"Its a pretty good card" "its actually not bad at all" I think what Kripp is trying to accomplish here is tricking noobs into picking this card in Arena, so he (Kripp) can have an easier time.
+abdalazeez almubark it's actually fine. I average 6-7 wins in arena and have won off this card several times. it's fine just for dragon synergy, and beyond that if you can protect it for a couple turns (there are lots of cheap taunts now) it's basically a win condition.
+IVIegadude I agree it's a card in arena that eats some of your opponents removal. that's critical. it's basically a pseudo taunt. but until it gets its bugs fixed it won't be quite as scary.
If this card wasn't broken by set effects it would be very good in Dragon Priest. You have so many big threats your opponents won't be able to deal with this too, and if they do you just Deathwing and win. But with control Paladin so popular, the bug happens way to often for the card to be playable, and by design it should counter those very effects. Its sad and they really need to fix it :(
+Garrett Clayton I don't know how well it counters those effects. Aldor would make it take 3 turns of buffs just to get to an acceptable statline (8/6) for a 6 mana card. Uldi makes it die easily, and it still takes 2 turns to get to 12/3 - 6/3 is bad for even a four drop. I wouldn't say it counters those effects so much as it counters stall like annoy-o-tron and frost nova.
+Dabor nop.. it's bugged, if aldor put him to 1 wile he was 8/8 he will become in the next turn a 9/8, it also happens into buffs too, but it works if it is the first turn
+Dabor It counters those effects in the sense that they don't answer Scaled Nightmare completely. A lot of high stat minions can be ignored after being aldored but Scaled Nightmare still needs to die. So if he draws two cards from your opponent to deal with him... That seems pretty good to me.
Ajoo124 Cairne or Sylvannas are two other candidates for which Aldor or Uldiman aren't nearly enough to counter them, while being radically harder to counter just with a few board hits - and for even decks running N'Zoth, Cairne is occasionally found to be too slow. I would consider Validated Doomsayer to be a much clearer case of something designed to counter such debuff effects, as well as poison-bearing cards like Emperor Cobra and Maexxna. Most decks would either be able to clear it with their immediate board, or find dropping taunts or debuffs in its way more than enough to rush past it and kill its owner. I think it's much more similar to the way a Questing/Micro Machine/Frothing counters stall effects than the way Maexxna/Cobra counters attack-debuffing effects. Vinicius Rodrigues Yes, bugged. If it's bugged that's not a discussion of what it's DESIGNED to do, just what it happens to unintentionally do at the moment. Logical non-bugged operation that we can assume it was DESIGNED for would be Aldor sets it to 1, and then it proceeds to buff to 2, 4, 8 and so on.
Dabor ok it is DESIGNED for it... but we don't play with the designed card.. we play with the real card, you can't say that a card is bad sayin "it should do that"
If you do blessed champion on Scaled Nightmare its attack triples every turn. I'm pretty sure how scaled nightmare works is that it refreshes buffs and debuffs, that being why things like humility and peacekeeper keep this locked at 1 attack.
The only time I saw this card played on ladder was against a Rogue. They played it, then double Cold Blood and Conceal. I lost next turn. Best loss ever.
+Lavina Lavina 18 minutes ago 3:50 hes late again... he should be prosecuted for wasting so much of people's time. Skipperino Kripperino 48 minutes ago 3:49 FailFish
I looked at this card originally, and I thought, you know, it’s a card, and you play this card. The card will be that card that you’ve played, so you’re playing a card. So it is one thing to play a card if your opponent doesn’t really have any cards. The card will screw up the card pretty hard, and that means it’s a pretty good card.
You know that glitch you talked about? Disguised toast took it a step further, if you use a card that doesn't set attack but modifies it, such as mark of the wild, it doubles it's new attack instead, so after 1 turn it goes to 4 attack, play a card to add attack, lets say something that adds +2, it goes to 6, next turn instead of having 10 attack it will have 12 and so on.
"Have you ever had 2 Dr Booms by turn 8", one of the most stupid things I've heard him say when he's comparing Dr Boom to muster, ... -_-'. One is a very early game card the other is a late game card, one pops 3 1/1 creatures and a 1/4 weapon, the other pops out a 7/7 dude with 2 1/1 bombs.
2:52 if you play it in a situation were ure winning, and your opponent choses to ignore it, you are going to lose the game... i dont think thats what he ment to say
I've been using this card a lot in my dragon priest deck, and it's consistently been my win condition. Normally it would just be removed, but I'm dropping so many strong dragons that by the time this comes out, as long as I can drop a taunt, it generally cleans up the game.
No mentions of that buffing auras get counted into the doubling effect or that Blessed Champion causes it to triple instead of double? Kind of expected that to be in a "Truth about X" video.
I never really understood the concept of a 'win more card' I mean if you're playing them in something like arena, then ya, it makes sense. But take for example the frostwolf warlord. If you played two tidecallers and maybe a few totems. You are not winning. Typically you only want to play that card in decks which flood the board, and decks like shaman and paladin which can push out a ton of small minions are not winning just because they have a ton of small minions out. I feel the same about this card. If the board is empty and you have this in your hand, who would look at that position and say: I'm winning because it's a clear board, so playing this card is a win more card. I think rather than considering them win more cards, it would be better to say they're cards which suck if you're losing.
