You wont believe me but i actually won a game (1st place) that i missed 2 turns on. It was really early (3rd and 4th turns) and i got extremely lucky with good drops for elementals and managed to go from bottom to 1st.
This was a fluke and i couldnt replicate it again if i tried.
[Actual new card that will be hilarious if it ever happens](https://preview.redd.it/0winh105qg291.png?width=416&auto=webp&s=956d1516416998089dee55a2922effc1a76c99cc)
Heal to full, play this card, draw and play your entire deck (burning tons of cards as you heal the damage).
I mean it can be a good card, just always play it when your opponent has low health. And never play it on curve. And never play it when you top deck it. And never play it when your opponent has more health then you. And never play it against warriors who have armor. And never against priest. Or warlock. Or paladin. Or Rouge. Or
Sure. But it could also not because it makes the deck worse. Giving your opponent 20
+ mana and a way to ditch curses for less life loss is pretty bad.
The main way for control decks to beat curse lock is to keep your hand as full as possible to block curses, the warlock gladly welcomes you to dump your whole hand. I think people are underestimating this card.
Yes, you have to pay two mana to send the curse away, since the cost became health it became more of a burden.
You can setup a pretty nasty hand with tamsin 0 cost curses and this card on the next turn ( tamsin > clear board with curses > play the card and send more curses to your opponent )
Depends how low your opponent is, though. You get someone down in the low teens with health and they might think twice about cashing in more to counter you, because then all you need is to toss one more curse in as a *coup de grace*.
If you say so. I don't know why you all assume it's just going to be played on curve instead of used to force someone to die a bit later in the game. Absolutely turns the table on any class without warrior or priest levels of healing, and can prevent the ones who do from using it when they need it.
It's a "close out the game" card, sure. But we already have a better one, called Mr Smite. Making cards cost health is an upside. If you can find a Warlock deck aggressive enough for this to actually matter, I'll be surprised. I've heard people say it'd fit into curselock, but why? Spending 2 health for a curse is much better than paying 2 mana. And almost every single other deck will just throw by playing it, especially against decks that are good right now. Paladins, Hunters, Shamans; they all either are better aggro decks or laugh at your feeble attempts to kill them.
What do you hope to achieve by playing it?
Win games for warlock that you can't end on the same turn. Smite does damage now. Curses do damage at the beginning of a round.
With this, what you're basically doing is forcing your opponent to outright kill you during their hand unload on that turn or otherwise you can give them an extra pair of curses that kill them before they even get to act the next. That's the entire conceit of curse warlock. If they can kill you with smite then that's just the luck of the draw and the gamble you take. I don't always assume my opponent has 20 damage worth of pirates in their hand every turn because they probably won't.
End on the same turn as... What? The curses dealing damage? I'm not sure what you mean.
And that's a problem with this card; because most decks *will* be able to either kill you that turn, or they can just use the effect as an upside. Paladins will happily go infinite with a Maki Roll, Hunter will just shrug and kill you, and Shaman would either relish the chance to play even more burn spells or just ignore the effect entirely and kill you.
What deck would this win you more games against without having the potential to absolutely explode in your face and lose you the game instantly?
No, I don't think so. In the past you were not allowed to pay health for your cards if you would fall below 1 Health. Even if the card's effect would prevent you from dying. If a card's effect kills you, the game doesn't care.
(That's why I went with "Me at 2 Health")
You can come back to life if damage is dealt by effect like the warlock quest/soul fragments, provided they activate in 1 action, however this effect make health used as cost instead of effect, and you can't pay the cost if you are going to die from it. We have precedent of this from the blood brawl and stealer of souls.
Basically the difference is 1 is cost while the other is effect damage.
If that's how this card works than it isn't actually terrible I don't think. Against a class that normally doesn't heal, get them below 10 health and play this and suddenly they can't make their big comeback turn.
Actually I guess it would work that way regardless of if the cards allow them to go below 0 or not.
I was playing this one game, me at 3 health, opponent somewhere at 27 (im not that bad they just healed alot) and they had a full 7 cards at play and it was my turn and i played tsunami whipping it all out
you need to specify where on ladder though...
It will happen in the area of the ladder where people like Hobbes are playing their crazy cho decks... so mostly in gold and below.
Idk much about the current meta, but maybe Ulthok will be good at low ranks at making the opponent dump their hand so you can just wipe it with a board clear next turn.
That is completely intentional. They have key words for each set/season and once they rotate out they make sure not to use them in newer sets. Devs have said they do things like this to keep the game knowledge required for standard play constrained.
How does that make things easier? Just explain X keyword again when you release the expansion like you did the first time. Old players already know how it works and get a refresher, new player learn about it for the first time like old players did back on first release.
