Necrolord Draka is a 5 Mana Cost Legendary Rogue Minion card from the Murder at Castle Nathria set!
Battlecry: Equip a 1/3 Dagger. (+1 Attack for each other card you played this turn!)
Flavor TextWe originally planned on giving Rogue a Legendary minion called "The Moon", but SOMEONE jumped in the frame.
- Mana Cost: 5
- Attack: 3
- Health: 4
- Crafting Cost: 1600 / 3200 (Golden)
- Arcane Dust Gained: 400 / 1600 (Golden)
- Rarity: Legendary
- Class: Rogue
- Card Type: Minion
- Set: Murder at Castle Nathria
- Mechanics: Battlecry, Equip Weapon
Necrolord Draka Additional Information
Cards Relating to Necrolord Draka
Type: Weapon - Cost: 1 - Attack: 1 - Durability: 3
Definitely a scary card, but it feels a bit inconsistent. First of all, making this your wincon is too risky: not only you have no way of replicating this card or searching for it into your deck, but it’s also perfectly countered by any kind of weapon removal. What I find scary about this card though is that it provides instant damage based on how many cards you play in any give turn. Something like Van Cleef or the new location benefit from playing a lot of cards in a single turn, but they also don’t do immediate damage to the enemy hero and make it it’s pretty easy to remove them for a control deck. This card has no such problems: not only it does instant damage, but it can also be harder to remove for a deck which doesn’t have weapon removal. My general opinion on this miracle deck they are pushing though is that it lacks fuel: sure, you might even play 10 cards in a turn, and this card might let you do 11 damage to the enemy hero just like that, but what then? Because playing 10 cards will probably leave you without anything else to play from your hand: you might have created a board and dealt some damage to the enemy hero, but what if the enemy just both destroys your minions and your weapon? Or even if they just destroy your minions, what are you gonna do with this weapon and an empty hand? Miracle Rogue hasn’t exist in standard for a long time now, and the closest things to it were combo deck which simply relied on otking the opponent, and this legendary doesn’t do that. This card is but another payoff for a deck which doesn’t have the setup.
I read the card wrong. I thought the dagger had +1 attack for each card you played during your turn, but the dagger simply has as much attack as the number of cards you played the turn you play the minion which equips it. This makes it noticeably better: if you go all out in one turn and create a 10 attack dagger, you don’t have to go all out again the next turn, you just have a 10/3 dagger and there’s that. While it does make this way better, I still doubt you want to build a deck which had this as a wincon, since it can be somewhat easily countered by weapon removals. The rest of the things I said I still stand by: here’s a good payoff, but where’s the set up?
All y’all are evaluating this card so wrong. This is an easy 4.5-5 star card. Combo it ONE time and it’s a 3/4 with a 6 damage weapon. Combo it twice & it’s 9 damage.
*Prep + Recon+ Coin + Draka* = boom 12 dmg weapon with 3/4 body & value in hand. Stupid.
Even if you do ^ without the Coin on turn 4, it’s a 9 dmg weapon for value and a nasty t4 play.
God forbid you tempo this minion out, you get either a 3/4 on 3 with a 2/3 weapon (coining it out), or a 3/4 on 4 with a free 1/3 weapon. It’s an auto include in nearly every single Rogue deck.
Late game post Scabbs, it gives you another source of damage to close out games.
Giving it 5 but it’s not at all lower than a 4.
Maybe a dumb question but why doesn’t it read
Combo: +1 Attack for each …. ?
it can act as a 3rd copy of spectral pillager I guess
This card is absurd. People are over thinking here. This card is good on a combo turn, good coined out on turn 3 for tempo, has synergy with all the weapon related rogue cards. You don’t need to “miracle” or OTK with this; do normal rogue things and pass the turn with a reasonable body and a 15 damage(5/3) weapon, not to mention anything else you played that turn. Very little downside on this card, it’s honestly just fine if you have to play it on curve for some reason
I mean the card is a miracle rogue style card where with this and the location (or two) you just outright kill someone the turn you pop off if they don’t have taunt. It isn’t THAT unreasonable for this and the location to reach 10 power each with cards like loan shark and mailbox dancer in standard meaning you just need to find 10 damage “somewhere” to close out the rest.
Unless they make it so you can rustrot on your opponent’s turn, bringing up weapon removal is such a silly argument against a card like this that is meant to OTK.
This doesn’t look that good to me in the run of the mill Rogue deck, but it could be a problem if used as part of a combo. However weapon removal exists. 3/5
Good rogue card is good, 5/5
Between this and the location so far, look out for Loan Shark rogue. I’ve tried to make it work with Snowfall Graveyard + Sketchy Info giving you 4 coins in hand, attempted to do a Gadgetzan Auctioneer -> Garrote combo, but hand space got super clunky. Now we’ve got pay off cards, no combo needed! I’m hyped, 5 stars.
In regards to Rustrot – Not everyone runs weapon removal now since Lightforged Cariel & control Warrior nerfs. You will get at least one swing with what can be a massive weapon, and they have to have the viper and spend the mana to remove it. Shadowstep also exists, outlast a single viper.
The fact that this minions need 4 mana makes this card pretty just ok and not good.
Maybe the other rogue cards a cheap powercreeps than its pretty good.
But now you need many 2 mana spells and 0-mana preps to make this good.
So hard to rate, but can be really cool to play the new old play as many cards as possible archetype. 3/5
Don’t know why it got high score.
Personally, it’s a pretty bad 4 cost 3/4 body which doesn’t do anything. (Not premium stats, -1 score)
Not for tempo obviously, (-1 score)
and with vipers roaming easily with trade, I don’t think it’s that good.
Dead card in your hand until you have some combo cards available. Even that, it’s a 4/3 or 5/3 weapon at best. (-1 score)
I forgot to put the context, that is not very usable on Standard.
It’s a different thing in Wild.
“Dies to viper” is not great criticism, it means the card is strong enough to warrant running a tech card. I think this will be pretty strong.
Erm, maybe you didn’t think this through, since vipers is already in the circle without the need of this card to see meta (Strong or not). We still have Paladin hero cards (And Warlock Rod) which is why most of deck still playing vipers. With that reason, printing this card actually lowers its viability to be successful.
I could see this flourish when vipers rotated, but then I don’t know what kind of anti-weapon tech they gonna print in the future again.
Nah, they’re right. “Dies to Viper” is not really salient criticism because forcing out a viper to this card means they’re sinking 3 mana into answering a free weapon and then they still have the 3/4 body to contend with.
If I’ve learned anything playing HS, it’s that ANY amount of chip damage Rogue can get in is really valuable. Rogue can always burst for stupid damage beyond like turn 5.
This card is very strong, regardless of whether or not the weapon loses 2 charges to an Ooze/Viper.
As a wild rogue Main i have to say that this should be insane!
Too expensive for Wild imho.