Artificer Xy’mox is a 8 Mana Cost Legendary Demon Hunter Minion card from the Murder at Castle Nathria set!
Battlecry: Discover and cast a Relic. Infuse (5): Cast all three instead.
Flavor Text"The anticipation to use this relic is killing me! Though, it will more likely kill you."
- Mana Cost: 8
- Attack: 8
- Health: 8
- Crafting Cost: 1600 / 3200 (Golden)
- Arcane Dust Gained: 400 / 1600 (Golden)
- Rarity: Legendary
- Class: Demon Hunter
- Card Type: Minion
- Set: Murder at Castle Nathria
- Mechanics: Battlecry, Discover, Infuse
Artificer Xy’mox Additional Information
Cards Relating to Artificer Xy'mox
|Relic of Extinction|
Type: Spell - Cost: 1
Deal 1 damage to a random enemy minion twice. Improve your future Relics.
|Relic of Phantasms|
Type: Spell - Cost: 3
Summon two 1/1 Spirits. Improve your future Relics.
|Relic of Dimensions|
Type: Spell - Cost: 6
Draw two cards and reduce their Cost by (1).
1 star. relics are a joke i dont even need to say why. its too slow for weak payoff
whats the point of these relics ? Draw cards, summon 2 X/X or deal random damage
I cant see why i should this instead of FEL / Jace or Deathrattle
I mean, this card wouldn’t be broken even without infuse
I really like this guy and it’s worth experimenting over, but him and the Relic package just feels uneccesary. It reminds me of the Libram package, only that that package was good because it relied upon cost discounts and good payoffs that helped you against aggro, while this package relies on gradual changes, with very weak plays early on and very powerful ones in the late game. I don’t think there’s enough here to make a deck only reliant on Relics as wincons: this package needs to be included in some other deck which needs that extra push to win the game. As to what deck might that be, I really don’t know: it’s clear that the devs want it to be the Token DH archetype, but it’s such an inconsistent deck that I don’t even consider it as a viable option. Deathrattle DH might be an option, since it generates a lot of minions, making it easier to activate the infuse effect of this legendary, while at the same time needing that last push of value to end the game. That archetype is very flexible because it doesn’t need a lot of mana spent every single turn to work: most minions generate other minions without you paying for them and all you need do is be able to keep up with the stuff you draw. Relics will not only provide that much needed card draw, but also some big minions later along the line and a mediocre (if not downright shitty) removal tool. So, all things considered, how does it look? Still pretty bad, mainly because the location is so slow and not something you would like to play in an aggro deck, but if you don’t play it the relics definitely aren’t worth running without it. I’ll experiment with it, and I think that it will be pretty fun to, but ultimately ineffective.
It’s a legendary that certainly does a lot, but idk really how much of a home it has. The relics don’t have Fel tag, so it won’t fit into that; it’s too expensive for Aggro; Deathrattle DH probably doesn’t want it (and also just sucks lol); Big Demons haven’t exactly developed into anything…
Idk, I also want to know how the upgrades work; does it increase every number by 1? If that’s the case, then upgrading the card draw to be “draw 3, discount each by 2” is pretty insane.
Hot take, I kinda think this card isn’t going to see play. I’ll give it a 2 for now, but maybe some crazy NoHands list pops up or something.
To add on: I’m incredibly DOWN on Infuse overall as a mechanic. It seems really bad if it only works when your own minions die. Infuse 5 is basically saying: “have this card in your hand early enough so that 5 minions of yours can die by turn 8”. That’s a really restrictive condition for the power granted (which yes, admittedly IS strong); AND, this is all not counting how awkward it can be to have an 8 drop that early in your hand.
I really just don’t see this card being dominant. It’ll definitely provide some crazy Jace-like turns for streamers & diehards, but I just don’t see this one working.
I think it works similar to spell damage where only the numbers expressed as a numeral on the card get upgraded. So Extinction would deal (x) damage twice, Phantasms would summon two x/x minions, and dimensions would draw two and reduce their cost by (x).
About the upgrade part it is most certainly only one of the numbers, not both. So you would NOT draw 5, discount (4) but instead draw 2 discount (4). Same with the damage relic; deal (4) damage twice. They would be broken if the number of targets/cards drawn/minions summoned scaled up as well.
Really good legendary, the infuse (5) should be no problem in DH and this cards works pretty good. It is in the new archetype a endgame shocker -> Imagine: Draw 2 cards they cost 0, Deal 6-8 damage twice and summon two 6/6 to 8/8.
Also if this archetypes doesnt work, it is good in regular DH´s if you get the infused effect on.
If you dont get the infused it is just mediocre in archetype deck and unplayable in standalone versions.
I strongly dislike the way this expansion tells players how to build their decks – even more than any expansion before.
Mage with the skeletons, Demon Hunter with the Relics …
Problem with that (besides 0 creativity) is that either the new ‘mechanics’ are to strong (= everybody just plays those) or not (= the new expansion is a big failure design-wise).
The other problem is that those designs are bound to not synergise with future cards, and even if they are decent they are likely going to be replaced sooner or later because they only synergise with themselves.
They’ve been designing expansions like this since forged in the barrens, basically Yugioh archetypes at this point.
Yeah, that’s why I wrote ‘…even more than any […] before…’ It’s been like that for a while, but this expansion takes the idea of brainlessness to the moon imho.
Let’s just hope it’s gonna work out okay. 😉
From what’s revealed so far, the relic package is 9 cards. That could slot in a variety of decks, it’s just a “package”. Renathal even allows for larger decks that can span multiple archetypes, especially those based around attrition/long-term payoffs. This archetype style spans all the way back to Mean Streets of Gadgetzan with jade golems.
I think it’s more ‘massive’ now than ever before. But as I responded above … let’s just hope it’s gonna work out okay.
Yeah I’m on board with you here. I feel like the power level of this upcoming expansion is so dependent on Infuse being GOOD enough, and I don’t think it will be. I feel like we’re going to be stuck with a cycle of nerfs & tweaks so that we aren’t stuck in this same meta for another 3 months.
Yupp, Infuse seems like ‘Inspire’ atm. But a lot of cards are yet to be reveiled so there’s hope.
This is likely explained in the video but because it’s not here – when Xy’mox casts the 3 Infused Relics, are they all upgraded or all base cost, or how does that work with the upgrading?
They’re probably upgraded, because I think it doesn’t work in a typical way. Any relic you cast would improve your “relic level” or something, which directly affects any relics cast on your side, no matter the source. That’s how it would make more sense either way. However, if he casts three, I don’t know if they each improve the next one in order.
These aren’t Fel spells. HOPEFULLY, some Relic generating spell gets printed that is actually Fel.
They’re probably not fel spells because that would be crazy with the legendary that recasts all fel spells.
It would be, and that’s why I think that’s unfortunate. More importantly, DHs have two reliable ways of tutoring Fel spells, but no way to tutor regular ones. Fel would have made sense for at least one of those Relics. Oh well.