If it can be protected, this is a heavy control punish. But with only three health, be cautious. May be very good in zoo, even if its a high-profile target.
Compared to the other sidequests, this is ridiculously good. Many of the others are fairly low impact, but this is a tutored reload for mage, the most spell-reliant class. While elementals are not SUPER relevant right now, there are still enough low cost/high value elementals to be able to fit a few into a mage deck.
Even if played with no changes to mana cost or through summoning shenanigans, even if this is removed immediately and safely by the opponent, this is a 10 mana 10/18 deal 2 damage to your hero and draw a card. If not killed immediately, and this is not easy to kill immediately, this snowballs very quickly.
Where there are meta-games with mid-length games and where stats matter, this will be extremely powerful, interestingly may work well in a mid-range zoo. I think this card will struggle most in extreme control metas, particularly if control mage or warrior is common.
All in all, very interesting card, very strong stat-wise so should do well in most metas imo.
People really undervalue Jaraxxus, he is actually very good at ramping up your whole board, and generally while you want a couple massive minions you want your whole board to be at least decently strong, and often translates to improving your board with +5/5 or +6/6 per turn. It makes your end-game consistent, even if not Uber-powerful. Just grab a wrath weaver, mal'ganis and an annihilian battlemaster and you're set.
Who I'm surprised about is yogg-sauron, whose stat bonuses are meagre at best even in the early game and even worse because they are random and often hit minions that are anti-synergistic, and yet ranks second??? HOW?
I would say while fun, the low minion pool and randomness of the trades is very frustrating and monotonous,
But I would say the biggest problem is the waiting. Often you are sitting there for over a minute without doing anything. If it were me, I would add a lock-in feature so when all players are happy and lock-in their board, it ends the timer immediately and goes to combat. It would make things way faster!
Duplicate this several times, summon a load, go to fatigue via Myras Unstable Element and go infinite. Its Chef Nomi but unstoppable. Lucentbark minus the taunt but easier resummon condition with the right deck.
Maximum damage, tbh, turn 5 and 6 works too but this kind of works as a weird aggro value deck, so you want to maximise your use of anka and magic carpet which means filling your hand over the first 8 turns then dumping everything on 9 and 10 so your opponent cant do much to counter.
turn 10 - magic carpet and a fuckton of 2/1 rush deathrattle minions with insane effects.
Play some insane deathrattles but also some card draw deathrattles like Arena Treasure Chest to refill your hand, then play anka again and deathrattle rush in a second wave.
This is lowkey insane. This plays somewhat as a lategame aggro deck, with slow build up and then endless swarms of deathrattles drawing cards and summoning hordes of large and small minions and dealing massive damage.
And it discovers ANY random hero power. You can choose from a selection of upgraded hero powers for whatever your playstyle is. Statistically, you will get a hero power perfect for your playstyle, and that is terrifying.
Thing is this is in the worst possible class for this effect. Its a mediocre effect anyway, but mage is the king of removal. Flamestrikes and blizzards for wide boards, polymorph for big minions, fireballs for medium minions. You are best running 2 of each of them instead of 1 of each plus a reno.
If it was in a class like, say, rogue, who struggles with wide boards, or druids who lack large removal, this would be decent as a tech for those exact situations. But mage any viability is completely lost, assuming it had viability in the first place.
For the sacrifice of avoiding duplicates, 10 damage is nothing, especially when the targets are random. Theres literally stronger common cards than this. The ideal scenario is there is a wide board with exactly 10 health spread across minions, which is unlikely, there will be far more or far less. Too much and its useless, too little and its worthless.
Also, mage has great AoE and removal anyway, why add reno when you lose a blizzard and a flamestrike in the process? Or lose a polymorph for those big minions?
The problem is that control druid is currently castrated due to its mana ramp, card draw, and single target removal being ruined, alongside so many large minion removals being added for other classes basically means control/combo druid is nonviable unless theres a big control tool being introduced but not yet revealed.
This in any other meta would be great for druid, but slow druid decks simply dont have the tools to survive and win right now.
2
If it can be protected, this is a heavy control punish. But with only three health, be cautious. May be very good in zoo, even if its a high-profile target.
