Helioshadow's Comments
[Boomsday] Necrium Malygos Rogue
I thought about putting Thalnos in but decided against it. The deck really needs to draw its combo pieces off of the minion draw, and Thalnos would interfere with it. If, however, the deck performs well with being able to draw multiple minions consistently even without using the minion tutor, then I can see Thalnos as being an excellent choice.
I personally would need to test it out a lot more, but I reckon putting in 1x Shinyfinder and maybe 1x Thalnos for -1x Necrium Blade and -1x Wanted or Sap would benefit the deck immensely in terms of consistency and ability to contest Aggro with the Spell Power (but only if you’re able to get a few extra non-tutored minion draws).
[Boomsday] Necrium Malygos Rogue
Myra’s is there to potentially draw into a couple more burn spells if you’re in a position where you have all your combo pieces except for burn (plus if they have armor or extra health, a couple extra pieces of burn wouldn’t hurt). It could also be used to maybe grab combo pieces if you’re lucky, but I’d recommend not doing that (unless you have a small enough hand and deck to guarantee no mills). Idk, I’ll need to play around with the deck a bit to see if Myra’s can be subbed for like a Sprint or something, but the cheap card draw is (IMO) invaluable when all the combo pieces are assembled.
Subject 9
Time to put this in my Secret Rogue! 😀
Nice tool for Secret Hunter (as it generally lacks draw). It’ll interfere with Rhok’delar, but I’d say it’s worth swapping for a Cloaked Huntress, Stitched Tracker, maybe Gadgetzan Auctioneer build.
As of now, Paladin doesn’t have a lot of card draw outside of Divine Favor, which is useless against aggro builds, so I can see this maybe putting Secret Paladin back on the spot.
Secret Mage? That’s a bit of another story. Sure, Mages have ways to get free Secrets in their minions, but those minions are hardly ever played. Mages have plenty of card draw, so it’s unlikely to be needed when you have Aluneth, Arcane Intellect, etc. Also, remember the card Glacial Mysteries? Hm?
Seaforium Bomber
Well… Time for Dane to make a Shadowcaster Factory ft. Seaforium Bomber x3
If you’re able to get Brann AND Augmented Elekk on the board when playing this, it’ll be a monster, not to mention doing it an infinite amount of times with the Shadowcaster combo. It’s a lot faster than Dead Man’s Hand with Juggernaut, and a ton more reliable than the Wondrous Wand + Juggernaut infinite combo.
… Oh. Y’all only care about Standard… Well, I’d say this is pretty bad. Something of a delayed Blazecaller that only hits face. Not so good unless we see some Battlecry Synergies besides Augmented Elekk. Maybe in infinite-shuffle Rogue… But idk.
Luna's Pocket Galaxy
Exodia Mage number four hundred and ninety three.
Baleful Banker ensures that Antonidas can get reshuffled if you draw him before playing Luna’s, and then you have one draw before you play Luna’s (but if your luck is absolute garbage and draw Antonidas off the top, then that’s game). It takes very little set-up (if you’re lucky, you only need to drop Luna’s and draw; otherwise, maybe Antonidas + Banker + Luna’s), when compared to the other Exodias (Quest Mage relied on random spell synergy and required you to plow through your deck, and Simulacrum Mage required quite a few key cards in order to pull it off). With this combo, all you need is Luna’s proc on Antonidas, maybe a couple Simulacrum and Molten Reflection, and Sorceror’s Apprentices.
E.M.P. Operative
Mecha-Crab. Eh.
I mean, it’s good against specifically mechs (and ESPECIALLY against the Magnetized ones). The lack of stats when compared to, say, Golakka Crawler or Hungry Crab is probably offset by the amount of mechs we might see in the next meta. Maybe if it read “Battlecry: Silence a Mech, then destroy it.”, it’d be playable considering the amount of deathrattle synergy the Boomsday expansion holds… But until then, I don’t really think this card will be played over, say, Shadow Word: Death, or even BGH for that matter.
The Soularium
1-mana complete half of the Warlock quest without losing card advantage. Seems absolutely insane IMO, but that’s just me. Of course we need to keep in mind that’s this is a 1-of, but it’s a really powerful effect, whether for Discolock or Zoolock mid game.
