Helioshadow's Comments
Standard Devilsaur OTK
Kill off a bunch of Devilsaurs through Rez, Shadow Essence, and simply playing the dude and killing him off. Get Spellstone in hand, upgrade it to max, play it, 4 7-attack Charge minions (28 Damage) all going face. If Opponent has 29-30 health for whatever reason, Smite their face.
Itâs kinda complicated and unlikely to happen until very late in the game (especially without Barnes to speed up the process at the cost of consistent OTKâs), so I donât think this would be good. Then again, we have no idea how the meta will shape up, so it could work.
Void Ripper
Imagine this pre-Murloc Warleader nerf. *shivers*
Could see play in an egg deck specifically, but really any deck with some AoE buffs like a Murloc Decks (rip +1 Health) could see use. I reckon it could be a win-con for Murloc decks in Wild with Old Murkeye, Brann, and this card (or 2x this card instead of Brann) to swippity-swap twice and essentially double Murkeyeâs attack (well, double minus 2). Not to mention if you already have Warleader on board youâre doubling the effect with the double swap. And even if you donât get the double swap, giving your Murlocs 2 free health is good with Warleader on board. Good card, can see play in specific decks, but allows those decks to shine.
Woecleaver
Controlâs coming back, baby! đ
Could see play in DMH Warrior if you also run at least one big minion. Could win in the mirror, but tbh the mirror doesnât appear often, so youâre probably better off staying true to DMH Warrior. Control Warrior? That is where this card shines. 8-mana for three minions is really good, especially if you get a big Taunt right off the bat to compensate for an 8-mana 3-attack Weapon. Plus it saps from your deck, allowing you to get to your answers more quickly. Good card. 4/5
Twilight Acolyte
Let me change your mind x3
Opponent plays a big minion with a good effect? Swap stats, take the minion. Yay đ
To My Side!
Eeeh. I mean the cardâs still pretty bad even if you get the bonus; why wouldnât you just drop a Savannah Highmane and still play a GOOD deck? Iâd say it could see play in Maly Hunter, but that kinda relies on you having Maly in hand before playing. Same with Yogg. Buuuut Hunter DK could compensate for lack of minions I suppose. Idk, it just looks like a bad card.
Kingsbane
Yeah, I was kinda going off the assumption that youâll be DK Valeera during the Fatigue-stage, but yes, thatâs true if you either donât run DK or you donât want to play her yet to save the stealth and armor. I noted that in my theorycrafted deck a while ago, but yes, I missed that in my comment. Good catch! đ
Kingsbane
Whatâs funny is this card prevents you from losing to the Infinite DMH Warrior matchup if you make infinite copies through Valeera the Hollow đ
Kingsbane
https://mobile.twitter.com/LegendaryFerret/status/936878094748549120
^ Twitter Link gives all the answers you need.
The enchantment line is its own line; Doomerang keeps the stats on the weapon with the return.
Deathrattles entail that the minion/weapon gets âdestroyedâ in order that the weapon proc, so yes, Rummaging Kobold can return Kingsbane. Itâs the same idea with Malorne and AnubâArak; Nâzoth summons them both (if Iâm not mistaken).
Kingsbane
Doomerang technically doesnât destroy the weapon, so it returns to hand and NO copy gets shuffled into your deck. But Peter Whalen confirmed it would keep its stats if you use Doomerang (https://mobile.twitter.com/czhihong/status/936866347690049538), so all is good. You also get damage, plus possible lifesteal, plus possible poisonous to kill with Doomerang, so Doomerang is a legitimate card with this weapon đ
Crystal Lion
Stand Against Darkness > Crystal Lion. 6-mana 10/10 worth of stats, that doesnât completely get destroyed by small AoE. Meh, idk.
I mean, as long as you have two Silver Hand Recruits, itâs a better Chillwind Yeti (and Keeling Banshee). So sure.
Kingsbane
After Theorycrafting (and creating a deck that revolves around the card *cough-cough*), I figured that you donât need to copy if you retain Valeera Hero Power; heck you can use Mimic Pod on other things and still attack with buffed weapon each turn! Iâm kinda slow x3
Kingsbane
I absolutely love the aesthetic behind the card. Basically the Sword of Griffyndor in Hearthstone. Also the name just spells out âRogueâs Friendâ. And that card art… I love it.
