Yeah if you're up against Odd Paladin, the question becomes: Are you second player, and did you keep your coin? Because if the answer is no to either of those questions, you're probably done.
It's not a temporary card, but a value card, as you probably don't want to play this on turn 5, but on a turn where you can manipulate the board more.
Wanna try my Mario Maker levels?
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09 P-POWER Switch Palace 3838-0000-0122-9359 Raiding the Serpents Tomb 1A04-0000-0098-C11E I like to move it, move it FCE2-0000-00D7-9048
Manipulating the board typically requires you have a board (that you then blow up), but mage has no taunts or sticky minions at all and turn 7 ping + 2 damage aoe beats... actually nothing in the entire game except an odd paladin's unbuffed board. Oh and I guess priest's cloning gallery turn
Manipulating the board typically requires you have a board (that you then blow up), but mage has no taunts or sticky minions at all and turn 7 ping + 2 damage aoe beats... actually nothing in the entire game except an odd paladin's unbuffed board. Oh and I guess priest's cloning gallery turn
We have multiple cards that deal with boardstates, and while this is definitely a combo card, it is good in keeping your hand filled. Sometimes with crap, but even 1 star cards are good if you don't have to add them to your deck.
This card has a hard time killing anything on it's own, but if combined with Blizzard or a spellbuff, it's already a lot better. I think it can be run in a controll/shotgun deck, in a draw cards kind of way, not a removal kind of way.
Wanna try my Mario Maker levels?
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09 P-POWER Switch Palace 3838-0000-0122-9359 Raiding the Serpents Tomb 1A04-0000-0098-C11E I like to move it, move it FCE2-0000-00D7-9048
Sir FabulousMalevolent Squid GodRegistered Userregular
edited November 2018
New Shaman Card (Unofficial Translation):
Haunting Vision
Epic
3 Mana Spell
The next spell you cast this turn costs (3) less. Discover a spell.
Sir Fabulous on
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Sir FabulousMalevolent Squid GodRegistered Userregular
Far Sight and Primordial Glyph had a baby.
I imagine it will see some play but I think it will surprise people how much worse it is than Primordial Glyph.
Switch Friend Code: SW-1406-1275-7906
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GrobianWhat's on sale?Pliers!Registered Userregular
edited November 2018
This will be played if any mid/control/combo Shaman is played. Far Sight is played and this is better many times.
If you have a 3+ cost spell then this is basically a free discover. You just have to put it into your deck and have enough other spells to draw them at the same time. And in the worst case you can try fishing for that healing rain you need or whatever.
Cards you can combo this with currently in standard: Lava Burst, Healing Rain, Lightning Storm, Feral Spirit, Far Sight, Bloodlust, Hex, Volcano.
Honorable mentions: Spellstone, Stormbringer, Rain of Toads
Saronite Taskmaster - possibly playable in aggro decks. Will see what lists look like. I don't think control decks will run it? I don't think control decks would run Zombie Chow in standard either. It's fringe but considerable.
Predatory Instinct - I think this is just too expensive. I'm in agreement that it only really goes in Hadronox and is either a buff for a Grizzly or just a tutor for 'nox. I think 4 mana is too much for that though. As long as it's in Standard it has a chance of being run in a combo deck that wants a beast tutor, but I think Hadronox druid is not currently in that place
Haunting Vision - it's...fine, i guess? I'm trying to think if 0 mana Discover a Spell would be played (obviously this isn't quite that because a 0 mana card creates different combo and synergy options but). I guess it probably just goes in? It's not very exciting but it's a working man's card.
I don't see how this is better than Far Sight. Far Sight gets you closer to Shudderwock pieces and if you get lucky on hitting Zola/Grumble/Shudder you can greatly increase your combo consistency. This doesn't discount minions and doesn't draw from your deck.
I'm actually happy it does not help Shudderwock, but it does give other controll decks more things to work with.
Wanna try my Mario Maker levels?
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09 P-POWER Switch Palace 3838-0000-0122-9359 Raiding the Serpents Tomb 1A04-0000-0098-C11E I like to move it, move it FCE2-0000-00D7-9048
That's actually very surprising to me, I had pegged Talanji as the character who would be this set's hero card. So it's either Druid, Hunter (Zul'jin, from Warcraft lore), or Rogue.
Anyway we're seeing the Druid troll leggo on Saturday, rogue on Sunday, and Hunter on early early Tuesday morning
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SerpentSometimes Vancouver, BC, sometimes Brisbane, QLDRegistered Userregular
I wonder if they'll do a big set of hero cards again when knights rotates? Or maybe they'll start releasing 3 hero cards per set to maintain a decent slate of hero cards?
