Theotar, the Mad Duke

Theotar, the Mad Duke Card

Theotar, the Mad Duke is a 6 Mana Cost Legendary Neutral Minion card from the Murder at Castle Nathria set!

Card Text

Battlecry: Discover a card in each player's hand and swap them.

Flavor Text

"I'm afraid you've gone mad! You're entirely bonkers. But I'll tell you a secret. All the best souls are."

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14 Comments

  1. MrSimoes
    August 1, 2022 at 8:57 AM

    Thief Rogue often gets bad cards from Jackpot that you can dump on your opponent, and get a class card in return.

  2. CASA
    July 19, 2022 at 7:22 AM

    This card is a good combo breaker and Intel card

    And its a good card because you can decide which card you want to lose and get.

    So in disruptive tempo play you wanna play this card, but not in every deck. If you have some kind of combo or otk and so on, it can be very risky you can get crab cards and has bad stats. 4/5

  3. Nickus89
    July 18, 2022 at 1:21 AM

    The more I think about it, the more this cards seems overrated.
    Mutanus costs more and is random, but at least the card gets eaten. This on the other hand is targeted, but is it really a disruption? The opponent can easily play around it in either of 2 ways:
    1. Play the Mad Duke before you play it and snatch your own Mad Duke or
    2. Play the Mad Duke afterwards to switch the stolen card back.
    This basically forces you to spend the card in the same turn, which for some big payoff cards is near impossible. Sure it can be argued that if you are forced to run Theotar just to counter it, the card is forcing a meta around it. I am still not convinced though. We will have to see.

    Ironically, it seems better suited as a stall tool to grab a removal in a similar way to how Illucia was used in aggro shadow priest. However 4 mana for aggro deck is a lot and by that point, you want to be ending the game. What is left is a midrange deck where Blademaster Okani seems like a better, more versatile card, serving similar purpose.

  4. H0lysatan
    July 17, 2022 at 12:44 AM

    Mutanus Upgrade? 4 mana is definitely better than 7. And discover too.

    This and Ashen Elemental, well, they really want to try reducing Stormwinds deck to ever see play nowadays. Now you would think twice before adding questline reward to your hand until you can play it exactly in the same turn.

  5. Mimeoplasm
    July 16, 2022 at 8:35 PM

    This card is auto include in all decks for the next couple years.
    Everyone saying that you will not come out on top, or ability isn’t powerful doesn’t get how little work needs to be done for maximum effect.
    Agro deck? Give them a 1 drop for their board clear.
    Control deck? Give them your removal spell AND take a threat out of their hand.
    This card is very cool. Disruption needs to be in HS more.

    • Nightfall
      July 17, 2022 at 12:55 PM

      An aggro deck can NOT be bothered playing a 4 mana 3/3 that ALSO gets rid of one of their cards. Even if you get one of the opponent’s board clears, it would be basically useless to you.

      This is very much a control card.

    • JoyDivision
      July 18, 2022 at 1:17 AM

      Keep in mind though that it is not guaranteed that you’ll get to discover the cards you want to. Especially against a control deck which is guaranteed to have a full hand.

      Very good card nonetheless. Really cool that Blizz is making more disruption cards these days.

  6. Solaris29
    July 16, 2022 at 12:09 PM

    yes, another disruption. be ready to the enless flow of tears on reddit.

  7. Cursore1610
    July 16, 2022 at 11:43 AM

    Very cool card, but it doesn’t strike me as particularly strong. A control deck might want to play this to steal their opponents’ cards: you could steal a strong value card from a control deck and give them a shitty removal in return, but the trade will never NOT be a downside. What I mean with that is that whatever card you give to the opponent, whatever the opponent’s strategy is, they could find a use for that card, or you could have found it instead. And true: you get to choose both the cards included in the trade, but it also might happen that all three the cards you get to choose from your hand might be those which you really wanted to keep. This card is also very bad against aggro, and I think that it generally fails to reach the power level necessary to be run only for the other matchups, like Mutanus does. Definitely a fun card to mess around with, but I don’t expect it to become a stable.

    • Vincent
      July 16, 2022 at 11:52 PM

      Probably depends on the meta, but definitely a strong card. It can disrupt combo and quest decks by taking away a key (combo) card or win condition. Guff, Prestor, Kazakusan, Xyrella, Jace, Smite, etc. Shudderwock, Mozaki and Malygos in Wild. Better then Mutanus.

  8. Sidus
    July 16, 2022 at 8:51 AM

    This style of effect has never been good and doesn’t even generate advantage so why on earth is this not premium stats? The card wouldn’t see play at a 3/4 either, but it being a 3/3 is insult to injury.

    Such a shame considering Theotar is one of the “better” characters from Revendreth especially since it doesn’t look like we are getting Nadja or Draven.

  9. Fleur
    July 16, 2022 at 8:39 AM

    Idk- kinda bad? Doesnt really seem like fun…
    i get that its a disrupt. But why such a boring effect for such a cool character and legendary card.

  10. Goblinta
    July 16, 2022 at 8:32 AM

    This card might be a little hard on Quests.

    When you fulfill the quest, you had better have 5 mana left with which to play your killer prize.

    Otherwise you have just given your opponent a free killer prize.

    This will be particularly hard on Priest Quest, since they HAVE To pay 7 or 8 for their final spell.

    So the prize is sitting in their hand like a sitting duck.

    Countermeasure? The quest player runs Theotar.

    She swaps for Theotar herself … and hopes the opponent is not also running a certain 7 mana Murloc who likes to eat things.

    • Nightfall
      July 17, 2022 at 10:49 AM

      Imagine having a quest reward that reads ‘win the game’ and thinking it’s too hard a punishment if you have to risk it being stolen for a turn.