3
Compared to the other sidequests, this is ridiculously good. Many of the others are fairly low impact, but this is a tutored reload for mage, the most spell-reliant class. While elementals are not SUPER relevant right now, there are still enough low cost/high value elementals to be able to fit a few into a mage deck.
0
If one can somehow get it charge, this has the potential to go to 22 attack, meaning in theory a roided leeroy. in practice not that interesting.
2
Even if played with no changes to mana cost or through summoning shenanigans, even if this is removed immediately and safely by the opponent, this is a 10 mana 10/18 deal 2 damage to your hero and draw a card. If not killed immediately, and this is not easy to kill immediately, this snowballs very quickly.
Where there are meta-games with mid-length games and where stats matter, this will be extremely powerful, interestingly may work well in a mid-range zoo. I think this card will struggle most in extreme control metas, particularly if control mage or warrior is common.
All in all, very interesting card, very strong stat-wise so should do well in most metas imo.
0
People really undervalue Jaraxxus, he is actually very good at ramping up your whole board, and generally while you want a couple massive minions you want your whole board to be at least decently strong, and often translates to improving your board with +5/5 or +6/6 per turn. It makes your end-game consistent, even if not Uber-powerful. Just grab a wrath weaver, mal'ganis and an annihilian battlemaster and you're set.
Who I'm surprised about is yogg-sauron, whose stat bonuses are meagre at best even in the early game and even worse because they are random and often hit minions that are anti-synergistic, and yet ranks second??? HOW?
2
I would say while fun, the low minion pool and randomness of the trades is very frustrating and monotonous,
But I would say the biggest problem is the waiting. Often you are sitting there for over a minute without doing anything. If it were me, I would add a lock-in feature so when all players are happy and lock-in their board, it ends the timer immediately and goes to combat. It would make things way faster!
3
Note: ALL other minions. Make sure your own side is empty!
2
Duplicate this several times, summon a load, go to fatigue via Myras Unstable Element and go infinite. Its Chef Nomi but unstoppable. Lucentbark minus the taunt but easier resummon condition with the right deck.
Control killer...
1
Great flavour, decent card. Too slow sadly...
1
Maximum damage, tbh, turn 5 and 6 works too but this kind of works as a weird aggro value deck, so you want to maximise your use of anka and magic carpet which means filling your hand over the first 8 turns then dumping everything on 9 and 10 so your opponent cant do much to counter.
4
Turn 9 - play anka, shadowstep
turn 10 - magic carpet and a fuckton of 2/1 rush deathrattle minions with insane effects.
Play some insane deathrattles but also some card draw deathrattles like Arena Treasure Chest to refill your hand, then play anka again and deathrattle rush in a second wave.
This is lowkey insane. This plays somewhat as a lategame aggro deck, with slow build up and then endless swarms of deathrattles drawing cards and summoning hordes of large and small minions and dealing massive damage.
2
And it discovers ANY random hero power. You can choose from a selection of upgraded hero powers for whatever your playstyle is. Statistically, you will get a hero power perfect for your playstyle, and that is terrifying.
7
Thing is this is in the worst possible class for this effect. Its a mediocre effect anyway, but mage is the king of removal. Flamestrikes and blizzards for wide boards, polymorph for big minions, fireballs for medium minions. You are best running 2 of each of them instead of 1 of each plus a reno.
If it was in a class like, say, rogue, who struggles with wide boards, or druids who lack large removal, this would be decent as a tech for those exact situations. But mage any viability is completely lost, assuming it had viability in the first place.
2
For the sacrifice of avoiding duplicates, 10 damage is nothing, especially when the targets are random. Theres literally stronger common cards than this. The ideal scenario is there is a wide board with exactly 10 health spread across minions, which is unlikely, there will be far more or far less. Too much and its useless, too little and its worthless.
Also, mage has great AoE and removal anyway, why add reno when you lose a blizzard and a flamestrike in the process? Or lose a polymorph for those big minions?
6
The problem is that control druid is currently castrated due to its mana ramp, card draw, and single target removal being ruined, alongside so many large minion removals being added for other classes basically means control/combo druid is nonviable unless theres a big control tool being introduced but not yet revealed.
This in any other meta would be great for druid, but slow druid decks simply dont have the tools to survive and win right now.