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UnbrokenEvaHIGH ON THE WIREBUT I WON'T TRIP ITRegistered Userregular
New Neutral Minion
(image screencapped from video)
Murloc Tastyfin
Rare
4 Mana
3/2
Deathrattle: Draw 2 Murlocs from your deck.
(Murloc)
+4
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UnbrokenEvaHIGH ON THE WIREBUT I WON'T TRIP ITRegistered Userregular
I don't see how this is better than Far Sight. Far Sight gets you closer to Shudderwock pieces and if you get lucky on hitting Zola/Grumble/Shudder you can greatly increase your combo consistency. This doesn't discount minions and doesn't draw from your deck.
Far Sight discounts a random card, meaning the discount can be useless, and you have no way of controlling that. The best you can do is not have many low cost cards in your deck, but that's probably a more significant downside than sometimes rolling low. With 3+ cost spells in your deck, you can play Haunting Vision so that you always break even on mana, and frequently break even without any other spells in your hand.
Discovering a spell is way better than a random spell and can at times be better than any card in your deck, let alone a random one; hello third hex, clutch earth shock, board clear when you need it, burn or bloodlust or windfury for lethal.
It serves a significantly different purpose than Far Sight, trading utility and consistency in mana discount for combo potential and real draw. Slightly better when fatigue is relevant.
Compared to Primordial Glyph... it's slightly easier to avoid losing tempo on the turn you play it, but never grants tempo on subsequent turns, is harder to weave in, and probably has a worse set of spells to choose from. Still seems strong to me.
It's Elven Minstrel but for Murlocs, I don't see how it could be bad unless Murlocs are bad. It's the exact same effect exact same stats, but Murlocs only instead of any minion (Deathrattle instead of Combo, too).
I'd say Murloc Paladin would want it maybe but then I remembered they have Divine Favor? Hm.
I don't think it's bad though, I can't see how a Murloc Minstrel is bad.
the funny thing is that the successful murloc decks are successful because they're just using the broken class draw mechanics so they're not hurting for draw
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UnbrokenEvaHIGH ON THE WIREBUT I WON'T TRIP ITRegistered Userregular
It's Elven Minstrel but for Murlocs, I don't see how it could be bad unless Murlocs are bad. It's the exact same effect exact same stats, but Murlocs only instead of any minion (Deathrattle instead of Combo, too).
I'd say Murloc Paladin would want it maybe but then I remembered they have Divine Favor? Hm.
I don't think it's bad though, I can't see how a Murloc Minstrel is bad.
off the top of my head, slower activation, vulnerable to silence (though I guess if an opponent wants to spend a silence on this that's a win?).
also I think Murlocs largely *are* bad, and the question is whether the tribe synergy balances that you're probably pulling worse minions than Minstrel would be?
I've spent the week clearing up the Heroic mode adventures.
Black Rock Mountain, Naxxramas, League of Explorers, all done. I already had Karazhan, and all of the newer stuff done, so I've now cleared all single player content and gotten all rewards.
Rumble can't get here soon enough.
Civics is not a consumer product that you can ignore because you don’t like the options presented.
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The Escape Goatincorrigible ruminantthey/themRegistered Userregular
Step 1: Get the following cards into your hand: Prep, Walk the Plank, Myra's Unstable Portal, Galvanizer, Mecha'Thun
Step 2: Play Galvanizer to discount Mecha'Thun
Step 3: Myra your deck away
Step 4: Empty your hand of everything but Prep, WtP, and Mecha'Thun
Step 5: At 10 mana, play Mecha'Thun (9), Prep, WtP (1)
Fill your deck with card draw, survivability, and removal. Don't forget to pray to the RNG gods! Real talk though, this feels like a more reliable version of Maly Rogue which I got some wins with. Not super consistent, but much easier to assemble the combo.
Here's a memetastic first take on your dream:
Card Notes
WANTED! gives you an alternate way of discounting Mecha'Thun via the Coin if you haven't drawn Galvanizer.
Elven Minstrels virtually guarantee getting the minions you need, since there are only 4 in your deck.
You can't activate your Mecha'Thun with Necrium Blade and win, since Mecha'Thun is still on board.
The rest of the deck is card draw or removal. No healing though so be a bit careful with that life total.
NOW GET OUT THERE ON DECEMBER 4TH AND DON'T LET YOUR MEMES BE DREAMS!
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Legends of Runeterra: MNCdover #moc
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Sir FabulousMalevolent Squid GodRegistered Userregular
It's Elven Minstrel but for Murlocs, I don't see how it could be bad unless Murlocs are bad. It's the exact same effect exact same stats, but Murlocs only instead of any minion (Deathrattle instead of Combo, too).
I'd say Murloc Paladin would want it maybe but then I remembered they have Divine Favor? Hm.
I don't think it's bad though, I can't see how a Murloc Minstrel is bad.
