I'm not sure I fully understand all the ranting about this card. Sure, it has some potential in wild, drawing the Togwaggle combo, but there is also Dirty Rat and Deathlord as counters. And anyone will know what you are trying to pull off once this card has been played.
In standard, it could draw you Malygos, but having Maly in your hand does not win you the game. Having more big minions at turn 4 doesn't help you either. And you need to find this card at the opportune moment too, before you draw the targets naturally, otherwise it is just dead in your hand. The comparison is probably not the best one, but I played a lot of Togwaggle Warlock lately, and there have been many, many games in which I drew Hemet so late in the game that it was of no help (at least still a 6/6 body in a pinch, something that the melon can not offer).
To me this card seems like a variation on recruit, with the upside that you can choose when to play your minion, but the downside that you have to pay full price and lose tempo going fishing for this in your deck. I would argue that Floop is far scarier than this. Besides, there is still no way to ensure your Moonfires and stuff are in your hand any faster with this, and as somebody else pointed out, if you have a lot of big minions in you hand, you run the risk of overdrawing other combo pieces.
That being said, it is a very interesting card, with a lot of potential, but I doubt it is going to be as easy as putting it in a Witchwood Maly list and be golden. I think any deck that runs this will have to make specific adjustments and trade offs to get the most out of it, and because of the tempo loss, any deck that relies on the melon might simply get smorked before turn 7. Plus, we haven't seen yet if there are any anti combo tech cards coming in the remaining 50 cards or so. Or any other crazy combo pieces that rival what Druid is supposedly going to be able to do.
In your VERY first paragraph you actually state a reason why this card is amazing.
Putting a one of of this card into the deck helps to offset that very issue. So for Maly druid for example, if you draw Malygos, GREAT you have one of your key combo pieces. If you don't draw him because he is buried you are more likely to draw this card instead. Which will pull one of your key pieces from your deck to your hand. Additionally do not get caught up on "this is turn four so how does this help?" stuff. First off, this is a draw card. Just like other draw cards you don't generally play them on curve. Secondly LOL THIS IS DRUID! Turn four is just as often 7 mana for druid. They may have played this on turn freaking two knowing they could ramp into their first 7 drop on turn 4.been many, many games in which I drew Hemet so late in the game that it was of no help ".
You've heard the concept of deck thinning? Drawing into your big minions may not help your hand RIGHT NOW but it WILL help future draws. It actually makes things like UI or Nourish even better draw mechanics as they are more likely to hit the smaller mana cost pieces. Over drawing is always something you got to look out for but it's something that is mostly controllable so just pay attention and it won't be an issue.
Also I won't just stick it in a witchwood maly deck cause that would be stupid. I will stick into a Boomsday Project Maly deck WITH floop. Also quit talking about the loss tempo. First you don't have to play this on curve it's CARD DRAW. You play it when you need it. Again it's there to make getting the combo more regular which it will 100% do. Druids regularly use Nourish to just draw cards then just pass turn. Lastly MalyDruid isn't a tempo deck! MOST of your turns are already tempo losses for the express goal of finding and using your combo. This thing is cheap enough Druid can do all kinds of other things on the same turn to keep from dying.
3
ok, lest see... turn 6 fire elemental...turn 7 stone sentinel..turn 8 kalimos. Yeah is dificult to play elementals on curve....
4
Today i just got the "win 5 tavern brawls" i thought that this quest can't show in a heroic brawl week...
11
that is:
a) inviable
b) bad idea.
Is inviable as most people , if none deck in any page is posted simply watch a pro player via twicth and copy the deck they see in stream. or you are too that they dont stream for 2 months?
is a bad idea as world dont work this way and will never work. The first day of Wog i actualize my old pirate warrior deck ( 1 year playing it as t3 deck) and it diferenced from a streamlined deck of that type now in maybe 2-3 cards. Some deckbuidings are intuitive.
5
source: https://twitter.com/ywoo_dev/status/836324443722919936
if the info is confirmed we'll have two legendaries for class. one "normal" and one "quest" Also thre will be less neutral legs ( around 5, not confirmed)
Uffffffff. That a lot of dust if you follow 2 or 3 classes or if you wanto to do a deck. Will this make the expansion a more expensive one? And will this be te final nail in f2p viable counts ?
-3
I did but change " combo" with " control warrior" and work the same
1
the best nerf will be " make him a Rogue class card" So that pirate fans could have a decent but no broken deck inthe meta.
1
Was posted in theme " Why is Blizzard ok with a deck being able to kill a T1 coined Doomsayer?" but as off toppic so i open this thread to speak exclusively of it:
Our beloved small time Bucanneer has big numbers to a nerf in end of the month. Some people has arged and alternative: make him a Rogue class card. That way those of us that like pirates can play him in a not broken deck and erase the "problem2 of his use in warrior and Shaman.
What do you think?
Note: if someone argues that that way rogue gets too much cards im favorable to swichit making a rogue last expansion card neutral . For example shadow sensei or even shadow rager ;)
5
+1 to give small time bucaneer to rogue :)
1
First of allill wait 2or 3 weeks before craft any legendarie. i get 6 of 88 packs and can reference then as played:
* means only in highlander decks
Kazakus great in any highlander deck. if you want to play highlander is a must as is neutral. If want to play after april ufff. of highlanders viability ill talk later withe the classes ones legs. For me one of the 5 best of the expansion but have in mind highlander are often expensive decks. 10/10*
Inkmaster Solia a great surprise. I want her for Mage is my main classbut have doubs about her or crafting her. once he apeared in my 85 pack the problem was solved. Works great for the free spell ( usually kazakus 10 mana, pyroblast and so) till april i yhink highlander mage could make a t2 deck. After april it will suffer the reno dimise a lot, maybe the highlander class that will suffer more. 8/10*
Raza the Chained Curious, like solia this guy dont work bad. For now i think dragon priest works better in this meta and mage and warlock highlanders works better. But after april. if no mkore highlander cards are included this one will maybebe the best deck. Not only for razabut dor the 4 mana 12 health potion. 5/10* maybe more after april.
Patches the Pirate is a pirate, in pirate decks you will play him all games. a must in pirates. 10/10but only for pirates decks. others 0/0
Krul the Unshackled better for wild than standar. not need in current used renolock. maybe have an oportunity in future versions but nort now. 4/10*
Finja, the Flying Star i dont usually play murlocks. dont craft him unless want to play a weird anyfind pala and even them dont craft him. 2/10
hope this helps.
1
i dont think ill be nerfed. Those four months betwenn release and next standar cycle it is op but remember in april somo key priest card go out like emtomb. Is a way so that 4 streng is not a blind apot agin.