+askmiller 1. You argue that having a ton of small minions on board does not mean that you are winning, but I can argue the opposite. So it's pointless to describe 1/2 of a hypothetical board. 2. If the board is empty and you have priority, you are winning. If the board is empty and your opponent has priority, you are losing. That is the nature of cleared boards. 3. That is literally saying the same thing in more words. "Win More" inherently means "Sucks when losing". You tried to look like you've thought this out and come up with this great opinion, but you let your bias towards the phrase ruin your argument.
1. You don't need to have more minions than your opponent to have a bunch of small minions. You can be losing in this situation. Honestly I don't see your point at all. 2. So would you say that turn 1 you're winning? I mean technically, but such a marginal lead is irrelevant. Going first alone has a very small effect on who will win the game. It really comes down to what you have in your hand. 3. Think about those terms closely. They're very similar terms, but the difference in them is like the difference between always losing and never winning. 4? bias: prejudice in favor of or against one thing, person, or group compared with another, usually in a way considered to be unfair. Are you sure that's what you meant to say? I don't see how anyone could draw that conclusion off of what I've said. Also on a side note, if you're going to call someone out for trying to "look like they've thought it out," you might want to make sure you're grammatically correctly. I'll let you figure that one out.
+askmiller When you have minions on the board (even small ones) thata stick, then indicates something. It can be sign of two things - 1. Your opponent is unable to clear the board and maintain board control = you're winning, in which case Frostwolf Warlord is a win more/faster type of card 2. Your opponent is pushing for a two turn lethal and is just going face with everything. In this case Frostwolf won't have any impact on the game. In third scenario your opponent has OTK in which case it's the same - Frostwolf wont save you. So this makes Frostwolf Warlord a win more card.
There's a difference between modifying attack and inadvertently Silencing a minion. If that's happening with Scaled Nightmare, Blizzard should be made aware.
Why hasn't Bliz released a card that if it hasn't attacked that turn will randomly attack an enemy after you hit the end turn button. Tons of card games have "this minion/creature must attack every turn unless otherwise disabled" You could even put something of a penalty on it like make a really powerful stealth 6/2 for 4 mana but every turn you don't attack with it you take damage or something like the dark fisher Nat, there's a chance your enemy gets a card.
I've always saved this card for turn seven in my dragon priest and scaled nightmare+ innerfire, 7 mana 16/8. if you wanna go even further you can divine spirit innerfire it and you have a nine mana 32/8 on your next turn
+FriendlyFire It's bugged, If you change it's attack before it doubles at the start of your next turn it won't double anymore so you have to leave it at 2 attack or it won't work.
paladin is the only class that can really deal with it good.. unless you've baited the humility and keeper.. still havent been able to attack over 8 with it cuz everyone concedes by then..
This card is fantastic off of Unstable Portal. Portal on 2. Nightmare on 3. Win on like, 5 or 6. He's like Deathlord that wins you the game instead of losing you the game.
Hey, Kripp, its Chad from the college football team, how've you been, bro? I see you're still playing video games, some things never change! Hey, are you still playing the wizard of Warcraft game? I never had time for video games. I was too busy playing football and going to frat parties. Anyways, good seeing you, bro, call me and we can hit the clubs.
Typical breakdown of Kripp videos: 1. Introduce card, then states, that originally it was pretty bad. 2. But then make rational card that kind makes it "not bad" 3. Finally the card is "actually preettttyy gooood" 4. See you guys tomorrow
Don't understand why it's attack won't go up again as other attack increase cards such as micro machine goes up again after getting hit by aldor peace keeper.
I got absolutely wrecked by this card yesterday, playing priest against rogue, was slightly ahead on board, way ahead on cards and way ahead on health, he drops this and i had no way to remove, game over from one card
Seems like it would be one of the simpler cards to program, just double whatever represents the attack value every turn. I'm not a professional programmer but it seems pretty easy to program this card.
Hey guys how's it going Kripparrian here. So today I want to talk about this card. I thought it was prrretty terrible. But um, it does seem to be pretty good in a few situations so, let's talk about that. This card seems like a card and that kinda makes it pretty bad. There are a few redeeming qualities to the card. It is not going to be very good, if you play it, it doesn't have enough stats, your opponent will just crush it with whatever minions he has on the board. But um, it does seem to be pretty good. I looked at this card originally and I thought you know it's a card, and you play this card, the card will be that card that you play so you're playing a card. So it is one thing to play a card. If your opponent doesn't really have any cards the card will screw up the card pretty hard. And that means it's a pretty good card. So check out the clips, and I'll see you guys in a little bit. Oh. Fuck. WHAT? Are you kidding me?! This is actually insane. Just horse**** How do you draw this well? That's like impossible. That guy literally had the BEST LUCK EVER.
