So this has potential - especially with the new Rogue DK. That card is going to make playing multiples much easier and when you are pointing razorleafs at your opponents face, then hitting them for 4-5, then leaving behind a 5/5 body - i'm just saying there's a chance this actually finds a 1 of role in Rogue.
EXTREMELY bad card. I don't get it why people are saying it's good. Discard is bad, and will remain bad. The Hero power is strong, but the battlecry is discard oriented -> bad card.
WTH, the Battlecry is discard oriented ?! Text say - and I quote: ''Summon all Demons that died this game'' Most Demons don't discard and are nicely stated, exception made of a very few I think this is one of, if not THE, best DK card revealed.
My guess is as good as yours, but saying this is extremely bad couldn't be more easily disproven ^^
who knows man some people just don't read. Seriously even this plus the two new Demon Cards that do 1 damage to enemy on end of turn is like a non-symmetrical Baron Geddon plus bodies, plus armor, plus EXACTLY what you want toward the end game - life plus targeted damage. it's bonkers.
Ok, this card has potential in exactly 1 deck: The all-in weapon warrior. I've actually played that deck a number of times and actually one of the issues is having too many weapons clogging your hand. Does this minion help with that situation? Who knows. Will I try it? Absolutely.
So normally i would NEVER encourage anyone to disenchant anything - i've been burned so many times (played since beta). HOWEVER - Ozruk is one of those unique bad legendaries that you will play more from a free discover effect than if you actually put him in your deck. Servant of Kalimos will get you Ozruk with some frequency and you don't even waste a deck slot. So disenchant away!!!
See also: Tyrantus which i've now pulled from Stampede 3 times.
I agree - it's really tough when most of a classes expansion cards seem hell bent on making a deck type work that you either don't like or isn't great in the meta. BUT - Druid, thanks to it's ramp, can do some really great things with neutrals. I've been playing an Elemental Druid, and honestly just getting blazecallers out by like turn 5 is really crazy. Why play this instead of doing the same thing in Shaman? Druid has better card draw, the aforementioned ramp, Fandral is still one of the best legendaries of all time (although i do hate how the new choose one gives you stealth and taunt), and lastly.... it's druid. and it feels great beating a Shaman with elementals.
Anyway, I agree with you more than I disagree, but the final thing is how incredibly fun wild is right now and druid can do some crazy things there.
> wonder if you can discard your portal on the same play as completing the quest
This is entirely possible if you have, say, brann on board and play a Doomguard (although brann is rotating out). It'll make for a great Trolden clip at least :)
Your point is valid, but the real thing to see is how soon can each class can begin the golem cycle. If 4 mana is the soonest Shaman can get the ball rolling, it's probably ok. If Rogue can begin on turn 1 or 2, that's a huge difference. Even late game - Low-cost golem summoners are going to be super dangerous and Rogue won't have a problem initiating the combo. Getting a 2 cost 8/8 vs. a 4 cost 8/8 - at least that's how I see the balance being ok. But fuck me right - watch Shaman get a 1 cost golem card with overload.
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there are still like 30 cards yet to be dumped - don't know what OP is smoking.
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So this has potential - especially with the new Rogue DK. That card is going to make playing multiples much easier and when you are pointing razorleafs at your opponents face, then hitting them for 4-5, then leaving behind a 5/5 body - i'm just saying there's a chance this actually finds a 1 of role in Rogue.
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the only sad thing to me is how Pirate will continue to push Oozes into the metagame. Cards like this will suffer accordingly. Otherwise it's awesome.
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so the fact you can heal this and it retains it's attack gain is interesting. it's not good ... but in priest this could be worth messing around with.
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Amazing synergy with Sea Reaver!!!! /s
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Ok, this card has potential in exactly 1 deck: The all-in weapon warrior. I've actually played that deck a number of times and actually one of the issues is having too many weapons clogging your hand. Does this minion help with that situation? Who knows. Will I try it? Absolutely.
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sort of - it puts the weapon card back in your hand. So pay for it but you get the battlecry and the durability back.
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So normally i would NEVER encourage anyone to disenchant anything - i've been burned so many times (played since beta). HOWEVER - Ozruk is one of those unique bad legendaries that you will play more from a free discover effect than if you actually put him in your deck. Servant of Kalimos will get you Ozruk with some frequency and you don't even waste a deck slot. So disenchant away!!!
See also: Tyrantus which i've now pulled from Stampede 3 times.
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I agree - it's really tough when most of a classes expansion cards seem hell bent on making a deck type work that you either don't like or isn't great in the meta. BUT - Druid, thanks to it's ramp, can do some really great things with neutrals. I've been playing an Elemental Druid, and honestly just getting blazecallers out by like turn 5 is really crazy. Why play this instead of doing the same thing in Shaman? Druid has better card draw, the aforementioned ramp, Fandral is still one of the best legendaries of all time (although i do hate how the new choose one gives you stealth and taunt), and lastly.... it's druid. and it feels great beating a Shaman with elementals.
Anyway, I agree with you more than I disagree, but the final thing is how incredibly fun wild is right now and druid can do some crazy things there.
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the launcher states the Hearthstone will go down for maintainance in the morning and come back online at 9am PDT.
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> wonder if you can discard your portal on the same play as completing the quest
This is entirely possible if you have, say, brann on board and play a Doomguard (although brann is rotating out). It'll make for a great Trolden clip at least :)
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and then you get it again after they play it and give it back
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Your point is valid, but the real thing to see is how soon can each class can begin the golem cycle. If 4 mana is the soonest Shaman can get the ball rolling, it's probably ok. If Rogue can begin on turn 1 or 2, that's a huge difference. Even late game - Low-cost golem summoners are going to be super dangerous and Rogue won't have a problem initiating the combo. Getting a 2 cost 8/8 vs. a 4 cost 8/8 - at least that's how I see the balance being ok. But fuck me right - watch Shaman get a 1 cost golem card with overload.