Ice Fishing has never seen play. You think tacking a Puddlestomper on will get it there?
Not to mention that we're losing Hydrologist, Primalfin Totem, Rockpool Hunter, and Gentle Megasaur soon.
There was 0 Murloc support in Boom's Lab, and the Murlocs we got from Witchwood were Nightmare Amalgam and... Ghost Light Angler.
A 3/2 do nothing murloc seems like a bad turn 4 play for an aggro deck (i.e., any murloc deck). If you topdeck it later on, the delayed draw doesn't help you get any tempo this turn.
It's Elven Minstrel but for Murlocs, I don't see how it could be bad unless Murlocs are bad. It's the exact same effect exact same stats, but Murlocs only instead of any minion (Deathrattle instead of Combo, too).
I'd say Murloc Paladin would want it maybe but then I remembered they have Divine Favor? Hm.
I don't think it's bad though, I can't see how a Murloc Minstrel is bad.
Ice Fishing has never seen play. You think tacking a Puddlestomper on will get it there?
Not to mention that we're losing Hydrologist, Primalfin Totem, Rockpool Hunter, and Gentle Megasaur soon.
There was 0 Murloc support in Boom's Lab, and the Murlocs we got from Witchwood were Nightmare Amalgam and... Ghost Light Angler.
That's no good!
Ice Fishing was a 2 mana spell in Shaman, a class that didn't play or support Murlocs. This is literally Elven Minstel for Murlocs but Deathrattle instead of Combo. Elven Minstrel is anything but bad.
You're also mentioning cards rotating when the rotation isn't til April. We're looking at a card meant for this current set, this current year, the rotation has no bearing on it right now, it's irrelevant.
Look, I'm not saying this card is necessarily going to see play, but I am saying it's not a bad card. It's fuckin' Elven Minstrel. 4 mana 3/2 draw 2 (relevant tribal) minions. And unlike Minstrel, doesn't need to be combo'd out. You can play this on 4!
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Why would aggro want this? Aren’t they slowing themselves down if they’re playing on curve (which they always want to do)?
Whoops I’m dumb it’s a deathrattle carry on.
It's not a temporary card, but a value card, as you probably don't want to play this on turn 5, but on a turn where you can manipulate the board more.
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
P-POWER Switch Palace 3838-0000-0122-9359
Raiding the Serpents Tomb 1A04-0000-0098-C11E
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Predatory Instinct
Rare
4 Mana Spell
Draw a Beast from your deck.
Double it's Health.
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they're not.
this is a combo enabler of some kind...? in druid...?
why do they do this.
Yea it's currently "draw hadronox from your deck". Not sure that is worth 4 mana though.
It does make a pretty scary grizzly on turn 5.
Origin: KafkaAU B-Net: Kafka#1778
We have multiple cards that deal with boardstates, and while this is definitely a combo card, it is good in keeping your hand filled. Sometimes with crap, but even 1 star cards are good if you don't have to add them to your deck.
This card has a hard time killing anything on it's own, but if combined with Blizzard or a spellbuff, it's already a lot better. I think it can be run in a controll/shotgun deck, in a draw cards kind of way, not a removal kind of way.
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
P-POWER Switch Palace 3838-0000-0122-9359
Raiding the Serpents Tomb 1A04-0000-0098-C11E
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Haunting Vision
Epic
3 Mana Spell
The next spell you cast this turn costs (3) less.
Discover a spell.
Switch Friend Code: SW-1406-1275-7906
I imagine it will see some play but I think it will surprise people how much worse it is than Primordial Glyph.
Switch Friend Code: SW-1406-1275-7906
If you have a 3+ cost spell then this is basically a free discover. You just have to put it into your deck and have enough other spells to draw them at the same time. And in the worst case you can try fishing for that healing rain you need or whatever.
Cards you can combo this with currently in standard: Lava Burst, Healing Rain, Lightning Storm, Feral Spirit, Far Sight, Bloodlust, Hex, Volcano.
Honorable mentions: Spellstone, Stormbringer, Rain of Toads
Predatory Instinct - I think this is just too expensive. I'm in agreement that it only really goes in Hadronox and is either a buff for a Grizzly or just a tutor for 'nox. I think 4 mana is too much for that though. As long as it's in Standard it has a chance of being run in a combo deck that wants a beast tutor, but I think Hadronox druid is not currently in that place
Haunting Vision - it's...fine, i guess? I'm trying to think if 0 mana Discover a Spell would be played (obviously this isn't quite that because a 0 mana card creates different combo and synergy options but). I guess it probably just goes in? It's not very exciting but it's a working man's card.
