Can someone please explain why this isn't HORRENDOUSLY OP?
Because it's effect is a deathrattle. It does nothing the turn you summon it and can be polymorphed/hexed/aldored/sapped/entombed/mindcontrolled. But still a great card if you build a deck around it and get a bit lucky with the polymorph effects.
now that i m not in school and have time to think about this card, this card might not be bad. its okay at most and its not broken.
and if you think about it, this card is a 6 mana sprint basically. It puts 2 copies of itself in your hand which can potentially draw your more card and draw one more on its own, and it keep your fatigue meter under control.....
the problem with, when compare to sprint is that sprint draws you the cards immediately so you can get those options in your hand already while with tea is one at a time.
however, this card can provide you a constant stream of combo setup and it's actually a yogg saron 'buff' since you can continuously cast spells to power off into one yogg saron RNGesus arena.
I think you completely misunderstood how this card works. It draws you a card and gives you two additional copies of the drawn card. Not of the spell itself.
Why does everyone keep saying x3 prep is bad? Can you imagine the craziness Rogues could do with 3 preps?
Oil: Dagger up, prep, oil, prep, oil, prep, blade furry. 2 mana for 14 damage + 6 if you have a minion on the board. Plenty of leftover mana for extra damage or a sap.
Mill rogue: Coldlight, prep, gang up, prep, vanish.
Miracle/Malygos: Gadgetzan, draw nearly your whole deck.
Not to say this is the end all be all card for rogues, but it certainly is useful. Compared to sprint, it's worse for digging through your deck or getting a variety of answers. However, it's relevant for fatigue, better for increasing the value of your deck, and better for combo decks that don't need a lot of combo pieces at once, but would rather have a lot of whatever piece they do draw. This seems like an okay card that could be a one of in Mill, Reno, or a new value/control rogue that isn't present yet.
That's what I was wondering. I don't know why other people say that 3x prep is bad unless your hand is empty. But there are so many other cards which make no sense with this. Gadgetzan Auctioneer or a second Thistle Tea for example. This card really reaminds me of Wilfred Fizzlebang - great effect, but very unreliant and RNG-based. But with Prep it might be as playable as Burgle.
What happens if you draw Ambush! or Burrowing Mine . Do they activate 3 times or do the copies just go into your hand and be dead cards?
I'd say it would activate like normal, and then the tea would affect the following card. Any card draw spells skip over cards like that.
Wrong. The mine would activate and then you would get two copies of the mine added to your hand (you can play them for 0 and they will just fizzle), then you draw one more card. Draw spells don't skip it, the mine itself gives one additional draw.
Azure Drakehas a nifty effect which is "Spell Damage +1". Blade Flurry is a spell. Do the math.
Betrayal is the exception to the rule. For all game purposes the damage dealt through Betrayal is not dealt by the spell itself, but by the target minion. Consequently, Betrayal does not benefit from Spell Damage, as the damage is dealt by the minion and not the spell. Source: http://hearthstone.gamepedia.com/Betrayal
Shadowflame, Lightbomb, Holy Wrath also does not work with spell damage, Blade flurry is the odd one in this collection of cards being affected by spell power when it shouldent.
Lol. Calling it cheating when it is a mechanic in the game.
Abusing long animations in combo with Nozdormu is not an intended mechanic, it's literally a bug exploit. It's not endorsed but not considered a hack either. Soon enough they're probably either gonna change Dormu effect or just give people the option to skip animations, and the problem will be solved.
You already can skip animations by clicking on it.
Just think about all the times that the person playing the Nozdormu deck loses.
Maybe because the answer is that Noz just isn't broken.
I was literally unable to play a card. In a card game. How in god's name is that not broken?
I'm sure the person who played this deck loses loads, because he was awful. He had nothing going on until he played thaurissan and then these two cards. The whole deck relies on one stupid gimmick to break the game. Unless that goes off, of course you lose.
Yeah it's a bug and it's broken. Blizzard already fixed the joust interaction some time ago, so for now the only card which works with Nozdormu is Curse of Rafaam. You still can counter it by clicking on the card when it's animation appears (at the start of your turn). This causes the animation to be skipped and gives you time to deal with Nozdormu.
Baine Bloodhoof counts as a 4-drop, which makes him another great target. But the craziest is Nerubian Egg! You play a 2-drop, out pops a 3-drop Nerubian, evolve into 4-drop!
No? Transform doesn't trigger deathrattles. Otherwise your opponent would get the Ashbringer if you transform his Tirion.
I don't think it's that bad. Ofcourse it's crazy how Blizzard tries to push paladin over and over. But this time we at least have real counters to them. Secret Paladin will be dead soon, because of Eater of Secrets and while this new divine shield minion is really strong, you can always run a Blood Knight yourself for insane tempo.
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None of your business...
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It does quite well in Mech Mage, OTK Priest or Buff Paladin. I didn't dust mine, but it's surely not tier 1/2.
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I don't think it's that bad. Ofcourse it's crazy how Blizzard tries to push paladin over and over. But this time we at least have real counters to them. Secret Paladin will be dead soon, because of Eater of Secrets and while this new divine shield minion is really strong, you can always run a Blood Knight yourself for insane tempo.
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