uikyou just revealed a new Perils in Paradise card: Eliza Goreblade
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Nice card, except for the runes.
You would have thought that this effect is perfectly in line with unholy, but in their infinite wisdom, they decide to design against type, and you can wait a couple years till there's enough single rune or the odd blood/frost cards with token and deathrattle synergy to make this card really interesting.
One year later, and Climactic Necrotic Explosion is still the only archetype that is effectively getting supported.
I think you could argue for this being Blood/Unholy instead of Blood/Frost but this card isn't too far off with rune identity the way it is.
What makes it a Blood or Frost card then?
Blood is about life gain, destroying minions and handbuffs, Frost is about direct damage, damaging spells, draw and freezing, Unholy is about minion/token combat, corpses and deathrattles.
I see this card and think of Death Growl and Boneshredder (EDIT: and Brittlebone Buccaneer confirms this idea), and summoning a lot of minions, like Army of the Dead, Crop Rotation, and (from this very same set) Ghouls' Night.
There are outliers, but the only aspect of Blood I see here is the permanent nature of the deathrattle. So, why do you believe it fits rune identity?
The buffing aspect comes from the Blood Rune. Yes it buffs the field as well but it's also a continuous value gain beyond what you have on the field, similar to Blood's handbuffs. Whereas Unholy is more concerned with what you have on board, like Grave Strength. Of course I'm not denying that it doesn't have any synergy with mass summoning effects that Unholy Favors but Eliza doesn't summon anything she has a seperate effect from that.
And the Deathrattle aspect comes from the Frostrunes. Where Unholy type DR effects are concerned with summoning type effects like Cage Head, to leave minions on the board, Frost either has direct damage as you mention or utility effects that go outside of the scope see Raska(?) the one who will mind control a minion when it dies. Or Lady Deathwhisper, which will duplicate cards in hand.
As I said, I could accept Blood for being a permanent buff, although I think that is a bit of a stretch honestly. Were it a triple Unholy card, it would instead be the precedent of Unholy getting permanent buffs for their board-centric strategy, solidifying the identity. The case for Blood and permanent bonuses is not that strong either, aside from Alexandros Mograine and Vampiric Blood. But I also don't see handbuffs on the same page.
That said, I don't want to be condescending or anything but saying that because Eliza doesn't summon anything she should not be considered an Unholy card is like saying Sif has nothing to do with direct damage because she doesn't produce spells, or The Stonewright not belonging in a Totem deck because she doesn't summon any. What do you think the word "synergy" means? This effect is primarily, if not exclusively relevant for summoning multiple minions. What is there to debate even?!
Granted, I don't get Reska, the Pit Boss's runes either, aside from the same rune combo being used on Dead Air, which I also didn't get when it was released. With Badlands, it sort of came together with Pile of Bones. But I'm not saying there are no deathrattles in Frost, just that it is not the primary theme or strength, and even IF you want to make that the main focus, all these cards are, check this out, Frost/Unholy.
Comparing it to Lady Deathwhisper is -pardon- even more ridiculous. She is a TRIPLE Frost card. I take it as a hint, a subtle suggestion, that she is meant to copy Frost-rune spells, which weirdly, to this day, consist of nothing but draw, damage, Horn of Winter... and Dead Air. Feel free to check for yourself here. Is that a pure utility/value card, or maybe, just maybe, meant to increase your draw and spell damage potential?
The only actual reason I see here why Eliza is Blood/Frost is because the devs explicitly did not want this card in an Unholy deck. I'm doubtful it would be that gamebreaking, but even if, that is a lame way to balance things, and completely goes against the idea behind runes - allow cards that are more powerful than usual, at the cost of them being mutually exclusive. But if you ignore the rune types, it makes no sense. That's forcing you to play a suboptimal deck to use an effect the deck can't make full use of. Ironically, Eliza would probably be worse (in Standard) as a triple Unholy card right now.
I'm over mixed rune cards.
I mean I never liked them to begin with, but now I *really* don't like them.
This feels so limiting, and it's ideal use is... once again, in a rainbow deck. Which I think is one of the dullest ways to build a DK deck. It also continues to lock out triple rune decks, which there's almost no reason to run ANYWAY outside of *MAYBE* Vampiric Blood in a control DK deck, but you're still giving up *so much* for that.
I know this was designed a year ago, but it's just... I'm over it.
It just occurred to me, how to runes work with the class that tours Death Knight? I might’ve just missed the explanation
They have to obey Death Knight rune restrictions.
They really need to stop doing these effects without 1) having the game have a way of tracking and displaying them, and 2) having a way to interact with them. Could have been something simple like an icon on the hero portrait and silencing the hero cleared the effect, maybe even silences weapons. Now you have a reason for terrible neutral silences to exist again. But, everything comes in years later with little thought to how it interacts, mostly they don't and when they do it isn't really clear.
Yeah they should really be permanent auras.
I'm so happy they did a Frost/Blood card. Until now there was literally not a single reason to play Blood and Frost together, it was the only rune combination that had absolutly (0) support.
The card looks decent, you can trigger the Deathrattle a bunch of times, and suddenly if every single of your Ghouls deal 4-5 damage, that's a lot of preasure in the lategame. I dig it, it's pretty slow but you can work around it.
I mean there's actually lots of reasons to run BBF and BFF, a control deck that runs the excavate package or the frost spell package (with the rush minion that gets reborn).
They're not *great* reasons, but those cards do combine well.
Your hero power summons a 2/1 with Charge? Nice!
gonna be strong in zoolock/painlock....
A shame that DK doesn’t have any way of accessing Bovine Skeleton outside of rng. Recurring Villain is always here for the memes though!
Play Mismatched Fossils and pray for permanent bovine
"For the rest of the game" almost always equals bad design. Draw it on turn 4, you play the game on ez mode and the opponent has it up hill, don't draw it, reverse. It seems they learned nothing
Tf are you talking about? Having this on T4 is worthless. That's not why you play it. 1 attack to minions for the game is mid. What you use this for is T5 or later when you can Death Growl or trigger the deathrattle multiple times. THEN it will be broken.
I know a certain streamer that will try to otk with hero power ghouls
This is deceptively powerful.
Beyond just minions, it also "upgrades" your hero power and any tokens you summon, and if you retrigger the battlecry, it's not hard to give all your minions an extra +3 or +4 attack at all, at which point even just your hero power is a pretty efficient finisher/removal tool.
It seems a bit unassuming at first glance, but I expect it to be a staple of most decks that can satisfy its rune requirements.