You do have to specifically include overload cards (and roughly six of them) for the draw ability to consistently produce though. It's not an autoinclude.
I think the disconnect is with Sunkeeper Tarim who performs a similar effect and ability, but is specifically statted to kill the enemy minions he effects.
Also, he warns that "Ungoro belongs to the Titans" but the actual Titan is weaker than him. Guess he was wrong.
Yeah imagine how this card plays out against a stall combo/control deck that doesn't play minions. It can't actually attack the enemy hero until you use all three abilities, which is 3 turns later!
With the amount of removal in the game at this point do not expect these cards to live to use a second ability.
Sylvanus can steal a minion instead of just killing it, which may result in far more value than this card produces in one ability use. You also seriously underestimate how bad random enemy minion target is here.
So mediocre. Ok it will kill an enemy. Then it dies. A 6 mana 6/6 that kills an enemy? Sylvanus basically already does that, and sometimes better, and you can choose the target.
Seriously mediocre, especially because its effect only applies to your equipped weapon, and you can't even queue up something that would allow you to have more charges because it forcibly replaces your weapon with its mediocre 3/3. Even in a perfect world where it lives to use all its abilities, you'll get a single swing with one ability, a single swing with two abilities, and a single swing with three. Plus they can remove the weapon to negate the abilities and then this is just crap.
This card needed to be "for the rest of the game, your weapons have" and the same effects.
1
Super generic. And significantly nerfed by the discover change.
0
I'm pretty sure the twisting nether will work.
2
Lakkari Sacrifice
lol
3
"Hey guys I got the new brawl mechanic working. Should I just shove it to prod?"
"Yeah go ahead, whatever."
"But uh....what about the normal draw?"
"The what now?"
2
You do have to specifically include overload cards (and roughly six of them) for the draw ability to consistently produce though. It's not an autoinclude.
0
Plus you get to play one of the spells right away, pretty much.
0
Just generically good. Hits with an immediate effect, draw, board clear, or hard removal.
0
I think the most interesting scenario is getting this out from Lead Dancer
0
I think the disconnect is with Sunkeeper Tarim who performs a similar effect and ability, but is specifically statted to kill the enemy minions he effects.
Also, he warns that "Ungoro belongs to the Titans" but the actual Titan is weaker than him. Guess he was wrong.
0
Yeah imagine how this card plays out against a stall combo/control deck that doesn't play minions. It can't actually attack the enemy hero until you use all three abilities, which is 3 turns later!
2
With the amount of removal in the game at this point do not expect these cards to live to use a second ability.
Sylvanus can steal a minion instead of just killing it, which may result in far more value than this card produces in one ability use. You also seriously underestimate how bad random enemy minion target is here.
-1
And we already see how they didn't think out Twist properly. Wow, Glide is really good for the DH quest? You think?
This is going to be a continuous problem because they clearly are not testing the rulesets.
0
It has a decent persistent ability, but the drawing ability has combo potential.
1
So mediocre. Ok it will kill an enemy. Then it dies. A 6 mana 6/6 that kills an enemy? Sylvanus basically already does that, and sometimes better, and you can choose the target.
-1
Seriously mediocre, especially because its effect only applies to your equipped weapon, and you can't even queue up something that would allow you to have more charges because it forcibly replaces your weapon with its mediocre 3/3. Even in a perfect world where it lives to use all its abilities, you'll get a single swing with one ability, a single swing with two abilities, and a single swing with three. Plus they can remove the weapon to negate the abilities and then this is just crap.
This card needed to be "for the rest of the game, your weapons have" and the same effects.