New Neutral Legendary Card Revealed - Magtheridon
PlayHearthstone on Instagram just revealed a new Ashes of Outland Neutral Legendary card: Magtheridon
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Discuss this Card
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Okay, interesting but I've got a question about it... The 3 1/3 minions it spawns that have to die for it to activate, are they Deathrattle minions or just normal ones you can smack into the face of a large minion and get your Maggy up next turn without any real hope for keeping it dormant for your opponent? Because if they're Deathrattle it'll be fairly easy to get around.
No deathrattle.
At first I was thinking, wow, at 4 mana this is crazy OP but I think the weakness is if your opponent keeps the 1/3s from dying until Magheridon awakens; then the 1/3s dying should clear the board if I understand it correctly.
They die, Twisting Nether and drops the unit 12/12
I do wonder what the interaction will be if your opponent's board has 5 or 6 minions. Do 3 warders need to die to activate or will the game just check if that's the last one to die?
Edit: nvm in the release video all 3 need to die to activate Maggy
This is better than The Darkness, but it not a strong card by any means. The fact that it is a neutral should be a hint.
-You will almost always need to kill all 3 wardens on the same turn. A transform effect on one of them (Witchy Lackey) or other, will ruin your day.
-If your opponent has 4 or more minions, this is unplayable.
-Any 2-card AOE combo with this is pretty expensive.
-Even if you do manage to pull of the combo, a 12-12 vanilla demon is not that hard to deal with. He is also 100% useless when resurrected.
-You need to be pretty far ahead to kill all the 3 wardens with your own minions as a midrange or tempo deck.
1)power of this card is not in 12/12, but in the Twisting nether built into it
2) Only Rogue playing Witchy Lackey ,
3) The creation of a large pressure at the Argo and Midrange decks, because in any moment he can come and clear board,
4) Against his carcass right resources, the same Removal, + it can be in any control deck as DOP AYE, it is most Often nerfbat in the next month when he comes out,
Its Deathwing but dont discard bot you need kill 3 1.3
Don't compare The Darkness with this card, trash Darkness, only he have a 20/20 unit, which
A) did Not possess any abilities,
B) a Complex method of its activation,
C) was too random you can 1 go to activate it and 21 22 23 cards,
@SlydE have the point
My bad, I somehow missed the Twisting Nether part, which might give this a role as a neutral potential full-clear, especially in control vs midrange and control mirrors.
However, there are counterplays, notably strong deathrattles and filling the board and in a last resort: managing your resources so you can refill after the clear.
Plague of flames could help to make this usable on turn 5, if you have a few minions ready on your side of the board. Zoolock, or the galakrond invokes will help with this.
Flamewreathed Faceless, Nozdormu the Timeless and Magtheridon neither of them beat the statistics of the first dormant minion, The Darkness.
what
This +1 mossy horror is pure gold xD
I think Mossy rotates out of Standart, also pretty bad as Mossy gets destroyed himself.
Sure, this 2- card, 10 mana combo is fine, unless:
-You are dead before turn 10.
-Your opponent has lethal on board with minions above 2 attacks.
-Your opponent has 4 or more minons on the board already.
-Your opponent plays one of many decks which have no issues dealing with a vanilla 12-12 on turn 10.
Lacking taunt makes all combos like this unplayable (imo), unfortunately.
Dead before turn 10? I mean you could say the same thing about any 8+ mana card or any combo deck. "it doesn't work if you're dead" is like the "dies to removal" argument. It's dumb.
Your opponent has lethal with minions above 2 attack? I mean, this minion also clears the board.... so.... they'd all die.
Decks can deal with vanilla 12/12s. I mean, this is LITERALLY the dies to removal argument. It's dumb. If it dies, you still cleared the board and your opponent had to spend a card dealing with it. If it doesn't die, you win.
your only argument that holds any weight is the one about your opponent having more than 4 minions, which (in MY opinion) is the only factor that will hold this card back from being really good.
I misunderstood the full-clear potential.
But remember that another major weakness is that any 2-card combo involving a legendary rather inconsistant. The play will also not necessarily win the game by itself.
For example, let's say you use this combo to clear a dragon hunter board (given they have 3 or less minions ofc). You leave up a perfect target for Rotnest Drake, and the hunter can continue to smash your face as they wish. I believe this is a very bad card against aggro decks!
My bad meant it for wild, didn't even think mossy still is standard now, mb!
at the moment standard is just a grind, and if you wanna break the already good decks and be creative you need dust/cards -> not really pay2win, but pay2compete 100%
Uh...what?
Okay, okay, let me just take a breath here...so you can't cheat it out from your deck. That's about the most balanced thing about this card. There's one way to cheat it into your hand as far as I know, with Sense Demons, and it has great synergy with Hellfire, so it's a natural fit in warlock. There are still a few big questions. If you don't summon any Warders, is it dormant forever? What if you just summon one Warder? Does it need 3 Warders to die, or just for all Warders it summons to be dead?
Where does this fit? Where doesn't it fit? Control is naturally a great place considering removal options, but could you slot this into a midrange deck, clear the warders with the minions you already have on the board and summon a 4 mana 12/12?
Meta-defining isn't even the right word. This is just ridiculous. Part of me thinks that even printing this is a mistake.
The other part of me is really excited to craft it.