Nightfall's Comments
Golganneth, the Thunderer
This is one of those “stuff it in your deck, and it’s immediately better” type of cards. Only thing is you need to put enough overload cards in your deck to most often draw the full 3 cards. Not too tough. As for the abilities:
“Lord of Skies”: dealing 20 to a minion is basically the same as ‘destroy a minion’, except for very specific scenarios (lookin’ at the Paladin Titan). For 6 mana that’s a very reasonable ability on a 5/7 body that ALSO decreases the cost of a spell.
“Roaring Oceans”: A neat little board clear that will occasionally turn the tides (sorry) on the battlefield. The heal 6 is nice, and could even heal Golganneth to full if he has taken damage.
“Shargahn’s Wrath”: Draw 3 with that kind of body for that kind of mana is very good. You also have a shot at drawing a spell you want to use with the discounting passive ability, and because it ‘tutors’ overload cards, you can build your deck with specific overload spells in mind.
For 6 mana you get single-target removal, board-wide damage with some healing, and card draw. What can I say but…
5/5
The Primus
What boggles me is how Sargeras is a Demon but this Primus dude ISN’T an undead… As for the power level:
8 mana 7/9 is perfectly reasonable. Add to that that he discovers a card of a rune type every time he uses an ability, and you get some good value too. The abilities:
“Runes of Blood”: A good enough ability. It isn’t as good at removing stuff as the Priest or Warlock Titan, rather, it’s comparable to that of Shaman, where it deals 20 damage to a minion. This one is better though, because it gives both The Primus and your hero that health. A reasonable way to clear something big and put good stats in play!
“Runes of Frost”: This one’s interesting. Since you get to discover a frost spell once you use it, you’ll immediately have a shot at discovering that one spell you want to use with this ability. It also isn’t ‘this turn’, so you could set up a powerful spell for next turn. That seems a bit too slow, though.
“Runes of the Unholy”: A fair way to get some minions on board. two taunts with reborn are definitely annoying, and will almost certainly protect The Primus from MINION damage for a turn. That said, just two 3/3’s isn’t very impressive.
All in all, a very balanced ‘titan’. It has some angles to play at, between summoning minions and destroying minions, and the value generation along the way. It is definitely good enough to see play, but probably mostly if not only in blood DK. It won’t be the best card there, but it is good enough.
3.5/5
Golganneth, the Thunderer
Surely that’s why it deals 20 damage, which seems so overkill for me.
Sargeras, the Destroyer
Kind of a shame that Sargeras himself is a demon, because that makes him less useable in the big demon archetype… Sure, he’s a big body, but without the battlecry there’s no void, and I don’t know if the abilities work if there’s no void to pull from or stuff minions into.
As for the abilities…
“To the Void!”: This one single-handedly makes it a very good card. DK runs a 5/5 that destroys all minions for 8 mana, Warlock would have no issues running a 6/12 that does it but better (deathrattles don’t trigger!) for 1 mana more. At least, in a slower deck, which is where Sargeras fits in perfectly.
“Legion Invasion!”: Great! A portal that just summons 3/2 imps is historically just very irrelevant after like… turn 7… Upgrading these imps to nice taunts serves to protect Sargeras to very maybe get 1 more ability off, and are just great infinite value. Unlike the base 3/2 imps, the 3/4 taunt imps actually stop enemy minions.
“Inferno!”: Ah, the 3th, worst ability. It is interesting to note that the way “Legion Invasion!” is phrased, these demons would become 6/8 taunts if you summoned them after using legion invasion. I just don’t see you using this in the first trigger. If you’re behind you would clear, and if you’re ahead I would prefer the +2 HP and taunt for future demons over some extra stats on board right now. That said, if Sargeras survived after using “legion invasion!”, those 6/8 taunts look a lot more juicy than the base 6/6’s
Overall, this card is probably an immediate include in slower control-type decks. I love to see it!
4.5/5
Reverberations
Seems counterproductive. You’d want to copy something big, large and threatening, but wouldn’t want to make that big thing vulnerable. You can copy something small that would die in 1 hit anyways, but that is simply not worth spending 3 mana on.
Basically, you need to get value out of it immediately, or double up on a strong deathrattle.
There are some cards here and there worth doubling up on, so it might see play. I just fear there are better things to be doing than waiting for this card to become useful.
3/5
Fiddlefire Imp
I’m struggling to see why you’d want to play this over something like Nerubian Vizier or Paparazzi. You get better stats and discover instead of random trash. There’s 3 flame spells available in Warlock, so you’ll get Immolate a 3th of the time. Have you ever played Immolate? No, I didn’t think so.
It’s also an imp. Why? Why is it an imp? The imp archetype is very aggressive, and this card is not…
2/5
Fanottem, Lord of the Opera
These days, 15/15’s just get destroyed by a 2 mana 2/1 with rush and poisonous, or a 1 mana ‘the light, it burns!’ from priest.
