New Warlock Legendary Card Revealed - Za'qul
PlayHearthstone via an E-mail promotion just revealed a new Voyage to the Sunken City card: Za'qul
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Watchposts in Barrens had to be nerfed lmao
One of the rares or common cards (4 cards left) need to have that Abyssal synergi and give a curse or this will be way too underdeveloped and underused. Probably coming with the mini-set after this expansion?
This is the most specific Lifesteal I’ve ever seen
Yea, these morons forgot they have that keyword...
Actually using the word Lifesteal wouldn’t work the same since the source of the damage comes from a card controlled by your opponent.
If it had lifesteal then it would heal the opponent, moron.
Literally unplayable
Yo it wouldnt be played even if it was "For the rest of a game" and its not...
i think it is for the rest of the game but i'm not sure
Btw a dev confirmed that the curse dont start at 0 but at 1.
0 was just a placeholder.
0 is what the card says when you've played 0 yes. Hearthstone players are dumb so the cards count for you now.
At the moment we know about 3 possible copies of Abyssal Curse, one from this card, and two from Abyssal Wave. Each curse has one guaranteed tick and one optional, if the opponent won't play it away immediately.
Best-case scenario gives 6 ticks and deals 15 damage in total (0 + 1 + 2 + 3 + 4 + 5). Worst-case scenario gives 3 ticks and deals... 3 damage (0 + 1 + 2). All this for 17 mana.
Whole thing looks like trash to me.
- EDIT! -
According to devs, damage starts with 1, not 0, and increases with successive curses, not ticks. First curse deals 1 damage with each tick, second one deals 2 and so on. It can deal 12 damage at best (1 + 1 + 2 + 2 + 3 + 3) and 6 at worst (1 + 2 + 3). For 17 mana.
Yep, still trash... unless there are more copies of this curse, which is what I'm hoping for. Something like 1 mana shadow spell: Give your opponent an Abyssal Curse.
Yes, such spell would be a nice fit. Still not sure if that'd make the cut, but nevertheless it's at least good to see that they're trying to make something of an "Affliction Warlock".
True, Affliction Warlock was my main in WoW, but I'm afraid that Team 5 might just drop the idea if it doesn't work out right away, like they did with Fel Warlock.
Yeah, the thing about this curses is they can be a win condition depending on how many curse cards are printed.
With 1 more card, the maximum number of curses is 5, which increases the minimum damage to 15 (1+2+3+4+5), 30 if they don't pay the mana to dispell the curses.
With 2 more cards, the maximum number of curses is 7. Then the minimum damage becomes 28, or up to 56 if the opponent don't pay any mana to dispell the curses. Maybe they'll even print some card that can add multiple curses given a condition, which can increase it even more (36, 45).
So this Warlock archetype will probably be: Warlock tries to survive with control cards and curse applying cards, and if they survive the curses will kill you eventually.
Even if they print more Curse-giving cards (and they should) you still have to draw them, play them on some kind of curve and let the opponent experience the effect over some turns. The best disruption with Curses is early; later on opponents will not care and we have a 5-mana card here and the other one is 6-mana (shame it's not a Fel with all the synergies available but a Shadow spell). Try and beat a Warrior with all the armor they can gain by that point, no chance. I appreciate these cards are not the only ones being played and Warlock will do more damage with other strategies but Curse cards take up valuable slots for those strategies and, therefore, I am not sure that I'd choose a Curse over Murloc synergy, for example. I probably wouldn't at this point.
There has to be. I can't imagine the only other curse card is more expensive than this one. Or it's a 2 damage swing, which is... lame.
Murloc is a totally different deck from this. This'll go in some like... control deck. You use these to do poke damage and heal yourself and whatever else the curse cards do. Against aggro you'll play a bunch of curses, and they'll either go off curve getting rid of them or you get a big heal on turn 5 in theory.
There has to be AT LEAST two more curse cards I think. Given they only last 2 turns. Or there needs to be some sort of jade idol style curse card. Not infinite, but one that gives you curses to play.
Is there any video associated with this curse mechanic? I want to know what "2 turns remaining" means. Does it mean it stays in the players hand for 2 turns before they can get rid of it by paying mana for it or does it mean it will discard itself from the players hand after 2 turns and the player can pay mana whenever to get rid of it?
If I understood correctly, it stays in his hand for 2 turns and then gets removed, but the other player can pay 2 mana to remove it one turn earlier.