Frost Giant
Card Text
Costs (1) less for each time you used your Hero Power this game.
Flavor Text
Don't ask him about the beard. JUST DON'T.
Card Sounds
Costs (1) less for each time you used your Hero Power this game.
Don't ask him about the beard. JUST DON'T.
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I know a lot of people are saying that Frost Giant will be a staple, if not an auto-include, in handlock. I strongly disagree. Here's why:
In competitive Hearthstone, the top tier decks all have something in common. They all have some sort of mechanism that makes them "unfair" and is unique for each class/deck. Handlock's "unfairness" comes from the ability to directly connect their hero powers to putting out 8/8 giants in a very fast time like no other deck can. A turn 4 Mountain Giant into a turn 5 Tap + Mountain Giant is extremely hard to deal with as some classes. Drawing cards while making your Moltens cost cheaper turns the "drawback" of your hero power into a benefit.
However, if you take a closer look at Frost Giant and how handlock actually works (and I think most people are thinking of the number of cards in hand by turn 4-5 vs the number of times the handlock player had tapped by that time), handlocks usually hero power once or twice before turn 4, and on turn 4 they usually put out a strong minion: the power play. Frost Giants, by turn 4, will cost 8 mana at best. As the game drags on - let's say turn 7 - and you've tapped four or five times (which is actually higher than average), you have a 5-6 mana Frost Giant. You also have the option of playing your Dr. Boom, though, and sometimes, playing a Dr. Boom for 7 can be better than playing a Mountain Giant for 3 and doing other things.
In reality, Frost Giants can only come out efficiently for their mana costs around turns 5-6, and only if the handlock has tapped more than average. Of course, this doesn't take into account potential future cards that may interact with the hero power that may allow more frequent tapping (and no, I'm not counting maiden of the lake). Handlocks won't be able to benefit from the ability because it won't allow the deck to become more "unfair" like Mountains and Moltens will.
All in all, I don't think this card should be deemed unplayable in handlock, but I don't see a clear reason for including it in the first place.
Well normal handlock has 4 giants. Not that many overall. 4/30. add another two and that will bring it to 6/30, or 3/15, or 1/5. that is 20% chance by the start of turn two, that you'll have a giant. That will help you limit the amount of cards you'll need to control the board, since you don't always get the giants. I've had a few games where i've been on turn 15 or more without 1. This would make it a lot easier.
Also odd idea, maybe put jaraxxus and demon lock(i think thats the name where you get two demon cards?) that way you'll have a 3x greater chance of getting him. Just use some cards to clear the board. and you'll have it won by turn 6?
Amaz will tap like he never did...
Finally, a giant for Control Warrior!
That's pretty much the only deck that uses hero ability often enough to make these guys work (currently), but replacing any of the staple CW threats with a couple of plain 8/8 doesn't feel really worthwhile regardles of the manacost, because CW doesn't really need to play more than one big minion per turn in the lategame.
Maybe other expansion cards will bring more synergies, but as for now I think they will be played as often as clockworks in constructed. Pretty great pick for arena though.
I can see a hero-power priest use it quite a bit honestly.
Soulpriest makes some good combos possible
handlock with 6 giants?
Hmmm I will probably try it out but eh
Surprisingly doesn't require Frozen minions.
Ok but we can all agree that guy is about to die though
Priests and Rogues will love this.
Only deck I really see this being ran in is echo giants mage since they are slow enough to reduce its cost to 0 them do their echo combo with it.
Contrary to what a lot of people are saying doesn't really work in handlock because you don't actually tap that much, usually only twice when going first, or once going second in your first 4 turns and then you usually play on curve until turn 7 or so and you don't want to play this guy as an 8 mana 8/8 ever, and you'll never survive to tap enough to get it down to cheap enough to play 2 and taunt like you can with molten giants.
Goodbye Sea Giant - Recombobulator combo..
who even did that
frost giant 8/8 and Sea Giant 8/8 whats the problem?
When you Recomb a Sea Giant theres a %50 chance that it will turn into a Deathwing.
No good really, though it looks strong on first look, what deck does it really fit into? Maybe a Mage at a push, but it's just too slow for pretty much everyone else. As a Control Warrior player primarily at the moment, by the time I've used my Hero Power enough to play this...well...why not just a better Legendary?
In Face Hunter this card will be (obviously) too slow and decrease ur early consistency due draw.
In Handlock there might be no advantage over normal lategame cards like Dr Boom or Ragnaros. The mana reduction will matter in a stage of the game where value does matter more than mana cost/tempo. The same story for Control Warrior.
Echo Mage on the other hand might abuse this card at its best. Its a proactive thread to use for echo/duplicate combos which the enemy cant stop. Fatigue wont work against this deck in the future anymore.
I feel like this could go in some Rogue decks. Of all the classes, I feel like Rogue is the one who uses its hero power the most aside from Handlock
Because it's too slow?