This is a great card. I see it in Control Warrior with lots of rush minions but other archetypes could use it as well. Hopefully this will help Warrior leave its current one dimensional state with Risky Skipper being the only worthwhile card to build around.
I like the concept and i love big decks but 9 mana is a lot. We will need some bigger and better demons to justify this seeing play in standard. In Wild it's really cool though!
Oh boy... This is kinda insane. It's not really a combo breaker but a delayer since it won't destroy any of their key pieces. It only reshuffles them which is great on its own. But against Control this seems so toxic. Control decks really like to slowly draw and hoard cards in hand. This forces them into reshuffling and greatly diminishes their hand size. That's absolutely crippling. Aggro DH will overtake the meta again solely because of this card. I'm sure of it. And i'm definitely not happy.
This seems too slow for current Totem Shaman. The deck tries to snowball the board early in order to buff and copy the Totems and burst the opponent as fast as possible. This costs 5 mana so it comes down when the deck already expects to be winning the game. Lightning Bloom could offset that (playing it on turn 3 or even 1 at those extreme miraculous scenarios) but the overload might be too crippling. And the effect is a deathrattle which leaves it completely open to silence, Polymorph and so on. It's cool to see that they are taking the Totem tribe more seriously but i don't believe this card is going to be a big deal.
Good stuff. Very easy to activate for both classes. But this thing looks like a hybrid of a demon and dragon. And it's neither apparently. Really weird.
Very powerful effect but you need to pay attention to what you are playing. The spell itself needs to destroy a minion for the effect to work. A card like Mass Hysteria or Ramming Speed probably won't summon anything as they don't destroy minions. They only force them to attack and kill each other. Brawl should work fine as the spell itself destroys the minions.
Weird card. It's decent tempo with a strong weapon equipped on curve but it seems to fall off fast after the earlier turns. Most weapons don't have high attack so this will usually summon a 2-drop. That's fine on curve but nothing special later in the game. Also, the text on the card clearly states "equal to your weapon's attack". So hero attack buffs like Heroic Strike probably won't work with it. The best case scenario for this card in standard is most likely going to be a Hooked Scimitar on a Rogue aggro deck.
7 mana for 3 AoE isn't great but the summoning part is interesting. It's hard to say how good this is until we can play with it. I don't think this will be enough to push a Control DH though.
It's okay. Good for those stealth synergy cards but the deathrattle isn't going to be all that great without further support. At least, she isn't a RNG Yeti this time.
I think one of the best fixes would be to remove Gentle Megasaur and replace it with Scalelord, along with some other tier changes and whatnot
Wouldn't change anything I think. It's still very easy to add Poison via Toxxifin. So Scalelord would make the typical Poison + Divine Shields composition still quite possible to achieve.
And even just two murlocs with Poison and Divine Shield is bonkers enough. Each of them will kill at least 2 minions on their own. Megasaur can at least roll badly sometimes - Scalelord wouldn't.
Another thing is that Scalelord is a very bad design for BG simply because it cannot really be upgraded. What would a golden Scalelord even do?
Finding Toxfins without Primalfin isnt that easy... probably only 2-3 a game. and u loose a lot of gold, where u cant buff your other murlocs.
The golden effect for Toxfin isnt that great too ;)
I agree with Geoff. Divine Shield is the most powerful keyword in Battlegrounds. What makes Megasaur a problem is how it buffs a whole board with shield and poison on its own. But at least there's quite a bit of RNG involved in the discover. What mitigates that RNG right now is Brann. Scalelord is just going to make those Divine Shields way too consistent. Also, this card just sucks big time as a tier 6. It has a single use and after that it's completely useless. It's just going to make the discover pool for tier 6 a lot worse for every other build. Btw, Toxfin can be used multiple times during a game as it buffs only one target. You need more copies to make the most out of it. Scalelord becomes absolute garbage after a single use. It doesn't make sense at all.
They need to remove Megasaur and add Scalelord instead.
That's a terrible idea imo. Megasaur provides a bunch of random options for adaptation and that makes it inconsistent for finding Divine Shield. They get it frequently because of Brann. Without Brann it becomes pretty difficult to get Poison and Divine Shied. Shield is the strongest option always and adding Scalelord is going to make Divine Shield Murlocs extremely consistent. With big stats (through Brann) and consistent shields even Poison is going to become irrelevant. Just removing Poison from Megasaur is enough. The poison should only be obtained manually through Toxfin.