It’s as they discussed on vicious syndicate, one place it might see play is with the Jailer. Might force the use of removal, which might allow your Mal’Ganis to land without getting removed instantly.
Another place this might see use in is ETC’s band, as you’ll be able to pick it later on in the game, or just get another option earlier in the game. Games rarely last long enough for this card to become playable due to Blizzard’s own insistance on an aggressive meta, so 95% of games it’s just a dead card.
1/5
Doomkin
Say you went first, on turn 6 you play this. Your opponent has 5 mana next turn, and you have 8 mana the turn thereafter.
What about when you start second… on turn 6 you play this. Your opponent has 6 mana next turn and you have 8 mana the turn thereafter.
BUT you can coin this out on turn 5 so your opponent has 5 mana that next turn, and you have 7 mana the turn thereafter.
I like this card. You sac some tempo to do big mana stuff earlier than your opponent. This card is either gonna be really good or just really bad, but it’s guaranteed gonna be FUN
Blood Treant
That’s a steep price to pay for a 2/2. Instant fit for Questline Warlock in wild though.
Reminds me of that one 2/2 pirate that jumps out of your hand when you played another pirate. I only see it working in an aggressive deck, but there is not currently one that is looking for this, I believe.
2.5/5
Hollow Hound
I know it isn’t a great deck, but Handbuff DK will love this card because if this gets like even just +2 attack, you’re healing 15 HP. You’re often gonna give it much more than that.
Shop Update: Two New Skins, Two Returning Skins And Legendary Cards
I don’t see how this is a big issue. The skins look nice, and I want to use them. I can see them staring at me in the collection, but I can’t get them until they finally, after a long time, enter the store once more.
I get how it’s cool to have really rare items, but I don’t know if that is fair to someone who wasn’t able to spend 60 euros for a pre-purchase a year or more ago. If you want a rare item, consider getting that 12 win run in the heroic brawl. Or just 3 wins (I believe) for the less premium skin. I doubt many people will be getting those.
Shop Update: Three New Skins (Including Legendary Rogue), Two Returning Skins (N'ZOTH!) And Standard Pack Bundles
I’m calling it, you’re wrong.
Tavern Brawl - Yellow-Brick Brawl
This one’s cool also! The idea is to finish the “The Caverns Below” quest by shadowstepping Bloodsail Flybooter a bunch, play the quest reward and finish it with a Recurring Villain (on the taunt side). Since the quest reward always sets his attack to 5, he’s immortal!
### Brawl Deck
# Class: Rogue
# Format: Wild
#
# 1x (0) Preparation
# 1x (0) Shadowstep
# 1x (1) Bloodsail Flybooter
# 1x (1) Breakdance
# 1x (1) Gone Fishin’
# 1x (1) Patches the Pirate
# 1x (1) The Caverns Below
# 1x (1) Togwaggle’s Scheme
# 1x (2) Swindle
# 1x (5) Recurring Villain
Tavern Brawl - Yellow-Brick Brawl
Turns out an aura that gives Taunt to minions works really well with a card that rarely ever sees play. I am talking about Plaguemaw the Rotting!
This deck shuts down any deck that doesn’t have spell-based minion removal. Just stall until you have enough mana to throw out a Plaguemaw + any 1-drop (make sure the 1-drop gets the Taunt aura, NOT the charge aura). The following turn, protect Plaguemaw with cards like Robes of Protection and Obsessive fan!
# Brawl Deck
# Class: Druid
# Format: Wild
#
# 1x (0) Aquatic Form
# 1x (0) Innervate
# 1x (1) Banshee
# 1x (1) Biology Project
# 1x (1) Crowd Surfer
# 1x (1) Druid of the Reef
# 1x (3) Robes of Protection
# 1x (3) Spawn of N’Zoth
# 1x (4) Obsessive Fan
# 1x (4) Plaguemaw the Rotting
Another good deck idea that I faced was Evolve Shaman, because turns out whenever you evolve a minion, it re-gains the charge from the aura, and thus gets to attack again. The list I faced used revolve, which happened to be a great counter to Plaguemaw.
The Winners and Losers of the Big Festival of Legends Buff Balance Patch
Let’s just hope the upcoming miniset contains a very big boi demon that’s worth cheating out for Warlock.
The Winners and Losers of the Big Festival of Legends Buff Balance Patch
The warlock fatigue package is quite bad for some slower decks. The Imp has negative synergy with Big Demon action, and you generally don’t want to abuse your own face in a control-style deck.
Which gets me to my second point: It’s a shame that they only really ended up buffing Imp Warlock, a no-fun forced archetype.
Big demon/undead-style decks are actually really fun to play in my opinion, but it seems they don’t want to push it at all. Couldn’t Dirge deal a bit more damage? maybe go to 2 damage at 5 mana? it’s often being cut from the only deck that it is supposed to be good in…
I guess it’s better than the Warrior hero power… But still, playing a 4 mana 4/4 that gives you a hero power that is arguably worse than many of the base hero powers…
I want this card to be good, but I don’t see it
2/5