If you build your deck right this will make for a remarkably consistent and powerful swing. It's starting to feel like "whoever draws their power card first" will continue to be a thing in Hearthstone.
Ogremancer is becoming popular in control decks as a tech against Rogue and Demon Hunter. It's actually extremely strong for that purpose, and that's about it.
Love the flavor, but it's one single payoff card in your deck that might give you a strong turn only if you've committed several weak turns earlier in the game. Not to mention, there's no immediate impact whatsoever. None of this stuff has taunt or rush, so you're just leaving your pants down way too often with this deck.
Isn't it interesting that Flamestrike is a 7-cost spell that now deals 5 damage to the enemy board?
I guess it depends on the opponent, but it seems to me that if you don't get this out right away, it's going to have zero impact because it's so easily removed later in the game.
An early one could be problematic if you don't have the right spells. Does that make it a great card? No, I think that just makes it an inconsistent card.
Actually looks good on paper when you consider what it will take to remove this. It's worth noting that it buffs itself, so it's going to be pretty costly to take it down.
Will it work in practice? It might force your opponent to make some bad trades, but things that take up board space without dealing face damage tend not to see a lot of play. Against an opponent who's not playing many spells, it's completely dead. That could be a severe problem, depending on the meta.
Even if you're just using neutral deathrattles, this is extremely good when you can Outcast and pretty bad when you can't. That's why I don't like Outcast; it makes everything so swingy.
As for Deathrattle DH, whatever. It's a slower archetype by definition, but that probably just means Team 5 will make it crazy OP so people will keep playing this stupid class.
Seems a little bit better than Showstopper but because of the delay still not worth it.
The delay is irrelevant. The DH already knows exactly what they are going to do next turn, and this makes it impossible for you to set up any kind of defense. You'll be dead before you have any way to react.
whyyyyyy give DH such cheap silence effect...was excited that consume magic was rotating, and now this? It allows DH to accumulate damage in hand, and be sure they can hit face next turn...really op
Exactly this. Giving silence to a class like Demon Hunter is the dumbest thing ever.
The fact that this is more powerful than any Priest silence ever ... infuriating.
If you can stick a board and use this to end the game, it's a clunky Savage Roar, which is fine.
With Twinspell rotating out, it's going to be hard to get a ton of value, and there's no way this guy is sticking at any point in the game when it really matters. Seems like most often you'll do your power turn, get cleared, then have no follow-up because you played all your spells trying to get Guff value.
So I guess I'm not as impressed as everyone else seems to be.
You might expect the Rogue to use this to clear a big Taunt now that Sap is gone, but that's not how it's going to work. Rogue still wants every precious charge of every weapon to hit face if at all possible, so they will just shift to tools like Assassinate and Battlecry- or Combo-based removal to clear the way.
This card might see play as yet another damage booster, but the Immune thing isn't very relevant. Paralytic Poison will be the first card cut as Rogue gets better ways to contest the board.
If you build your deck right this will make for a remarkably consistent and powerful swing. It's starting to feel like "whoever draws their power card first" will continue to be a thing in Hearthstone.
Ogremancer is becoming popular in control decks as a tech against Rogue and Demon Hunter. It's actually extremely strong for that purpose, and that's about it.
Love the flavor, but it's one single payoff card in your deck that might give you a strong turn only if you've committed several weak turns earlier in the game. Not to mention, there's no immediate impact whatsoever. None of this stuff has taunt or rush, so you're just leaving your pants down way too often with this deck.
Isn't it interesting that Flamestrike is a 7-cost spell that now deals 5 damage to the enemy board?
I guess it depends on the opponent, but it seems to me that if you don't get this out right away, it's going to have zero impact because it's so easily removed later in the game.
An early one could be problematic if you don't have the right spells. Does that make it a great card? No, I think that just makes it an inconsistent card.
Actually looks good on paper when you consider what it will take to remove this. It's worth noting that it buffs itself, so it's going to be pretty costly to take it down.
Will it work in practice? It might force your opponent to make some bad trades, but things that take up board space without dealing face damage tend not to see a lot of play. Against an opponent who's not playing many spells, it's completely dead. That could be a severe problem, depending on the meta.
People will soon be missing the days of Rez Priest.
Of course, this card is just a once-per game effect, but Priest has so many enemy-only clears now, it's ridiculous.
Kind of encourages a Face Warrior style of play, with your board getting stronger and stronger by ignoring enemy minions.
If you're against a Warrior, you'd better be verrry careful how you spend your removal tools.
Nine damage for 1 mana is fantastic. Paladin is the new Druid (or Shaman).
Holy moly, Taelan Fordring is (EDIT: and Al'ar are) the only 5-cost deathrattles available to DH in Standard that we know of so far.
What a weird time to be a Demon Hunter.
But if you don't play Wild (and I don't), they will be irrelevant.
Good, that's only five days of reverted-nerf mayhem. Hopefully I can at least finish my weeklies before then.
I can imagine a world where Priest finds a way to use this. Is that world just Arena? Possibly.
Even if you're just using neutral deathrattles, this is extremely good when you can Outcast and pretty bad when you can't. That's why I don't like Outcast; it makes everything so swingy.
As for Deathrattle DH, whatever. It's a slower archetype by definition, but that probably just means Team 5 will make it crazy OP so people will keep playing this stupid class.
A River Crocolisk that costs 0 mana when played before a Taunt is not a good card. Not in Druid, anyway.
And yes, that's all this is, because it's not going to stick consistently enough to be worth including.
Great for any Deathrattle Taunts (not just Greybough), not worth playing with anything else.
Have fun with that strategy against Demon Hunters.
The delay is irrelevant. The DH already knows exactly what they are going to do next turn, and this makes it impossible for you to set up any kind of defense. You'll be dead before you have any way to react.
How that for fun and interactive?
Exactly this. Giving silence to a class like Demon Hunter is the dumbest thing ever.
The fact that this is more powerful than any Priest silence ever ... infuriating.
In Paladin, for example, spells that summon minions have no school.
If Druid follows that pattern (and I believe it will), everyone's Token dreams for Guff are shattered.
If you can stick a board and use this to end the game, it's a clunky Savage Roar, which is fine.
With Twinspell rotating out, it's going to be hard to get a ton of value, and there's no way this guy is sticking at any point in the game when it really matters. Seems like most often you'll do your power turn, get cleared, then have no follow-up because you played all your spells trying to get Guff value.
So I guess I'm not as impressed as everyone else seems to be.
You might expect the Rogue to use this to clear a big Taunt now that Sap is gone, but that's not how it's going to work. Rogue still wants every precious charge of every weapon to hit face if at all possible, so they will just shift to tools like Assassinate and Battlecry- or Combo-based removal to clear the way.
This card might see play as yet another damage booster, but the Immune thing isn't very relevant. Paralytic Poison will be the first card cut as Rogue gets better ways to contest the board.