Was hoping that Forsen card get revealed the first from all this voting, but well, tomorrow isnt far.
looking from the art like it is some sort of buff or heal, from the yellow and white back ground it seem like a paladin or priest card, but the human in it is holding 2 weapon (only rogue hold 2 i guess?), and its not sword or hammer (not paladin i guess?) nor is it a staff (not priest i guess?). Also from the dress that seem lightly armored and dark color + there the tattoo on his face with his expression looking refreshed.
My conclusion is: a Healing card for rogue after damaging or killing a minion. Haha.. :)
Rogue turn 2 + coin or turn 3 usage, hero power + poison. Warrior Axe Turn 1 + coin or turn 2 usage. Those tempo warrior get, not to mention the following turn warrior can still hero power.
Many time this card lead into a massive debate, i just like to highlight that this card, even though is powerful, are definitely not broken or OP. Think about it, when rogue want to Flurry, it require A weapon (2mana hero power) + a spell bonus minion(2mana Thalnos or 5mana Azure drake) or weapon buff (1mana deadly poison) + Preparation (if need be) + Blade Flurry itself (2mana). That is at least 2-4 card + weapon, or without Preparation 5-9mana cost for this card to be effective, and it also some time require you to play this few card over a few turn, and than there is draw back of hero power can't be use many of a time, when other hero could ping/heal/draw/gain tempo via token, not to mention the weapon can be destory by cheap minion Acidic Swamp Ooze.
imho there is similar idea between the 2, sending minion back to owner hand, Where trap can be play around (or need to play around with the guessing game) but the hunter gain tempo after, can be use both early or late game to generate advantange if used right, also if the guessing game is wrong from the opponent, huge tempo is gained from it even before it trigger. Where as Sap is voluntary spell that usually only see play late game, otherwise a dead card in hand early game. Sap OP? i dunno really.
Preparation one of the very few card that define rogue, may have limit future design of card, but imho is not OP.
Oh, have u not heard? they are removing rogue as a class as they have no clue what to do with it.
Just kidding, Wait patiently, Kappa!
Cant wait for Rouge Cards! :) That class is way underplayed! To be honest, do anyone of you remember other rly good rouges instead of malygos and the other "card draw" rouge? or fatigue rouge? seriously, not many rouges are online.. i am playing this game since beta and rly hope to see more rouges out there! :)
thanks to all for your predictions
I think rogue have some decks to play with, mostly tier 3/4 except Oil rogue like tier 2?
No, it just make pirate rogue more viable. Sure its a good card, even if u give it to hunter,shaman,mage,warlock,paladin,druid because this card is such a good early tempo play. But this card will shine both in warrior and rogue, because they have Upgrade!Deadly Poison to make the weapon better. If its gonna be broken with rogue, its also will be with warrior. why? Because all existing Rogue pirate card is average, but the real synergy come with Basic/Classic pirate card.
This + deadly poison is way,WAY, WAAAAAAAAAAAAAAYYYYYYYYYYYY better than upgrade, hell this would be almost an assassins dagger in rogue, plus that one mana would make combos + weapons buffs so easy and with so much durability it's not even funny, this in warrior is FAR from being as impactul as if it was a rogue card.
Well, i have to somewhat agree with you that with deadly poison this is more impactful, but i feel that its much more useful in the case below, that depend on how you look at thing. I will always want to vote for more durability as the dmg increase, because this is a early card, for tempo play to clear small minion. if you want to really compare, than doing the maths will show you why i think they are about same.
Its kind of infuriating that this isnt a rogue card.
#Feelbadman, #iknowright, they print 3 pirate related card for rogue that require condition to be playable Shady DealerOne-eyed CheatBuccaneer, While N'Zoth's First Mate is a standalone card that give the effect, its like Blizzard hate rogue, nuff said.
This would be broken if it was a Rouge class card, stop complaining.
No, it just make pirate rogue more viable. Sure its a good card, even if u give it to hunter,shaman,mage,warlock,paladin,druid because this card is such a good early tempo play. But this card will shine both in warrior and rogue, because they have Upgrade!Deadly Poison to make the weapon better. If its gonna be broken with rogue, its also will be with warrior. why? Because all existing Rogue pirate card is average, but the real synergy come with Basic/Classic pirate card.
i like the idea of healing overtime via pinheadsenpai, i think that skill u are referring to is Recuperate.
And also, how about this idea that is a twist from those who mention earlier to give coin according to mana spend, i have this idea mainly for mill rogue (and also healing).
Card Name: Forbidden Treasury / Mana: 0
Text read: Spend all your Mana. Give a Curse Coin to your opponent hand with each Mana spent.
Card Name: Curse Coin / Mana: 1
Text read: Restore 2 heal to your opponent at the start of your turn.
So this card will be having at least 2-20 heal immediate, fill your opponent hand up and mill them, have them to cast away the token card generated to waste their mana.
(p.s) why do those other classes that don seem to need more healing card get so many heal card, like Forbidden Healing when they have Lay on Hands, Hallazeal the Ascended when they have Healing Wave. i will be piss if this expansion show no healing for rogue. >.<
Hi, i have this idea about the Forbidden Spell for rogue.
How i see it could work is that rogue usually dominate in the early game, by keeping mana range checked on the low, rogue could really take advantage of others cheap existing spell and minion. These 2 card can buy us more time to build the board and delay the game into mid-late game where control playstyle dominate.
In short, we control the control-deck by not giving them much chances to use their late card, and we fill our deck/board with cheap+low mana minion and spell.
As soon as the eggs take damage, they spawn the whelps (so do Imp Gangboss and Patron). After that, all the minions get frozen, including the spawned ones. And after that, the minions with 0 HP will die, so if your nerubian egg wouldn't have had a buff, the 4/4 Nerubian could have attacked.