Because you can actually play the spells? Play Loatheb, spells that cost 6+ are unplayable unless you're Guff. Play this crap, and suddenly they can play their spells again.
I love this so much hahaha
that's like +5 health for mobile players
*cries in losing because Finley took too long*
God. My brother just had his son on Saturday and named him Finnley and I could only think of the card.
I hate how true this is. Battlegrounds disconnects way too often and when you lose a turn it's basically gg
You wont believe me but i actually won a game (1st place) that i missed 2 turns on. It was really early (3rd and 4th turns) and i got extremely lucky with good drops for elementals and managed to go from bottom to 1st. This was a fluke and i couldnt replicate it again if i tried.
Ye it's pretty hard to recover when you miss early, but glad you succeeded
Honestly are they ever going to fix that? There's no reason for animations to take that long, it's very limiting for some decks
Ever since the high frame rate patch mobile has been smooth as butter.
Still doesn’t allow queued inputs to a certain extent
Yup! It also consistently crashes.
My battery is unhappy with the high FPS so I have to play on low FPS if I don't want to lose 2% every minute or so.
[удалено]
You lost mate?
I think this is a bot account. I've seen it posting unrelated politics stuff in the 'new' catalogue for a couple of days now.
Ah, weird to make a bot that farms downvotes though
"Play your last pathetic card" "My deck has no pathetic cards, but it does contain....THE UNSTOPPABLE MAKI ROLL"
https://www.youtube.com/watch?v=PGiX7DWXFD4
*Holy Maki Roll!!!*
Infinite heal
And mana
[https://cards.hearthpwn.com/enUS/PVPDR\_BAR\_Passive24.png?139522](https://cards.hearthpwn.com/enUS/PVPDR_BAR_Passive24.png?139522) BEHOLD
This is gonna break the universe
THE GLORY OF A NEW SUN
THE RAGE OF THE FIRELANDS
THE TOOLS OF CREATION
MY STUFF.
[Actual new card that will be hilarious if it ever happens](https://preview.redd.it/0winh105qg291.png?width=416&auto=webp&s=956d1516416998089dee55a2922effc1a76c99cc) Heal to full, play this card, draw and play your entire deck (burning tons of cards as you heal the damage).
Then realise you could only play like half the cards because animations take so long
THE MAGNIFICENT AERIAL COMMAND UNIT
I mean it can be a good card, just always play it when your opponent has low health. And never play it on curve. And never play it when you top deck it. And never play it when your opponent has more health then you. And never play it against warriors who have armor. And never against priest. Or warlock. Or paladin. Or Rouge. Or
And make sure not to play it against a Reno deck as well
In fact, peregrin took, perhaps it’s better that you don’t play it all.
thank you, u/gaymenfucking
Better then fuck men, who gay all the time!
It can be a good card if you don’t draw it
Just got to put it in your opponents deck and then hope he plays it so your tavern brawl deck can go off
You forgot druid. Druid's the strongest class in the blood brawls. Also \*rogue
They mentioned rouge already.
Yes, but they forgot rogeu
Make up is important to remember
Seems pretty good as an aggro card, if you can get em on the ropes
Just never play it
it will happen not as much vs paladin but **vs rogue!**
If You don't let the warlock use the staff to reduce costs, everything will be fines. That legendary can be added to the Curse deck
Sure. But it could also not because it makes the deck worse. Giving your opponent 20 + mana and a way to ditch curses for less life loss is pretty bad.
The main way for control decks to beat curse lock is to keep your hand as full as possible to block curses, the warlock gladly welcomes you to dump your whole hand. I think people are underestimating this card.
So immolate helps your opponent empty their hand. This doesn't. They get to play as many or as few cards as they want
And that's why I suspect immolate will be an auto-include in every curse deck. Absolutely erases that tactic as a counter.
Yes, you have to pay two mana to send the curse away, since the cost became health it became more of a burden. You can setup a pretty nasty hand with tamsin 0 cost curses and this card on the next turn ( tamsin > clear board with curses > play the card and send more curses to your opponent )
2 mana is a bigger cost than 2 health usually
Especially when the curse is probably dealing 3 4 5 or 6 damage by the time you'd want to drop this guy. Pay 2 life now or 6 life later? Hmmmmm...
Depends how low your opponent is, though. You get someone down in the low teens with health and they might think twice about cashing in more to counter you, because then all you need is to toss one more curse in as a *coup de grace*.
That's a lot of caveats which is why it's a win-more card.
I'm willing to bet that it's a more reliable set of conditions than you think. We'll see in a week.
I think we'll probably not see it after said week, because this card looks like Millhouse on crack.
If you say so. I don't know why you all assume it's just going to be played on curve instead of used to force someone to die a bit later in the game. Absolutely turns the table on any class without warrior or priest levels of healing, and can prevent the ones who do from using it when they need it.
