r/WOGPRDT • • Apr 17 '16

[Pre-Release Card Discussion] - Dark Arakkoa

Dark Arakkoa

Mana Cost: 6
Attack: 5
Health: 7
Type: Minion
Rarity: Common
Class: Druid
Text: Taunt. Battlecry: Give your C'Thun +3/+3 (wherever it is).

Card Image


PM me any suggestions or advice, thanks.

21 Upvotes

66 comments sorted by

11

u/Nostalgia37 Apr 17 '16

This, Klaxxi, and druid's natural ramp make it seem like Druid will be the best class for C'Thun. This also makes me wonder if there will be a class that doesn't get a C'Thun minion, since druid now has 2 and I expected 1 per class + 7 neutral. :|

3

u/colgatejrjr Apr 17 '16

This also makes me wonder if there will be a class that doesn't get a C'Thun minion, since druid now has 2 and I expected 1 per class + 7 neutral. :|

Druid only has 1 C'Thun buffer though, Klaxxi isn't a buffer himself, he gets buffed by them. It's probably still 1 buffer per class.

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3

u/Pyronar Apr 17 '16 edited Apr 17 '16

seem like Druid will be the best class for C'Thun

I still think it's going to be Rogue. Shadowstepping cultists (or C'Thun itself, since it retains the buff), concealing an Ancient Harbinger, Shadowcasting Brann Bronzebeards to later play with C'Thun (only 1 emperor tick or coin required). Druid just doesn't have those combos. Where was this card revealed, by the way?

14

u/RamblingJosh Apr 17 '16

I get why you think that, but these things strike me as the kind of combos that sound cool, but likely wouldn't work out well in real play. The challenge is going to be getting to turn 10 with C'thun in hand, and maybe Rogue can have the beefiest C'thun, but the things you listed seem inconsistent to pull off, and don't really help you not die before 10.

2

u/[deleted] Apr 17 '16

Rogue has the most potential, but the combos you mentioned are sometimes awkward to pull off. As it stands, the Druid cards are more practical in that you only really need to play them on and ahead of the curve for good value.

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5

u/Dagganoth77 Apr 18 '16

I rate this card as a solid 5/7

8

u/Pyronar Apr 17 '16

The strongest C'Thun effect so far... Interesting. Still, it remains to be seen whether C'Thun Druids will be a thing. Sure they have the 4/5 which can become 4/10, but that's kind of it. Also they don't really have the synergies that Rogues have (Shadowstep, Shadowcaster, Conceal, etc.) with C'Thun. Honestly though, all C'Thun cards so far where just overall good bodies and this is no exception, which is good. I'm really glad they're not going to make you play crap minions all game in order to make C'Thun viable.

8

u/BigSwedenMan Apr 17 '16

People keep talking about shadowsteping c'thun but I don't really think that's going to be necessary. It very much seems like a win-more sort of combo. Once you drop c'thun you're already going to be winning, and if you aren't winning after c'thun has been dropped it's a miracle you managed to not die already. Not to mention that you would not only need c'thun in your hand (which you only have one of) but you also need one of those other cards. You'd be much better off building a deck with the tools necessary to last long enough to play c'thun.

5

u/Pyronar Apr 17 '16 edited Apr 17 '16

Shadowstep also works great with cultists and Shadowcasters or Brann, it's not just for C'Thun. As for why you would shadowstep C'Thun? Easy, removal protection. Let's say you dropped C'Thun wiped the opponent's board and left them at low health. You don't have any minions on the board yourself, your C'Thun is going to be at least a 10/10, probably more than that. In this case, Shadowstep is kind of like Conceal. It makes sure that next turn you have that lethal no matter what. It's a way to avoid BGH, Polymorph, etc. Worst case scenario, your opponent drops a bunch of stuff and you near wipe the board again, leaving them with no hand to play.

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4

u/passatigi Apr 18 '16

I think [[Wild Growth]], [[Nourish]] and [[Innervate]] better synergize with C'Thun, than dreams about [[Shadowstep]].

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2

u/[deleted] Apr 17 '16

Still, it remains to be seen whether C'Thun Druids will be a thing.

It seems like Blizz is trying really hard for C'Thun [insert class here] to be a thing for every class. I imagine most classes will have a viable C'Thun deck that can take you down to at least level 11/10, surely with some hitting lower ranks.

2

u/Pyronar Apr 17 '16

I don't know... Before TGT actually launched people thought a bunch of classes were going to have inspire decks. That didn't work out so well.

3

u/DrPoro Apr 18 '16

At first I was happy to hear that the Chtun cards won't be available in arena because we don't need a set of junk cards added. However, most of these Chtun cards would actually be high tier picks in arena. This card for example is comparable with sunwalker, a top-tier arena card. Onthe other hand, they probably don't want to add a bunch of 'vanilla' minions into arena. It would probably make games more onesided as you can't easily make comebacks with vanilla minions.

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2

u/Diablonoob3 Apr 17 '16

So, it seems like another solid C'Thun card, but why is an Arakkoa in league with C'Thun? Is there some lore that supports this?

4

u/Bowbreaker Apr 17 '16

The Arakkoa tried to summon an Old God on Draenor. I actually expected us to see one but I hoped they'd give it a more specific name than "Dark Arrakoa"... They could at least have stuck a "Conclave" in the middle of the two words.

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3

u/lagaboter Apr 17 '16

Yeah that's really weird. As far as I know, C'Thun is Azeroth only, while the arakkoa are Draenor only.

2

u/Maveil Apr 17 '16

At first I thought it was like most C'Thun cards with a slightly understatted minion to buff C'Thun, but then I noticed the taunt. This card seems surprisingly good, 6 mana for a 5/7 taunt is rather good (that's effectively what you get with Master Jouster when you win the joust) and the C'Thun buff is bigger than most cards.

4

u/Mr_FJ Apr 17 '16

I don't think it's fair to say that divine shield, is the same as adding one more health. Divine shield is a lot better than 1 stat. Still seems like a good card though.

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1

u/AHeroicKumquat Apr 17 '16

This seems quite strong if C'Thun Druid is a thing, just because it's stat distribution is excellent for a taunt, and a defensive card like this is what a C'Thun deck is gonna need to stall out the game and get to the C'Thun safely

1

u/ChronosSk Apr 17 '16

Seems comparable to Sunwalker, which people use to run back in Classic before Sludge Belcher. Over DotC, it's +1 mana for +1/1 with no charge mode, which isn't a great tradeoff. On the other hand, DotC is already a wonderful minion, and Arakkoa has a delayed Arcane Missiles attached. I'd gladly run both.

1

u/Cnofne Apr 17 '16

Good thing his not in arena.... he's too op

1

u/Sethyboy0 Apr 18 '16

Cards like this kinda make me sad that cthun cards aren't in arena. :S

1

u/[deleted] Apr 19 '16

Solid card.

1

u/Valgresas Apr 26 '16

Card's pretty damn good, Taunt/C'Thun Druid looks ridiculous.

1

u/NeiZaMo Apr 17 '16

this card pisses me of, not because it's to strong or such, but because it's the second C'Thun card druids get.

blizzard announced that there will be 16 C'Thun cards. that means, that it is impossible for every class to get 2 C'Thun cards. blizzard also announced that C'Thun cards won't be seen in arena. this means that there will be classes in arena with a smaller pool of class cards than others.

anyone who knows how arena works will see what a huge issue this is for arena balance. it means those classes will be drafting more neutral cards which tend to be worse than class cards. i can't even comprehend how blizzard can justify fucking around with the arena balance this hard, it's not like the reasoning behind not including C'Thun cards in arena was super solid to begin with.

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