Brian Kibler just revealed new Festival of Legends cards: 2 Cards
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Discuss this Card
the number on the fatigue card
— Leo Robles 💙 (@MyntyPhresh) March 29, 2023
so if youre Immune from Void Virtuoso but your Fatigue card would have dealt 10 damage, Crescendo still does 10 damage to all enemies
also works similarly with Felstring Harp
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It was confirmed via Twitter that immune hero does not take fatigue damage but the new cards still work based on the number on the fatigue 'card' drawn.
Personally I adore these new cards cause they're a slam dunk flavor wise, maybe not for the classical music thing. (tho if you do get Crescendo up to 10 damage that's certainly the crescendo of a match lol) but more for Warlock and it's class fantasy as a whole, these are one of the purist embodiments of I want power NOW i'll deal with the consequences of my actions later. Cause you're actively taking ever increasing speed bumps to try and win and they're certainly strong but you are actively screwing yourself should you ever actually reach fatigue since this does speed up your fatigue timer. However also seeing these I have very little doubt in my mind they're keeping the questline permabanned in wild because these could slot in so easily to make that deck even better it's not even funny.
i still don't understand how these work. can someone explain.
i play Crescendo and pass, next turn im dealing dmg or taking dmg?
how about that Battlecry or imp one?
i play imp and tap deeper to fatigue, i get stats after tap? can the effect transfer to next turn?
as you play the card it ''draws'' a fatigue card, if you actually run out of cards later your fatigue will continue from where it was from playing these cards.
thank you
finally my Fel Reaver found new meaning of life.
I love this expansion.
Crescendo needs to deal 3 or more to be actually good.
Let's see:
It would need to deal 2 and it would be just as good as 3 mana Consecrate in the new Core.
Nova is 4 mana and deals 2 (and heals 2, but no face)
Immo aura deals 1+1 and costs 2, and is really good (no face though).
Explosive Trap deals 2 for 2 mana, but has the secret mechanic for better or worse
Fire Sale costs 4 and deals 3 (but has tradeable, but no face)
Lightning Storm deals 3 for 3 mana, but overloads 2 (and no face)
finally,
Defile, deals 1, for 2 mana, but can chain. Now in Core set with YOTW.
Hellfire, a Warlock spell, deals 3 to everything, which includes your board and face, for 3 mana.
So a 3 mana deal 2 to enemy board + face is already good for an AoE. Dealing 3 or more makes it better than just good. 4 or more and it gets kinda broken.
And judging by the cards that we have seen it doesn't seem a stretch to be at 4 or more quite easily if not used on curve. Cause if you play 1 Baritone Imp on curve, that's already the 1 prior trigger you need to make the card good (Crescendo itself does the other trigger). So anything more than just playing 1 Imp on curve already makes it a very good card, with added advantage of scaling into the late game with more cards played, unlike all the other AoEs I mentioned above.
At two damage, it's 3 mana Consecrate + 2 damage to your face and you need to play another fatigue card first. Hellfire is 1 more damage without any restrictions, but hits your minions too. So against aggro, I would say that Hellfire is the better turn 3-4 play. It's probably less of an either or and more of a "why not both?" situation. Plague Eruption is also a contender if you are running Scourge Supplies, Amorphous Slime and/or the new Rin.
I'm kind of assuming that the fatigue package with either the Imp package or the Curse package will be better than whatever we can do with Discard.
Fair point though that you need to have played a card before Crescendo to make it actually do ANYTHING of note, cause a 3 mana AoE 1 damage is bad, bad, bad.
And why exactly are you mentioning cards nobody plays
@emkarab
Nobody has played Crescendo...yet
And neither have the Core set changes gone live for those examples
It seems that Control Warlock was indeed just a bait. Defile is cool, but other than that, he doesn't really have any good removals, healing, armor stacking or even a proper win condition.
Tamsin Roame is out, same as Touch of the Nathrezim, Entitled Customer, Dreadlich Tamsin, Full-Blown Evil, Spice Bread Baker, Death's Head Cultist, and Goldshire Gnoll. All he has left is pretty much Drain Soul and overpriced Siphon Soul and Twisting Nether.
Blood Death Knight has much better control tools, but still can't keep up with aggressive decks like Undead Priest or Aggro Frost DK, so Warlock won't do any better.
Hellfire at 3 and defile + enchanter cleans the enemy board. 2x harp 2x armor vendor + sacrificial pact the voidcaller / imps for healing. And drain soul
Blood DK can do three times more and it's still not enough. And Sacrificial Pact is not in standard anymore.
Warlock is paying The Jailer -> Mal'Ganis tax for now.
Playing Big Undead lock taught me that Dar'Khan Drathir pulled by a Habeas Corpses is a great late game heal, but yeah. The deck runs half those cards mention and leans pretty hard on them.
Hellfire + Harp is looking pretty attractive, though.
I also tried Undead Warlock, and while it's fun and satisfying, it's also very inconsistent, often coming down to drawing certain card early enough... or not drawing it at all (it sucks when Flesh Behemoth has no more targets to summon). If you don't hit Amorphous Slime into Flesh Behemoth or Dar'Khan Drathir or Thaddius, Monstrosity on T5, it's probably over, as aggro can kill at this point and control can handle your big stuff like Thaddius, Monstrosity and survive your pressure. Unless you also play Rivendare, Warrider, then you can beat any control deck, but they still can burn or steal one of your horseman.
And judging by the cards Warlock loses and gains after rotation, I don't think Undead Warlock has become any better, but rather worse.
Now that you said it... how is it on Wild? Do people really just insta win with The Jailer + Mal'Ganis combo if the enemy doesn't have a way to clear the board without targeting? It will probably be very busted on Standard if it really does work they way it looks (hero and minions permanently immune).
Not entirely sure in terms of wild, but this is the deck I'll be trying day one of the expansion release. Lmk what you think