I think the idea is that you play this when you already have a couple of decent minions and your opponent has something that you want to take from them (with higher health than attack).
As long as the minion(s) you want from your opponent has higher health than attack, neither your copy or the original will die to the damage, and then you can use one of your other minions (since you already had a couple) to finish off your opponent's original, leaving you with the only copy of the minion on the board.
Basically, it's a combination of a board clear and Mind Control. That said, it doesn't seem like it'd be worth running in most decks as its use case is very niche. In certain metas, it might be decent if it had a lot of targets (high threat cards that could survive a hit and could also work just as well for you as your opponent).
Neat deck. I feel like it's trying to do a few too many things at once though, and you'll probably have to drop part of it to stabilize the deck better. Rexxar, Keleseth, Quest, AND Shaw/Tundra Rhinos all at once is probably too ambitious to survive.
Picking up more core cards like a second Wing Blast/Hunter's Mark/Animal Companion may be required.
Except as a 2-card combo for 10 mana that only works on minions with less than 3 attack (who you would never want to entomb anyway)? Sounds horrible.
I know this card has some potential for Priest, but you know what Priest didn't need? More mediocre 2-card combos. It has literally 10s of those type of combos already that don't see any play. Hell, even the ones that do see play are annoying and lead to a very inconsistent ladder experience for Priest because you draw your Circles and your Soulpriests were hiding at the bottom of your deck.
It does 2 damage. If you replaced your Tentacles for Arms with more armor gain cards, you could just let the fatigue mechanic do way more than 2 damage to your opponent automatically.
The problem is that in the case you are building a deck around a specific weapon and weapon buffs, you'd want a card with more than 2 durability, so you didn't end up wasting all your mana paying for it constantly.
I just got this because Mind Games was the last card in my deck and his was empty - but then at the end of my turn the Shadow of Nothing died. While it is an almost entirely useless card, I didn't see anywhere in the text that it should die on its own at the end of the turn. What if I wanted to give it a PW: Shield and then Inner Fire it? I mean, I didn't want to do that, but I had no indication that it was going to just keel over on me lol. Has anyone else had this experience? Has it stuck around? Is its auto-death a function of a recent patch? And if so, why has the card text not changed?
1
Just fixed that too. Stubborn line of code was sticking around from the old implementation.
All 3 modes should be fully functioning now and should stay that way much better in the future too.
1
Just deployed a fix that should resolve all lingering issues with this. Confirmed the deck in the picture works now.
1
I think the idea is that you play this when you already have a couple of decent minions and your opponent has something that you want to take from them (with higher health than attack).
As long as the minion(s) you want from your opponent has higher health than attack, neither your copy or the original will die to the damage, and then you can use one of your other minions (since you already had a couple) to finish off your opponent's original, leaving you with the only copy of the minion on the board.
Basically, it's a combination of a board clear and Mind Control. That said, it doesn't seem like it'd be worth running in most decks as its use case is very niche. In certain metas, it might be decent if it had a lot of targets (high threat cards that could survive a hit and could also work just as well for you as your opponent).
3
This should now be fixed.
4
Neat deck. I feel like it's trying to do a few too many things at once though, and you'll probably have to drop part of it to stabilize the deck better. Rexxar, Keleseth, Quest, AND Shaw/Tundra Rhinos all at once is probably too ambitious to survive.
Picking up more core cards like a second Wing Blast/Hunter's Mark/Animal Companion may be required.
2
Ironically, if you took out The Lich King, the deck would be almost the same crafting cost and yet substantially better than this one.
1
2
For two days until Divine Shield Cancer Paladin begins its 2 year reign of domination.
https://lh3.googleusercontent.com/-p6VjHIFB0cI/Vx1hxu0LKXI/AAAAAAAABjs/Ma0HJnfL2DkkDt3jI9i1qXjdhq8-VM1RACCo/s2048/%5BUNSET%5D
-1
It does 2 damage. If you replaced your Tentacles for Arms with more armor gain cards, you could just let the fatigue mechanic do way more than 2 damage to your opponent automatically.
4
The problem is that in the case you are building a deck around a specific weapon and weapon buffs, you'd want a card with more than 2 durability, so you didn't end up wasting all your mana paying for it constantly.