This mechanic is cool… REALLY cool. Deadly Poison 2x (or even Thistle Tea or Mimic Pod into Deadly Poison, or play 2x with Valeera), Leeching Poison, and Envenom Weapon. Could Blade Flurry see a return now that we have a somewhat-reliable big weapon that will provide BIG AoE board clear and doesnât have that big of a downside for destruction? Hmm… Possibly… 4-mana still absolutely sucks, but getting a Flamestrike out of it as well as shuffling a 1-mana buffed-up weapon into your deck… Sounds pretty good.
How does this work with Mimic Pod or Thistle Tea if you draw Kingsbane from that? Does it retain buffs for the copy? I reckon it does, but I feel if anyone has experimented with Keleseth > Mimic Pod or Thistle Tea, it should work the same. Also it probably WONâT retain buffs to Valeera DK copy because of how the card works, so rip.
Also something funny you could do is in Mill Rogue, if you have Valeera DK up, Just play 2x Kingsbane, shuffle one to your deck and one on the field. Draw another, play 2. Now 2 get shuffled (because one on field got destroyed), and you can just keep going. Not as good of an infinite loop as, say, Jade Idols or Dead Manâs Hand, but itâs in an archetype that already somewhat works, so idk. OR you get lucky (or you stimulate this chain of events to occur…), upgrade your weapon, then either you hope you get lucky or you mill yourself down to no cards, break your weapon and play either Mimic Pod or Thistle Tea. *If the mechanic works as I imagine*, you get TWO upgraded weapons. From there you just play one after the other, lifestealing and either killing a big dude through Envenom Weapon or smashing your opponentâs face in while staying one card above fatigue.
I love this card. It makes the worse cards from previous expansions (and nerfs *cough*BladeFlurry*cough*) into actually good cards. It alone could revive Mill Rogue with a second win-con, AND could stir up more archetypes in either Weapon Rogue as a whole or a deck dedicated to control and self-Mill, getting the full huge-weapon chain after milling all the way.
Ironwood Golem
I mean the Tar dudes are basically the same thing in 90% of situations, soooo…
Dragonhatcher
I explained this in the other comment chain, but essentially if your opponent kills Maly, they wouldâve been able to kill Maly anyways and the deck wouldâve flopped. This dude simply gives you two more chances of Maly not being the bottom card of your deck and thus makes the deck more consistent at the cost of not being able to utilize Maly with the 1-mana you wouldâve been able to use the turn you dropped Maly. Now in Wild you have quite a few ways to either hide Maly by ways of Conceal or have a lower-costing Maly with Ancestral Call, so itâs MUCH more rewarding to drop Maly with another card to abuse it either next turn or in the same turn and in THAT format sure this card is pretty trash. In Standard, however, you have to rely on either a ton of discounts and mana through coins, innervates, preps, etc. Or you let your opponent have a crack at Maly and see what they can do in an attempt to save their life, before blowing up their face the next turn. Now if youâre smart and baited the enemy removal and/or got rid of the board (or three down a bunch of taunts the previous turn through maybe Hadronox), then their chance at killing Maly is pretty small. Not impossible, but improbable.
Dragonhatcher
I read of a Hunter deck before that relied on the opponent not killing Maly, and tbh any Standard deck that wants to use Maly (besides Rez Priest) needs to rely on Maly living a turn. And honestly it isnât hard; get a good board wipe with Maly + Prep > Fan of Knives or a decent Doomsayer and beyond a select few hard removal spells they arenât going to be able to kill Maly.
Dragonhatcher
In a deck that relies on dropping Maly and killing them a turn later, 2x Dragonhatcher would allow them more chances on getting Maly on the field as opposed to Maly being the bottom card in their deck. So technically, 3 cards that siphon Maly from deck (including Maly). I know what recruit does; no need to explain đ
Dragonhatcher
Donât think of this as a 9-mana 2/4, think of it as 9-mana for whatever dragon you run. Decks that run Malygos in particular (and require that Maly gets dropped a turn before instead of dropping Maly and OTKâing in the same turn) would be much more consistent since you essentially have 3 Malyâs if you run 2x Dragonhatcher, and decks that just run big dragons such as both Deathwings and Ysera (to a lesser extent since you do not immediately get the effect) would also see decent ups in playing this card. Primordial Drake, although generally worse value than the aforementioned cards, will protect your Dragonhatcher and possibly get another proc.
Also obvious synergy with Drakkari Enchanter, and could be seen as a second YâShaarj in Barnes Big Priest (for dragons specifically). And some fun with NINJA NOZDORMUUUU! (since your opponent will have less time to prepare for Noz if it randomly emerges from your deck).
Shadowreaper Ping? đ