On turn 5 your opponent could have a lot of minions in hand that would be really bad news if they also have reborn. Especially deathrattle decks. I think the downside is too much for this to every be played.
Best case is you played a 5 mana 8/8 with no downside, which is admittedly pretty strong, but the worst case is you played a 5 mana 8/8 that lost you the game.
Edit: Yeah I guess silence priest, I forgot about that one.
If Healadin ever becomes a thing this is a pretty good card in there as well. With the spellstone and some other healing dependent cards in paladin, Blizzard has clearly had a healadin archetype in mind. It's just not strong enough yet.
Solid card. Either you play this on curve and if it survives you can follow it with a secret, or you play it on turn 5 together with a secret. Both are pretty good options. Not an unfair card (like some others we've already seen), just powerful with the downside of either having to wait till turn 5 to play it, or risking losing the minion before playing the secret.
Justsaiyan says Dr. Boom, Mad Genius is a problem. Everyone is playing Warrior which means long games, he feels like not even playing mirrors. Boom is strong due to the DK rotation.
Bunnyhoppor thinks Rogue is too strong. He also has this to say:
Edwin VanCleef should be removed. He proposes moving Edwin to the Hall of Fame and making Preparation's effect a 2-cost reduction.
Dr. Boom just seems way too strong in this meta.
Edwin is a card that can single handedly win you the game at around turn 3, especially for classes that have very little options to answer a turn 3 8/8 or even worse.
And Preparation just causes too much shenanigans. Many cards like it have been nerfed before, for the same reasons. Preparation's nerf would indirectly also be a nerf to Edwin.
They explain how they do the ranking. They track games, and see what the winrate of a deck that includes the given card is. Decks containing Dead Ringer seem to lose a lot.
@jc_draycon You can use the mech from Boomsday that reduces the mana cost of all mechs in your hand by 1. Don't remember the name. It's a persistent battlecry, so just summon two of them somewhere throughout the game while holding Mecha'Thun. Then use Bloodbloom for Cataclysm. Mecha'Thun + Bloodbloom is 10 mana. The combo requires 5 cards in total, only 3 of which you actually need to play in the very last turn.
It seems to be a purely anti-aggro card, so you generally play it early, and aggro is forced to trade into it or use removal, otherwise you will easily outheal everything the aggro does with lifesteal and possibly other healing cards.
a 2-mana card that against aggro either forces your opponent to use a removal, or soaks 2 attacks healing you for 4 health in the process. Either way it's a great outcome.
Edit: Or it soaks one attack, heals you for 2, and soaks a damage spell/battlecry from your opponent. Still a great outcome.
For that combo to reliably work you need 4 specific cards in hand (this card, 2 devilsaurs, and Grommash), a whirlwind effect, and 0 other minions in your hand. That's a lot of conditions for 24 damage. It's definitely a strong card, but I don't think it's as toxic as you think it is.
If hunter gets some more mech synergy, this card will be completely broken. I genuinely think this could break the meta if it gets too much support. Undertaker 2.0
My comment was a reply to Kryzou, who said he wanted to play two doomsayers in order to play this card. The doomsayers would definitely clear your own board.
For some reason people assume there was no context to my comment at all even thought it was a reply to a comment that was clearly edited away.
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Cringe
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On turn 5 your opponent could have a lot of minions in hand that would be really bad news if they also have reborn. Especially deathrattle decks. I think the downside is too much for this to every be played.
Best case is you played a 5 mana 8/8 with no downside, which is admittedly pretty strong, but the worst case is you played a 5 mana 8/8 that lost you the game.
Edit: Yeah I guess silence priest, I forgot about that one.
0
If Healadin ever becomes a thing this is a pretty good card in there as well. With the spellstone and some other healing dependent cards in paladin, Blizzard has clearly had a healadin archetype in mind. It's just not strong enough yet.
0
Solid card. Either you play this on curve and if it survives you can follow it with a secret, or you play it on turn 5 together with a secret. Both are pretty good options. Not an unfair card (like some others we've already seen), just powerful with the downside of either having to wait till turn 5 to play it, or risking losing the minion before playing the secret.
5
Specifically agree with these:
Dr. Boom just seems way too strong in this meta.
Edwin is a card that can single handedly win you the game at around turn 3, especially for classes that have very little options to answer a turn 3 8/8 or even worse.
And Preparation just causes too much shenanigans. Many cards like it have been nerfed before, for the same reasons. Preparation's nerf would indirectly also be a nerf to Edwin.
0
They explain how they do the ranking. They track games, and see what the winrate of a deck that includes the given card is. Decks containing Dead Ringer seem to lose a lot.
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"I disagree with the objective statistic that shows that this card has only a 40% winrate" - people in this thread
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These are statistics mate. This isn't subjective. At the moment, statistics show Myra's unstable element loses games. It's just how it is.
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I mean, these are statistics mate. This isn't subjective. At the moment, Myra's unstable element loses games. It's just how it is.
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@jc_draycon You can use the mech from Boomsday that reduces the mana cost of all mechs in your hand by 1. Don't remember the name. It's a persistent battlecry, so just summon two of them somewhere throughout the game while holding Mecha'Thun. Then use Bloodbloom for Cataclysm. Mecha'Thun + Bloodbloom is 10 mana. The combo requires 5 cards in total, only 3 of which you actually need to play in the very last turn.
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Draw all cards in your deck, play all cards left in your hand, and then play Mecha'Thun.
Or in the case of Warlock: Draw all cards in your deck superfast using the hero power, then combo Mecha'Thun with Cataclysm.
2
It seems to be a purely anti-aggro card, so you generally play it early, and aggro is forced to trade into it or use removal, otherwise you will easily outheal everything the aggro does with lifesteal and possibly other healing cards.
a 2-mana card that against aggro either forces your opponent to use a removal, or soaks 2 attacks healing you for 4 health in the process. Either way it's a great outcome.
Edit: Or it soaks one attack, heals you for 2, and soaks a damage spell/battlecry from your opponent. Still a great outcome.
1
For that combo to reliably work you need 4 specific cards in hand (this card, 2 devilsaurs, and Grommash), a whirlwind effect, and 0 other minions in your hand. That's a lot of conditions for 24 damage. It's definitely a strong card, but I don't think it's as toxic as you think it is.
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If hunter gets some more mech synergy, this card will be completely broken. I genuinely think this could break the meta if it gets too much support. Undertaker 2.0
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My comment was a reply to Kryzou, who said he wanted to play two doomsayers in order to play this card. The doomsayers would definitely clear your own board.
For some reason people assume there was no context to my comment at all even thought it was a reply to a comment that was clearly edited away.