Woot... I think he is wrong? Even if you Aldor Peacekeeper it should keep doubling. Haven't tried it with Scaled Nightmare, but I have tried it with both Gruul and Kvaldir Raider. They still gain stats after having been told to "Follow the rules". Based on the card text it is pretty freaking obvious that Scaled Nightmare works the same way.
I played this card more then a few times in my Paladin Deck and its not that bad. Ofcourse there are other cards which are better. But normally the Nightmare gets instantly cleared or it survives 1-3 turns and gets pretty strong :o The Body is still good!!
The only time one was ever played against me; it destroyed me. But this was mainly because I never see it played and had not planned for it and was not ready when it came down. If I were expecting it I would have probably held a proper answer for it. It was pretty early in the current meta and I was still getting used to what to expect and a lot of stuff that sees no play now was at times blowing me up. But it is clear there is a reason it does not see any real play since then. It is the type of card you probably want to slip in and out of your deck from time to time as a surprise factor..but cannot really ever become dominant simply because when expected it is just trash.
+Patricia Cross It has nothing to do with expecting it. Noone would ever tech against it per se: you tech against it by putting cards in your deck that are of constructed quality, but there's no particular reason people wouldn't be doing that anyways so I'm not sure that can be called teching against it. As long as people are doing that the card will not do well.
I said nothing about teching against it. But if you expect a certain card to be in a deck you can make plays and make better use of your removal accordingly with the assumption it will be on its way. It effects the way you make trades and use your removal up until that point.
Patricia Cross I guess my point is that its just worse than a normal 6 drop so if you were playing against a normal deck which subbed this in you would never be anything but better off. If you're playing around sylvanas or fire ele or whatever instead of this it will just be a pleasant surprise.
Which is kind of my point also. It is really only good in surprise situations as a substitution once in a while. This video is only showing Arena games. It really is a wasted slot in Ranked play. our six mana bomb play should not just autolose you the game because Priest saved a Cabal Shadow Priest for it.
This card isn't nearly as bad as you're making it sound. There aren't many Turn 6 dragons and 8 health is a LOT. My opponents tend to ignore it on Turn 6 and if they don't, they spend their entire board or mana to get rid of it. That puts you ahead for Turn 7. As you said, it survives board clears and can be a HUGE threat if left alone (similar to something like Kvaldr Raider). It doesn't have immediate board presence, but to be fair not a lot of 6-mana cards do. Control decks will try to drop Thaurissan, Aggro decks just smorc, but this card is so underrated that it is left alone. Running this in Crusher Shaman in place of a Fire Elemental is nuts.
+UglyStru I think there are no real cases where its better than fire elemental. The problem is even an 8/8 for 6 isn't that crazy, and this takes two turns to be that. As a 2/8 its awful and as a 4/8 its still under curve after having survived a whole turn. Its not literally unusable, but there's never a case where its the best card to be running so it can never realistically see constructed play
That paly in game one should have gone all face for 6 and at least hope for the ancient curse to hit for 7 on Kripps draw. At least a 1/19 chance of winning? Better than nothing.
Someone Aldored my scaled nightmare in arena and stayed at 1 attack forever. 2 days later I Aldored someones scaled nightmare in constructed and it did double the attack next turn. Maybe got fixed?
That's a really good arena card, especially in attrition battle where you both ran out of cards and just topdeck random shit. It's bad when you're losing because 2 attack is very bad on 6-drop.
+Cheesus Almighty Exactly, in his zoo example isn't darkshire just better? When it's good it's just as good, when it's bad it's less bad. In control, just run rag. Does 8 to face per turn anyway assuming you have board control, with the option to use it as a catchup card too.
Hingle McCringleberry It doesn't matter if you have a 10 attack minion or a 20 attack minion, at the end of the day if you have a minion that big that your opponent can't answer, you win. Now Scaled Nightmare is really easy to deal with in the turn it is played, it dies to Shadow Word Pain, it is easy to trade into using minions with more than 2 health (turns out they're pretty common) Darkshire Councilman can be pumped up the turn it's activated pretty easily. Anything with "deathrattle: summon a thing" like possessed villager, or Imp Gang Boss can trade to give him attack, Any onedrops can be played alongside him to boose him, any swarming spells like Implosion or Forbidden Tentacles also buff him. This means that your opponant can't just trade 3+drops into him without losing it in the trade.
Doesn't scaled nightmare also carry over aura's a buffs like abusive and stormwind champion into it's doubling? And blessed champion ends up like quadrupling it's stats?
No, it sucks. This is a 2/8. Wait a turn, maybe it's a 4/8? A THIRD turn and it becomes "good stats" with 8/8... 3 turns needed to be better than average 6-drop stats. I'd rather just have the more immediate impact of a 6/7 Boulderfist Ogre. It will finish a game just as good as Scaled Nightmare, but you can also play it against a mid-game board without it getting wrecked by 4-drops.
+Kurt H Scaled Nightmare and Blessing of Might. 7 mana 5/8. On the turn it can attack, its a 10/8 for 7 mana. SN and Cold Blood 7 mana 6/8. On the turn it can attack, its a 12/8 for 7 mana. I may edit more in the future. Its not meant to be payed alone.