Necrium Blade
Wow… That’s terrifying. And considering how you literally only need three Razorpetals/Sinister Strike to deal over 30 damage, you could theoretically get a turn 7 OTK without Prep. That being said, it’s somewhere around a 6-card combo (counting one for two Razorpetals; otherwise, a 7-card combo) requiring one turn of set-up, and three specific cards (Necrium Blade, Kobold Illusionist, and Malygos), one of which is Legendary. Buuuut with draw engines like Elven Minstrel (playing 2-of for maximum consistency in drawing probably the only two minions in the deck), as well as Myra’s to fill your hand with burn once the core combo pieces are set, I reckon you can pull it off pretty regularly. Which is terrifying. You see the Necrium Blade come down and pray to RNGesus that they don’t have combo or die.
Necrium Blade
Except Dane’s Big Rogue doesn’t quite benefit the most from Barnes due to the low-roll potential and the inability to control which target it hits. Really if you roll anything that isn’t Silver Vanguard, you aren’t in a good spot to begin with (plus Barnes interferes with Kobold Illusionist). The deck currently is missing early and easily combo-able deathrattle triggers (besides Spiritsinger Umbra which is expensive and can’t be regularly combo’d, and Backstab for the 1/1 clone which could be used for something else [and doesn’t quite kill the Kobold Illusionist]) as well as decent turn 3 on-curve plays, and this card could supplement going first w/o coin (as well as having fantastic synergies with the rest of the deck once you hit late game). So ye.
Necrium Blade
Throw this into Dane’s Big Rogue, and you can get turn 3 Necrium Blade into turn 4 Kobold Illusionist and proc it instantly for a dude (assuming you swung turn 3). Of course, you’d much rather combo Illusionist with Spiritsinger Umbra, but it could work with a decent hand (i.e. Silver Vanguard + Backstab). Probably the dream would be turn 2 Cheat Death into turn 3 Necrium Blade and swing into turn 4 Kobold Illusionist, swing and pull Silver Vanguard, backstab Vanguard and pull Kel’Thuzad. You get a pretty well developed board on turn 4, even outpacing Big Priest. That’s insane.
In Standard? idk. Probably need better Deathrattles and synergies for it to work. But that’s just my judgment.
Augmented Elekk
I meant pure Mill Rogue with fatigue as a win-con, causing those 10+ extra Coldlights to actually matter.
And if you face Kingsbane, you just hope they misplay and you mill the weapon. Or run an Ooze and screw them over with mill.
Augmented Elekk
Mill yourself to Fatigue. Somehow get Rag to stick on the board (possibly with Shadowcaster combo or Kobold Illusionist shenanigans). Doomsayer + Augmented Elekk > Lab Recruiter/Gang Up. Next turn Dollmaster > Prep > Sprint. 32 damage to face. That ought to be fun x3
Academic Espionage in Burgle Miracle should be fun with this too. Slap in a couple Fal’dorei Striders and maybe a Darkness for absolute memeage and it’ll be a wild ride :3
And Mill Rogue can literally never Fatigue itself. Between Lab Recruiter, Gang Up, plus this card, you’re definitely going to be able to Fatigue the opponent to death before you even reach Fatigue (besides the occasional Dead Man’s Hand Warrior and Mill Rogue mirror).
Love this card. Doesn’t matter if it’s good or not; I’ll be experimenting a ton with this.
Final Boomsday Project Livestream Date Revealed!
Rip the Day9-Ben Brode dream team. They will be missed <3
Juicy Psychmelon
I think it goes without saying that the Azalina/Togwaggle/Aviana/Kun Combo is pretty dang broken with this card. It maybe took me five seconds to realize that after seeing the card.
Now that being said, I’ve been looking at the big minions to see what else could come from a 4-mana hyper-draw mechanic. I reckon playing a sort of Big Druid with Dollmaster could be insane; run Dragonhatchers, Y’Shaarj (in wild), a bunch of big dragons (preferably with effects, like Ysera (as opposed to just big minions like D-wing in case you get it off of Dollmaster), and Silver Vanguard for the 7-slot. Now the best outcome would be Dollmaster > Juicy Psychmelon pulling Silver Vanguard, Ragnaros/Lich King, Dragonhatcher, and Y’Shaarj, which in turn pulls one of your big dragons (preferably Ysera or Deathwing) as well as one of your general minions (preferably a Ragnaros, Lich King, something of the sort). Throw in a Moonfire on your Silver Vanguard to pull the other 8-cost minion Rag/LK, and you’ve got 9-mana 3-cards (with moonfire being completely optional), fill your board with a bunch of HUGE threats that can’t be easily dealt with, not to mention your hand filling up for a potential Aviana > Kun > Play a ton of giant minions turn. I can possibly see this card making Big Druid a legitimately viable pick in Wild, if the Azalina/Togwaggle combo isn’t good enough (with drawing your entire combo from one card…).