Exactly this. The damage and freeze part don't happen simultaneously, and stuff can happen between them.
i see, i read the spell as Deal dmg AND freeze them (i have the impression it happen simultaneously) But your explanation is Deal dmg first, freeze after. Did anyone checked with blizzard before? or maybe its just me, poor understanding in english (not my main language).
As soon as the eggs take damage, they spawn the whelps (so do Imp Gangboss and Patron). After that, all the minions get frozen, including the spawned ones. And after that, the minions with 0 HP will die, so if your nerubian egg wouldn't have had a buff, the 4/4 Nerubian could have attacked.
If the Nerubian egg died, i believe the 4/4 nerubian could have attack and not freeze, as deathrattle happen after everything.
But i also believe Imp gangboss, patron, dragon egg, who spawn minion should not be freeze as well.
This is because the Spell read, Deal 2 dmg to all enemy minion and freeze them (which, from my understanding, only minion dmg by this spell is freeze, the Imp gangboss, patron, dragon egg although simultaneous spawn minion, but did not receive dmg)
Unless i misinterpreted the spell reading, i think they should change the wording to 'deal 2 dmg to all enemy minion and freeze them after that.
0
No memory of shadowSpectreX. :/ 0/10
0
Was hoping that Forsen card get revealed the first from all this voting, but well, tomorrow isnt far.
looking from the art like it is some sort of buff or heal, from the yellow and white back ground it seem like a paladin or priest card, but the human in it is holding 2 weapon (only rogue hold 2 i guess?), and its not sword or hammer (not paladin i guess?) nor is it a staff (not priest i guess?). Also from the dress that seem lightly armored and dark color + there the tattoo on his face with his expression looking refreshed.
My conclusion is: a Healing card for rogue after damaging or killing a minion. Haha.. :)
4
i think there is really room for argument for rogue basic/classic card.
Deadly Poison compare to Fiery War Axe
Rogue turn 2 + coin or turn 3 usage, hero power + poison. Warrior Axe Turn 1 + coin or turn 2 usage. Those tempo warrior get, not to mention the following turn warrior can still hero power.
Blade Flurry compare to any other AOE in game
Many time this card lead into a massive debate, i just like to highlight that this card, even though is powerful, are definitely not broken or OP. Think about it, when rogue want to Flurry, it require A weapon (2mana hero power) + a spell bonus minion(2mana Thalnos or 5mana Azure drake) or weapon buff (1mana deadly poison) + Preparation (if need be) + Blade Flurry itself (2mana). That is at least 2-4 card + weapon, or without Preparation 5-9mana cost for this card to be effective, and it also some time require you to play this few card over a few turn, and than there is draw back of hero power can't be use many of a time, when other hero could ping/heal/draw/gain tempo via token, not to mention the weapon can be destory by cheap minion Acidic Swamp Ooze.
Sap compare to Freezing Trap
imho there is similar idea between the 2, sending minion back to owner hand, Where trap can be play around (or need to play around with the guessing game) but the hunter gain tempo after, can be use both early or late game to generate advantange if used right, also if the guessing game is wrong from the opponent, huge tempo is gained from it even before it trigger. Where as Sap is voluntary spell that usually only see play late game, otherwise a dead card in hand early game. Sap OP? i dunno really.
Preparation one of the very few card that define rogue, may have limit future design of card, but imho is not OP.
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Turn 10Bolf Ramshield into Faceless Shambler
2 minion on board with 3/9, one protect your face with taunt, the other protect your face from spell.
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Oh, have u not heard? they are removing rogue as a class as they have no clue what to do with it.
Just kidding, Wait patiently, Kappa!
0
1
i like the idea of healing overtime via pinheadsenpai, i think that skill u are referring to is Recuperate.
And also, how about this idea that is a twist from those who mention earlier to give coin according to mana spend, i have this idea mainly for mill rogue (and also healing).
Card Name: Forbidden Treasury / Mana: 0
Text read: Spend all your Mana. Give a Curse Coin to your opponent hand with each Mana spent.
Card Name: Curse Coin / Mana: 1
Text read: Restore 2 heal to your opponent at the start of your turn.
So this card will be having at least 2-20 heal immediate, fill your opponent hand up and mill them, have them to cast away the token card generated to waste their mana.
(p.s) why do those other classes that don seem to need more healing card get so many heal card, like Forbidden Healing when they have Lay on Hands, Hallazeal the Ascended when they have Healing Wave. i will be piss if this expansion show no healing for rogue. >.<
0
Hi, i have this idea about the Forbidden Spell for rogue.
How i see it could work is that rogue usually dominate in the early game, by keeping mana range checked on the low, rogue could really take advantage of others cheap existing spell and minion. These 2 card can buy us more time to build the board and delay the game into mid-late game where control playstyle dominate.
In short, we control the control-deck by not giving them much chances to use their late card, and we fill our deck/board with cheap+low mana minion and spell.
0
at first glance i thoughts it a Rogue card. >.< that slightly black boarder...
as if paladin need more heal!? and rogue dont. feelbadman.
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Hi, i am puzzle by the outcome of this spell, Reference: Blizzard
I have 5 minion on board, Nerubian Egg, 2 x Dragon Egg, Azure Drake, SI:7 Agent.
So the enemy cast blizzard, the 2 dragon egg receive dmg and spawn 2 whelp,
the rest of the minion was 'Freeze' after receiving dmg, including the nerubian egg which got a hp buff previously.
HOWEVER, the whelp was also freeze, without taking dmg.
Edit: Thanks, i can upload now. :)