I like the idea of it, really. Every new card brings flavor to the game, which makes me happy. I think it's interesting to have a card, that gives you infinite value, but I’m kinda sceptical about how much play it will see. I will explain myself:
When we talk about disco lock, what do we think of? A deck, that acts like an aggressive, early game one. I am not saying that this shouldn't be changed (I even prefer slower decks), but let's just see how much will they need it. If you want to get the maximum value out if this card, you should start doing the quest as quick as possible, meaning that you want to keep the quest from the start and you discard cards almost every turn. Now aggressive decks try to build a board ASAP and to finish their opponent at the same pace. I'm talking about tempo - that matters more than a late strong minion or in this case an enchantment. When you play your quest, you lose your first turn and you are slowed at doing pressure. Same thing is when you play that 5 mana spell - you summon 2 3/2 imps, but they can't threat your opponent (at first). You have to WAIT for them to get more, so you can get your value. And like I said tempo is crucial for these type of decks.
Secondly the devs mentioned a control disco lock. I personally like to play more control-ish decks and always wanted to see one. The problem is – you will discard your resources and you cannot chose which cards will be discarded (maybe the new warlock legendary will have this ability), so you can lose your AOE or a powerful minion. You can mention that Lakkari Felhound being an excellent defensive card, but control decks rely not only on minions, but also on spells - how can you assure to not lose them.
I also acknowledge the fact that when you play twisting nether or your opponent spends his turn for a big AOE, you will still have a board, you won't have the problem of losing all of your minions over the course of the game and with that the potential face damage, but I think that small tokens against mid decks or against jades are rather weak. Most likely you will play the 5 mana spell in the late game, when these type of decks already have a threatening board.
That said, I'm very curious to see what the other lock cards will be, because we can't judge a deck, when we can't see the whole set. I would love to see a mid-style disco lock, that runs this quest card, which will require its own specific build. Hopefully the devs have added more cards.
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I think it's a little crazy to think that you will ever have the time to both generate and cast 6 random spells in 6 turns. Hypothetically it's possible, but drawing in hearthstone rarely happens so perfectly. That's even conceding you drew every part of the combo on curve, and most of the spells you drew not only have valid targets, but cost three or less. This seems like a "revamped" freeze mage type deal. You are right on the infinite combo though, I believe that will be what it's used for.
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I REALLY love this card. There's only one thing that scares me: how many games do you win as zoo when you don't have a one drop? Like, if you play this card on turn one, you aren't playing a one drop or coining a two drop, and that's crucial lost tempo. If you wait to play this card later, like playing it on turn three with a two drop, you might risk discarding it or losing tempo by not playing a three drop. Even then, all that is predicated on you drawing it within your first few turns, and even with a hard mulligan that is a 50/50. It doesn't take a genius to tell this card is dead in the water as far as top decks go. As much as I want this card to be good, it seems like the stars must align a little too perfectly for this card to work well, and even when it does, it isn't a guaranteed victory.
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That is the question indeed.
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He is speaking on the one from Adventure/Tavern Brawls mode.
I am also curious on the effects, if any, that the slime has.
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I've seen a few Aviana/Naga Sea Witch lists that I imagine this could be just another threat in. Alternatively, priest Resurrect shenanigans :3
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This is most certainly my favorite card in the set. I've always wanted a value based Beast Hunter, and here I have been blessed with something that, as Kripp would say, seems preeeeeeeeeeeeeeeeeetty good.