Tracking where you run the risk of having to choose between Deathstalker and Spellstone, except in this case you can't choose Gul'dan in almost every scenario, so either you take that risk and get punished or you simply don't run both cards in the same deck.
1
Unless I'm missing something only spells that can be aimed at a minion will count, so discovery effects, mass heals and other similar effects wouldn't work.
Now I'm curious if killing it with Holy Smite or Shadow Word: Death would allow it to respawn, same with Mind Control and it's variants.
0
The point is that this had already been brought up in the original post, the comment is redundant as Beatsz already wrote that holding onto Electra could potentially ruin your combo.
12
Discover offers you 3 card options, normally you only pick one of those 3, however when the card's 10 mana effect activates all three options get picked for you, essentially it goes from ''discover a mech'' to ''get 3 random mechs''.
2
As I remember there was a similar thing with Frost Lich Jaina making people believe it was a fake, once it's released maybe we'll get to see a cleaner version?
8
Don't forget Brann Bronzebeard for double marks :^)
0
This year's the year for sure just you wait.
2
Velen + Bloodreaver's HP doubles the damage, then doubles the lifesteal of the doubled damage so I'd imagine this works the same.
0
As I remember it, Kibler bashed the quest quite a few times while playing it though, and he ended up having a sub 50% win-rate while playing a quest deck.
Back to the card though, playing it early will more than likely lead it to being hit more than twice, discarding more than ''1 or 2 cards'', playing it late just results in you bending over and inviting your opponent to try and discard your entire hand. Saying a card ''has'' to be played early otherwise it's a dead card, when it's early game potential is already close to having a negative effect hardly promotes the use of it. Whether you play the quest or not, a card that promotes your hand being empty without a powerful effect like Deathwing is likely never going to see play. You don't want it early because you don't want to tap-pass on turn 4, you don't want to discard removal or even the quest reward if you still haven't gotten to play it so it's a dead draw later.
tl:dr the effect is just way too easy for the opponent to abuse for this to be worth considering at this point, if the minion only discarded on your turn it'd be a different story, but as it is you only ever want to give this away through Treachery or killing the opponent's Sylv in wild.