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
P-POWER Switch Palace 3838-0000-0122-9359
Raiding the Serpents Tomb 1A04-0000-0098-C11E
I like to move it, move it FCE2-0000-00D7-9048
See my profile here!
Princess Talanji
Legendary
8 Mana
7/5
Battlecry: Summon all minions from your hand that didn't start in your deck.
The rogue troll champion is a pirate with hook tusks. They've released all the art for them already. Hunters have Zul'jin.
(image screencapped from video)
Murloc Tastyfin
Rare
4 Mana
3/2
Deathrattle: Draw 2 Murlocs from your deck.
(Murloc)
Far Sight discounts a random card, meaning the discount can be useless, and you have no way of controlling that. The best you can do is not have many low cost cards in your deck, but that's probably a more significant downside than sometimes rolling low. With 3+ cost spells in your deck, you can play Haunting Vision so that you always break even on mana, and frequently break even without any other spells in your hand.
Discovering a spell is way better than a random spell and can at times be better than any card in your deck, let alone a random one; hello third hex, clutch earth shock, board clear when you need it, burn or bloodlust or windfury for lethal.
It serves a significantly different purpose than Far Sight, trading utility and consistency in mana discount for combo potential and real draw. Slightly better when fatigue is relevant.
Compared to Primordial Glyph... it's slightly easier to avoid losing tempo on the turn you play it, but never grants tempo on subsequent turns, is harder to weave in, and probably has a worse set of spells to choose from. Still seems strong to me.
It's Elven Minstrel but for Murlocs, I don't see how it could be bad unless Murlocs are bad. It's the exact same effect exact same stats, but Murlocs only instead of any minion (Deathrattle instead of Combo, too).
I'd say Murloc Paladin would want it maybe but then I remembered they have Divine Favor? Hm.
I don't think it's bad though, I can't see how a Murloc Minstrel is bad.
Battle.net Tag: Dibby#1582
off the top of my head, slower activation, vulnerable to silence (though I guess if an opponent wants to spend a silence on this that's a win?).
also I think Murlocs largely *are* bad, and the question is whether the tribe synergy balances that you're probably pulling worse minions than Minstrel would be?
I've spent the week clearing up the Heroic mode adventures.
Black Rock Mountain, Naxxramas, League of Explorers, all done. I already had Karazhan, and all of the newer stuff done, so I've now cleared all single player content and gotten all rewards.
Rumble can't get here soon enough.
good to know they're finally printing the first custom card every priest player made
it's not exactly like that, but seems more on the nose than prim glyph comparisons
Step 1: Get the following cards into your hand: Prep, Walk the Plank, Myra's Unstable Portal, Galvanizer, Mecha'Thun
Step 2: Play Galvanizer to discount Mecha'Thun
Step 3: Myra your deck away
Step 4: Empty your hand of everything but Prep, WtP, and Mecha'Thun
Step 5: At 10 mana, play Mecha'Thun (9), Prep, WtP (1)
Fill your deck with card draw, survivability, and removal. Don't forget to pray to the RNG gods! Real talk though, this feels like a more reliable version of Maly Rogue which I got some wins with. Not super consistent, but much easier to assemble the combo.
Here's a memetastic first take on your dream:
Card Notes
WANTED! gives you an alternate way of discounting Mecha'Thun via the Coin if you haven't drawn Galvanizer.
Elven Minstrels virtually guarantee getting the minions you need, since there are only 4 in your deck.
You can't activate your Mecha'Thun with Necrium Blade and win, since Mecha'Thun is still on board.
The rest of the deck is card draw or removal. No healing though so be a bit careful with that life total.
NOW GET OUT THERE ON DECEMBER 4TH AND DON'T LET YOUR MEMES BE DREAMS!
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
Ice Fishing has never seen play. You think tacking a Puddlestomper on will get it there?
Not to mention that we're losing Hydrologist, Primalfin Totem, Rockpool Hunter, and Gentle Megasaur soon.
There was 0 Murloc support in Boom's Lab, and the Murlocs we got from Witchwood were Nightmare Amalgam and... Ghost Light Angler.
That's no good!
Switch Friend Code: SW-1406-1275-7906
Ice Fishing was a 2 mana spell in Shaman, a class that didn't play or support Murlocs. This is literally Elven Minstel for Murlocs but Deathrattle instead of Combo. Elven Minstrel is anything but bad.
You're also mentioning cards rotating when the rotation isn't til April. We're looking at a card meant for this current set, this current year, the rotation has no bearing on it right now, it's irrelevant.
Look, I'm not saying this card is necessarily going to see play, but I am saying it's not a bad card. It's fuckin' Elven Minstrel. 4 mana 3/2 draw 2 (relevant tribal) minions. And unlike Minstrel, doesn't need to be combo'd out. You can play this on 4!
Battle.net Tag: Dibby#1582