Hero Power
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Too broken my friend, turn 8 9/8 Savannah Highmane? Giving a beast +2/+2 is often much better then dealing 2 damage since it stays on the board
This might become my new favorite card. Ready for the expansion!
I think this card is pretty OP. It should read "Your Hero Power becomes 'Give a Beast +1/+1'. If already in Dinomancy, +2/+2."
This makes me really glad that I didn't disenchant Knuckles.
Makes any 1 mana drop a 3 mana drop. In fact, pretty much makes any drop worth an extra two mana. Top decked a 5 mana minion on turn seven? Well now you have a seven mana minion. Obviously the downside is that they have to be beasts and that you have to play the original card, and that the cards still have a lower cost effect. But still, small price to pay for the ability to not lose tempo
So finally. Control Hunter is really real.
I wouldn't say control. It's more of a midrange-y type. At the cost of 2 immediate damage, it makes it so your minion more likely survives to go face.
Does nothing: Justicar Trueheart does only buff your basic (starting is the wrong wording) hero-power. So either Steady Shot or another one you gained through an effect that changes your hero-power like Sir Finley Mrrgglton.
My only doubt about this card is "Do I run 1 or 2 copies of this in my deck?"
Using this refreshes your hero power so not completely dead if you have 2 in your deck.
ty very much!
Man... I was almost as wrong as who decided to name this patch "Aggro Downfall"
Remember the Coldarra Drake and Raza the Chained wild dream
This with the combo is the new dream that is almost impossible to achieve
make me proud
make Stonetusk Boar proud
wow.. so this happened
Only beasts are above deceit
This is a really cool-looking and fascinating card, but let's put it under the microscope before calling it insane.
This card is a mixture of Shadowform and Explorer's Hat, combining a little bit of both of their problems. As with Shadowform, a spell that does nothing until you spend an additional two mana on your hero power represents a surprisingly significant tempo loss. On turn two or three, you're doing nothing and giving your opponent board control, which is hard to come back from as hunter. On turn four, you're making a play akin to Silvermoon Portal, only not having a minion rubs salt in the tempo-loss wound.
On the other hand, like with Explorer's Hat, it won't make the difference between "falling behind on value" and "out-valuing your opponent." When you run out of minions, you won't even be able to use Hat or Dinomancy anyway. This is only aggravated by the extra requirement for Dinomancy that it target a beast. Additionally, if you are behind on the board, you can't make favorable trades to take full advantage of the buffs that you get, and you're going to be behind on the board if you pay 2 mana for the spell early on. Just like with the Hat, it's not enough tempo early and not enough value late-game.
Could it be good? Sure. Blizzard is pushing hard for Hunter decks filled with one drops which are good buff targets. Is it an amazing, meta-defining card? I have my doubts.
hunter heropowwer is trash already lol