Rogue class is hard to design, It could easily be out of control even with a 1 mana cost. I personally think that miracle archetype limits rogue so much and this causes to design cards hard for rogue. Miracle survived since beta and they had to be changed as soon as possible. I don't mean it is annoying me. I like playing miracle but it really limits the whole class.
Yeah, I agree with this. Miracle is my favorite deck of all time, but it really limits what cards can be released for rogue and that's really annoying.
This is garbage tier, for both constructed and arena.
In constructed, it's more or less a rogue counter, nothing else. And hunter already beats rogue. Good against aggro you say? No, not really tbh. Aggro doesn't really play 3 cards in a turn that often. Before like turn 5, they don't even have the mana for it, and after turn 5 they often don't even have 3 cards in hand. And by turn 5, they would know what secret it is anyway. Besides, there are way better traps against aggro.
1) Tap and Mistress. You might want to keep her to have a 2 health minion when you defile later, though.
2) You absolutely want to survive for that Lackey + Pact next turn. You don't want to play Lackey right now, because of a possible second Spellbreaker who would ruin your chances to win the game. All options are bad, but I would Pact my Mistress, even if it's less board efficient. You'll get this board back anyway after you have pulled a Voidlord, so it's important to keep your health high. Some might want to trade the mistress into a 3/2 though.
3) Lackey and Pact here, hoping for a Voidlord, no hesitation. The defile play is tempting, but you won't have a full clear and then you die on pretty much everything.
4) I absolutely agree with GMAlon : "4th pic: doomguard trade into the 5/6, defile, play the 1/1 and dark pact it, play doomsayer - that's a rough spot, but there is nothing better you can do, just hope to get something useful at turn 8 and try to win with a turn 9 voidlord into turn 10 Guldan."
I wholeheartedly disagree with your reasoning on 2).
First of all, you can't play around a second spellbreaker on turn 6, especially not in a position like this. Second of all, you're very likely to lose to a second spellbreaker either way. Third of all, by playing the lackey this turn, you set up for a faceless next turn, which is great even if it pulls doomguard. I don't think any of the possible plays are even close to lackey on 5 here, it's a no brainer i m o.
Doesn't seem very good t b h. The stats for mana (including the ~2 mana worth of minions you give your opponent) is quite bad and I don't really see hunter being able to capitilize on rush all that well.
Might be used for punching through taunts etc, but there are other cards for that (silence, KC, deadly shot etc). Has some synergy with UTH, but nah...
Edit: Oh, shit, I thought it was a hunter card :D Well, the card is still pretty meh i m o.
Echo will push Quest Rogue if there are 1 or 2 mana Echo minions that are neutral or Rogue class cards.
But for that reason, I doubt they will exist. This is probably more of a late game card, not a Quest card.
Well, we obviously don't disagree about everything. I think you're completely correct in that quest probably needs a 2 mana echo (1 mana would never ever happen as long as quest exists), but 2 mana echo is probably OP for quest rogue.
This card, however, is god awful in quest rogue. The card generation is a downside, more than anything else, since you're getting mostly high cost, high stated minions which is the complete opposite of what you want. Besides, it's a legendary. You don't bounce a legendary for quest, that's out of the question.
Phantom Militia is infinitely better than this card in quest rogue, but I'm fairly certain that 3 mana is just too much. The taunt is what makes me somewhat hesitant to rule it out completely.
I did, and it's based on simple logic. If one of his/hers predictions is based on pure anti-logic, there's no reason to think that they're usually reasonable. Quite the opposite actually.
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7-8 mana mass polymorph? Yeah.... :D
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This is garbage tier, for both constructed and arena.
In constructed, it's more or less a rogue counter, nothing else. And hunter already beats rogue. Good against aggro you say? No, not really tbh. Aggro doesn't really play 3 cards in a turn that often. Before like turn 5, they don't even have the mana for it, and after turn 5 they often don't even have 3 cards in hand. And by turn 5, they would know what secret it is anyway. Besides, there are way better traps against aggro.
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Unless this is some april fools, it's one of the worst cards ever printed. I don't even know what to say, it's so stupid it boggles the mind.
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If nothing else, a very interesting card. Incredibly hard to evaluate.
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People saying it's "ok"... :D
Mark my words, this card is insane. I don't care in what archetype you play it.
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10 mana, do jack shit, in hunter? Yeah.... I don't think so. In constructed, this is pure garbage.
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Doesn't seem very good t b h. The stats for mana (including the ~2 mana worth of minions you give your opponent) is quite bad and I don't really see hunter being able to capitilize on rush all that well.
Might be used for punching through taunts etc, but there are other cards for that (silence, KC, deadly shot etc). Has some synergy with UTH, but nah...
Edit: Oh, shit, I thought it was a hunter card :D Well, the card is still pretty meh i m o.
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Battletag: heBBe#2558Region: EUTrade Only?: Yes, you Go first.0
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@saucy_pup
I did, and it's based on simple logic. If one of his/hers predictions is based on pure anti-logic, there's no reason to think that they're usually reasonable. Quite the opposite actually.