Fireworks Tech
I found three pretty broken synergies, one of which in wild: Sneed’s (and maybe Explosive Sheep, if there’s a wild Control mech deck without Play Dead). Beyond that, the new expansion brings Mechanical Whelp and Spider Bomb. The other Deathrattle Mechs don’t really affect the current board state at all and are generally bad with this card. That being said, the buff alone makes this card equal to Fallen Sun Cleric in a mech deck, along with a couple cool synergies on top of that. Not too shabby of a card.
Eureka!
The return of Maly Shaman. My body is ready x3
It isn’t really as good as Ancestor’s Call in Maly Shaman because of the extra 2 mana cost taking up valuable spell burn, along with the fact that Thaurissan has been rotated out for quite some time now. But I can see people having fun with it. The good part about this card is that you can still follow up with a HUGE board clear in Lightning Storm or something of the sort (Elemental Destruction/Maelstrom Portal in Wild) without risking the fall of the combo if your opponent clears it since you still have the true Maly along with the second Eureka as a safety net. Buuut you’re less consistently killing your opponent outright since you can’t effectively OTK them (without the cheap burn in Wild Crackle nor the Thaurissan tick, you have a max 8 + 8 + 6 + 6 = 28, requiring four exact burn cards in Lightning Bolt and Frost Shock, along with Malygos and Eureka – a SIX card combo).
Tbh, it’s a bit more of a safer deck (less risk albeit with less of a reward) with this card over Ancestor’s Call. You’re able to more consistently clear against mid-range and control-ish threats that you couldn’t with the previous iteration because of the risk that your opponent might have an answer, thus screwing over your entire combo; however, you need to bank on your opponent not having answers for one of your Maly’s before you’re able to throw every burn spell you have at their face.
This card with Electra is… interesting. In the Maly deck, you’re able to put two big threatening Maly’s on the field, requiring a somewhat big answer to save them from the kill. You can’t effectively combo your burn spells with Electra in the deck, since you’re effectively just playing two copies of the same card (usually for more mana). In Wild, you’re able to pull off a double Thaurissan play with Electra + Eureka!, allowing for the double-tick on that turn along with another tick of the Thaurissan STILL IN HAND.
As for other Shaman archetypes… I can see people potentially playing a Big Dragon deck utilizing Dragonhatcher, Drakkari Enchanter, Eureka!, and possibly Electra, as well as a bunch of control spells and healing. And possibly Oakheart. That’d be cool. Not sure about any others though.
Pogo-Hopper
Interesting card. I like it. Reminds me of card-specific synergies in MTG.
Has some really fun synergies in Rogue specifically, even outside of Shadowstep (which is a bit lackluster in synergy with Pogo-Hopper when compared to, say, Edwin or Quest). I can’t wait to try out a Pogo-Hopper deck with Lab Recruiter for the infinite streak with 2x LR along with Myra’s to hyper-accelerate the game into the infinite combo faster. In faaaact… gimme a sec to theorycraft another deck x3
Quest Rogue’s a bit of a weird deck to play it in, but it’s kinda understandable. Technically, it does work, since the battlecry triggers AFTER the 4/4 is applied, giving it effectively +3/+3 on top of the base effect. If Quest Rogue comes to a slower more control-ish core, then I can see this being insane with getting to huge stats somewhat early. But as the current iteration which focuses on chargers to finish the game quickly, I don’t really know.
Not so sure it’d fit in a mech deck tho. It’s pretty bad without any synergies (a 2-mana 1/1 and 2-mana 3/3 aren’t really spectacular to say the least). And playing card to complement specifically Pogo-Hopper de-consistencizes the deck.
Kangor's Endless Army
So if you play a Magnetize-centric deck and hyper-buff only three minions, you get those same hyper-buffed minions back? That seems pretty crazy if you’re able to pull it off. Throw in a ton of Magnetize along with some high-health cores to ensure they don’t immediately die and are able to be magnetized, and it’ll be cool. Of course, if this card takes off, people are going to play around it by attempting to kill off smaller mechs, but I reckon this can have somewhat close to DK Gul’dan in terms of turning a game if you’re able to keep hyper-buffing a few select mechs.
Lab Recruiter
Good note! Although I only really have needed to do that in the occasional Mill mirror match where they throw down Coldlight before I draw it. But it IS something to note nonetheless. Of course, 99% of the time the copy mechanic should be used on YOUR minions to maximize synergies and consistency… But nice catch!
Updated the deck, putting in Thalnos! Thanks for the suggestion; my reasoning’s in the Change-log x3