Healing is definitely what stops Control Warlock from being more viable. This card seeks to help fend off aggression, but healing would be the thing that will swing Control Warlock back into the meta.
I can see where the idea is for this card and value wise it is pretty great. The mana cost is probably the only issue I can think of. I think it somewhat devalues the usefulness of his Deathrattle, because if you've lived that long to reach turn 9 you're probably just about to enter your win condition with Bloodreaver Gul'dan, which means you're doing pretty alright. I feel that the mid-game is where Control Warlock struggles the most against tempo decks (Jade Druid). No point reaching turn 9 with this in hand when the Tempo deck has pushed your health to dangerous levels where you can't come back.
Good point. Though one would first think of Quest Rogue when seeing this card, it combos really well with a lot of other cards Rogue uses. Of course it'll see more value when you've got a full board so you can proc the effect, but a 1 mana Vilespine Slayer sounds pretty great.
Man'ari would be the Lock Legendary Weapon. Second reveal before that, number 5, is probably a spellstone and would likely be Lock due to color.
Man if Skull of the Man'ari is the Warlock Weapon that's gonna be so sick. Given the lore it'll definitely have some sort of demonology/summon demons synergy, inevitably making Bloodreaver Gul'dan more useful.
Yeah, was thinking the same thing. They mentioned recently (post KotFT) that this expansion would have tool(s) that would help out the Discard Warlock deck archetype.
Damn this card is bonkers. Doesn't mess up Keleseth decks, insane synergy with Rogue Quest. Requires setup and it has 'taunt', but hey it can easily weasel out 2 or 3 procs in the Quest which even with that is pretty nuts value.
I wouldn't say a shit (I'm assuming you mean small) minion counters this. That's because any excess damage goes face, which is more burn. And being a Warlock player, I really want to be able to control how much face damage I take. But with this, it's a lot harder.
Testing for secrets is now a lot harder with this card, as it plays against the regular methodology of playing around Mage secrets (playing small cards/minions).
It's a great card. Having a secret that requires playing around in a different way makes the other Mage secrets stronger, as players will want to play around this one and guess wrong. Of course provided that this card sees play, which it probably will.
None for me, been F2P since I started in WotOG. I feel the percentages will change once most (or all) of the K&C cards have been revealed. Maybe once people see how fun or not fun the cards are, it'll change if people choose to pre-order.
Don't want to jump to conclusions until all the cards are released, but unless the new set brings forth a slower meta (which with the new Recruit, doesn't look like it) this card will definitely be too slow to see the ultimate payoff.
Though one could argue that the Demons summoned would be sufficient of a tempo swing once Bloodreaver Gul'dan drops, the sheer cost of each spell really makes it unlikely under normal circumstances, especially when the Controlock's main objective is to use mana to deal with threats/stay alive. Just doesn't look feasible enough. If the costs of the spells scaled up based on Seal, that would be an idea I could get behind. Alas, that is not the case.
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Healing is definitely what stops Control Warlock from being more viable. This card seeks to help fend off aggression, but healing would be the thing that will swing Control Warlock back into the meta.
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I can see where the idea is for this card and value wise it is pretty great. The mana cost is probably the only issue I can think of. I think it somewhat devalues the usefulness of his Deathrattle, because if you've lived that long to reach turn 9 you're probably just about to enter your win condition with Bloodreaver Gul'dan, which means you're doing pretty alright. I feel that the mid-game is where Control Warlock struggles the most against tempo decks (Jade Druid). No point reaching turn 9 with this in hand when the Tempo deck has pushed your health to dangerous levels where you can't come back.
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Good point. Though one would first think of Quest Rogue when seeing this card, it combos really well with a lot of other cards Rogue uses. Of course it'll see more value when you've got a full board so you can proc the effect, but a 1 mana Vilespine Slayer sounds pretty great.
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Damn this card is bonkers. Doesn't mess up Keleseth decks, insane synergy with Rogue Quest. Requires setup and it has 'taunt', but hey it can easily weasel out 2 or 3 procs in the Quest which even with that is pretty nuts value.
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I wouldn't say a shit (I'm assuming you mean small) minion counters this. That's because any excess damage goes face, which is more burn. And being a Warlock player, I really want to be able to control how much face damage I take. But with this, it's a lot harder.
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Testing for secrets is now a lot harder with this card, as it plays against the regular methodology of playing around Mage secrets (playing small cards/minions).
It's a great card. Having a secret that requires playing around in a different way makes the other Mage secrets stronger, as players will want to play around this one and guess wrong. Of course provided that this card sees play, which it probably will.
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None for me, been F2P since I started in WotOG. I feel the percentages will change once most (or all) of the K&C cards have been revealed. Maybe once people see how fun or not fun the cards are, it'll change if people choose to pre-order.
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Very good card. Also, probably one of my top 5 favorite VO's in KotFT. :D
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Don't want to jump to conclusions until all the cards are released, but unless the new set brings forth a slower meta (which with the new Recruit, doesn't look like it) this card will definitely be too slow to see the ultimate payoff.
Though one could argue that the Demons summoned would be sufficient of a tempo swing once Bloodreaver Gul'dan drops, the sheer cost of each spell really makes it unlikely under normal circumstances, especially when the Controlock's main objective is to use mana to deal with threats/stay alive. Just doesn't look feasible enough. If the costs of the spells scaled up based on Seal, that would be an idea I could get behind. Alas, that is not the case.