Scalelord will work if they tone down the late scaling of murlocs.
Late game scaling is literally the only thing Murlocs have. If you weaken that (removing Bagurgle, for example) then they are going to be too weak against every other late game scaling comp. And then the Divine Shield won't matter as the Murlocs won't have enough attack to kill those big dragons or any other large minions. It would be better to just remove them from the game altogether. Murlocs are extremely one dimensional. They need their late game scaling. Weakening that will make them pretty much worthless.
0
This is a great card. I see it in Control Warrior with lots of rush minions but other archetypes could use it as well. Hopefully this will help Warrior leave its current one dimensional state with Risky Skipper being the only worthwhile card to build around.
0
I like the concept and i love big decks but 9 mana is a lot. We will need some bigger and better demons to justify this seeing play in standard. In Wild it's really cool though!
3
Oh boy... This is kinda insane. It's not really a combo breaker but a delayer since it won't destroy any of their key pieces. It only reshuffles them which is great on its own. But against Control this seems so toxic. Control decks really like to slowly draw and hoard cards in hand. This forces them into reshuffling and greatly diminishes their hand size. That's absolutely crippling. Aggro DH will overtake the meta again solely because of this card. I'm sure of it. And i'm definitely not happy.
3
This seems too slow for current Totem Shaman. The deck tries to snowball the board early in order to buff and copy the Totems and burst the opponent as fast as possible. This costs 5 mana so it comes down when the deck already expects to be winning the game. Lightning Bloom could offset that (playing it on turn 3 or even 1 at those extreme miraculous scenarios) but the overload might be too crippling. And the effect is a deathrattle which leaves it completely open to silence, Polymorph and so on. It's cool to see that they are taking the Totem tribe more seriously but i don't believe this card is going to be a big deal.
0
Great synergy with deathrattles and low cost minions as well. And it has great stats for its cost. Amazing!
4
Good for Zoo and Discard. Not really interesting though.
0
Yeah, the effect won't trigger if he dies. But if he doesn't then... profit!
1
Good stuff. Very easy to activate for both classes. But this thing looks like a hybrid of a demon and dragon. And it's neither apparently. Really weird.
0
Very powerful effect but you need to pay attention to what you are playing. The spell itself needs to destroy a minion for the effect to work. A card like Mass Hysteria or Ramming Speed probably won't summon anything as they don't destroy minions. They only force them to attack and kill each other. Brawl should work fine as the spell itself destroys the minions.
0
Decent early game control card. It's not nearly as good as Breath of the Infinite or Volcanic Potion but it's playable.
0
Weird card. It's decent tempo with a strong weapon equipped on curve but it seems to fall off fast after the earlier turns. Most weapons don't have high attack so this will usually summon a 2-drop. That's fine on curve but nothing special later in the game. Also, the text on the card clearly states "equal to your weapon's attack". So hero attack buffs like Heroic Strike probably won't work with it. The best case scenario for this card in standard is most likely going to be a Hooked Scimitar on a Rogue aggro deck.
2
7 mana for 3 AoE isn't great but the summoning part is interesting. It's hard to say how good this is until we can play with it. I don't think this will be enough to push a Control DH though.
8
It's okay. Good for those stealth synergy cards but the deathrattle isn't going to be all that great without further support. At least, she isn't a RNG Yeti this time.
0
I agree with Geoff. Divine Shield is the most powerful keyword in Battlegrounds. What makes Megasaur a problem is how it buffs a whole board with shield and poison on its own. But at least there's quite a bit of RNG involved in the discover. What mitigates that RNG right now is Brann. Scalelord is just going to make those Divine Shields way too consistent. Also, this card just sucks big time as a tier 6. It has a single use and after that it's completely useless. It's just going to make the discover pool for tier 6 a lot worse for every other build. Btw, Toxfin can be used multiple times during a game as it buffs only one target. You need more copies to make the most out of it. Scalelord becomes absolute garbage after a single use. It doesn't make sense at all.
0
Late game scaling is literally the only thing Murlocs have. If you weaken that (removing Bagurgle, for example) then they are going to be too weak against every other late game scaling comp. And then the Divine Shield won't matter as the Murlocs won't have enough attack to kill those big dragons or any other large minions. It would be better to just remove them from the game altogether. Murlocs are extremely one dimensional. They need their late game scaling. Weakening that will make them pretty much worthless.