Its such a stupid design choice. If the card ever becomes playable, not meta i mean playable. It will suck to play against Warlock. Remember how much work priest had to put in to get the questline done, they had to play 8 cards each of different mana cost and then they only got a minion (that could be Dirty Rated) that shuffels a card into your deck that wins you the game. Now Warlock has to play 5 boardwipes and have their Weapon equipped and get it for so much less work. This card basically reads “win every controll matchup for free”. This card killed any hope of the game getting better after rotation for me…
You guys are kidding yourself if you think warlock is gonna be dropping saergeras after this to stabilize for 5 turns. You know why Saergeras isn’t played now right? Reno Jackson deletes all uninteractable items, including the portal. Saergeras won’t be able to stop warlock from getting hit in the face from odyn turn after turn any more then than he can right now. There’s a reason warlock stopped playing him even before sludges were buffed to be OP.
Those above thinking that they can play this, then Sargeras, and somehow that is a working combo are fooling themselves. Anyone who plays Warlock knows it’s a joke. People are talking about 6 card combos with Sargeras being a way to stabilize are living in Classic Hearthstone land where cards aren’t that powerful.
This card sees more play getting RNGd from a Yogg than it ever will in standard.
Unless some weird tech card or synergy card from Warlock is revealed this expansion that supports this, this sees no real play.
From now on, the only name that I am calling this card is Bad Odyn. I don’t know why anyone would ever play Bad Odyn when they could play, y’know, Odyn.
For anyone suggesting this is comparable to the Seek Guidance quest for Priest, there are some key differences. The quest never requires you to skip a late game turn. You skip turn 1 to play the quest and then every bit of quest progression is achieved by actually doing stuff. You have to play Xyrella but she is a 5 mana 7/7 with taunt, so she can be played alongside removal and simultaneously protect your life total. Once you draw and play the shard, you win on the spot. No having to survive while the fatigue clock creeps up on you. In contrast, Wheel of Death forces you into more or less passing a whole late game turn, while slowly killing you and depriving you of accumulating further resources. Of course, there are ways to play around this but it only further complicates the required set up.
Quest Priest had a couple of metas where it was powerful, but never because of the purified shard. It was just a good control deck that used seek guidance to discover and draw a couple of cards in the early to mid game and once in a blue moon got the shard off. This card is far worse so I can’t see it picking up.
Wut. It’s an EXTREMELY overpowered card. Your hand may remain with 9 extremely overpowered cards; some of them spam Legendaries or other cards; if you are at round 10 this is extremely possible (especially for 30-card decks (e.g. the current warrior deck that is a meme routinely has the cards it needs in the end (because it’s just …the end and most cards have gone through their hand anyway))).
[and yes someone mentioned: you can even add cards to your deck potentially: makes it even easier to work]
[the worst thing you can say against it: it depends on the rest of the cards if they can do it(but if they can…)]
We’ve seen cards like this in the past and they are rarely particularly good. It will work as a control killer (I’m talking extremely slow, grindy control, the sort that doesn’t really exist anymore but admittedly may have a shot in a 4 set meta). The only way this card has a shot of being good is if there is a way to cheat it out either early enough to accelerate the win condition significantly or cheaply enough to clear a board at the same time as playing it, or if there is a way to accelerate the clock or skip the opponent’s turn (thematically kind of a cool idea - Warlocks would not be above cheating at board games - but would generate so many complaints it would be nerfed immediately). Otherwise the penalty for spending 8 mana on depleting your resources and putting yourself into fatigue will usually be a swift end.
Sure I’m not going to say it’s definitely good before I see it in practice, but at some fundamental level it’s “mathematically” certain that it’s good “if the cards remaining in the hand are enough for 5 turns”.
I mean literally some people play less than 9 cards in 5 turns(without that card); e.g. some cards spam other cards (including leggos) or some cards add cards to deck; but ok as I said I’ll wait and see in practice.
Nonsense. Some people already play less than 10 cards in 5 turns[without that card]. Some cards spam other cards; some cards add cards to deck; many of those newly spammed cards are even legendaries (which can often spam further legendaries and so on).
If you actually read our discussion you’d see I already said multiple times “it depends” and “I will wait”. I was responding to the nonsense, “it is not going to happen”.
Why are you so certain? Let’s say I have a card that autogenerates unlimited cards (they already exist) or cards that generate new legendaries that in turn can generate further legendaries (multiple cards can already do that).
There’s an extra factor that makes you unequivocally wrong; I’ll advice you to retreat after this is mentioned; unless you’re a Dev: you don’t even know what cards and at what balance we’ll have exactly(I doubt the Devs know).
Any strategy is good with a miracle hand. What’s important is how consistently this will occur. The Warlock needs to play this card when they are not facing substantial pressure from the board and have a long list of conditions in their hand. They need to be able to prevent lethal damage for five turns after completely giving up initiative. They need a means to stanch fatigue damage or else they are working with 15 effective health. They need to have not already taken a substantial amount of chip damage going into the wheel turn. They need to ensure that they can’t be finished with from hand damage (they pretty much auto lose to any inevitable lethality that is faster than 13 turns).
It’s not impossible that this card is playable with the added context of other cards that have not yet been announced, but unless it is heavily supported by the rest of the Warlock/Neutral set, it is looking utterly useless.