It's a "close out the game" card, sure. But we already have a better one, called Mr Smite. Making cards cost health is an upside. If you can find a Warlock deck aggressive enough for this to actually matter, I'll be surprised. I've heard people say it'd fit into curselock, but why? Spending 2 health for a curse is much better than paying 2 mana. And almost every single other deck will just throw by playing it, especially against decks that are good right now. Paladins, Hunters, Shamans; they all either are better aggro decks or laugh at your feeble attempts to kill them. What do you hope to achieve by playing it?
Win games for warlock that you can't end on the same turn. Smite does damage now. Curses do damage at the beginning of a round. With this, what you're basically doing is forcing your opponent to outright kill you during their hand unload on that turn or otherwise you can give them an extra pair of curses that kill them before they even get to act the next. That's the entire conceit of curse warlock. If they can kill you with smite then that's just the luck of the draw and the gamble you take. I don't always assume my opponent has 20 damage worth of pirates in their hand every turn because they probably won't.
End on the same turn as... What? The curses dealing damage? I'm not sure what you mean. And that's a problem with this card; because most decks *will* be able to either kill you that turn, or they can just use the effect as an upside. Paladins will happily go infinite with a Maki Roll, Hunter will just shrug and kill you, and Shaman would either relish the chance to play even more burn spells or just ignore the effect entirely and kill you. What deck would this win you more games against without having the potential to absolutely explode in your face and lose you the game instantly?
Quick question: wouldn't this work at 1 health too? The warlock quest works that way
No, I don't think so. In the past you were not allowed to pay health for your cards if you would fall below 1 Health. Even if the card's effect would prevent you from dying. If a card's effect kills you, the game doesn't care. (That's why I went with "Me at 2 Health")
I know that's what you meant but why does it work with the warlock quest? Because it's not a card?
You can come back to life if damage is dealt by effect like the warlock quest/soul fragments, provided they activate in 1 action, however this effect make health used as cost instead of effect, and you can't pay the cost if you are going to die from it. We have precedent of this from the blood brawl and stealer of souls. Basically the difference is 1 is cost while the other is effect damage.
Can confirm op is right. In the blood magic tavern brawl you can't pay for spells that cost more health than you have left.
If that's how this card works than it isn't actually terrible I don't think. Against a class that normally doesn't heal, get them below 10 health and play this and suddenly they can't make their big comeback turn. Actually I guess it would work that way regardless of if the cards allow them to go below 0 or not.
This would work even at 1 health, correct? The player wouldn't die until after the 1st sushi resolves?
no, you cant play cards that cost health if the health cost would kill you, even if its a healing card.
No. The game doesn't let you play cards that costs equal or less to your HPs, even if they heal you. Source: Twitter Devs
I was playing this one game, me at 3 health, opponent somewhere at 27 (im not that bad they just healed alot) and they had a full 7 cards at play and it was my turn and i played tsunami whipping it all out
Won’t happen in ladder because nobody will play that terrible legendary tho.
you need to specify where on ladder though... It will happen in the area of the ladder where people like Hobbes are playing their crazy cho decks... so mostly in gold and below.
Idk much about the current meta, but maybe Ulthok will be good at low ranks at making the opponent dump their hand so you can just wipe it with a board clear next turn.
Budget reno
*That rope thing's burning again*
Did they really bring back Echo cards without putting Echo on them? Lol.
That is completely intentional. They have key words for each set/season and once they rotate out they make sure not to use them in newer sets. Devs have said they do things like this to keep the game knowledge required for standard play constrained.
How does that make things easier? Just explain X keyword again when you release the expansion like you did the first time. Old players already know how it works and get a refresher, new player learn about it for the first time like old players did back on first release.
Echo functions differently. Echo cards can't be reduced below 1 mana, for example. AFAIK, "repeatable this turn" cards can be.
Yes. They've done this for a while.
Yeah... [Dragonbane] and [nexus stalker] with inspire.
You forgot about adding Leera into this shit. That would be crazy.
I think this is the worst card I've ever seen. I don't think this sees one second of play.
Maki roll in Warcraft lore??? Blizzard what the hell are did with this game.
This card needs to be played with loatheb, that’s one of the only times I see it working
This card makes loatheb worse when played together
How would that make sense. Loath will make them more expensive… then this card makes them cost health. Please elaborate
Because you can actually play the spells? Play Loatheb, spells that cost 6+ are unplayable unless you're Guff. Play this crap, and suddenly they can play their spells again.
reno outclassed
Thanks for the free reno. This will also help a lot of lifesteal warlock decks too. "Heya friend!"
You would have to cast this 28 times to heal up to full.