However, if it requires 2+ minions on the opponent's side, it will be excessively situational for its cost; no matter the virtual power.
Picture this : your opponent only has 3 to 4 minions on board ; you manage to get rid of the side's defenders e.i. the 2 Firefly that were put on each extremity (using your own minions to trade), leaving your opponent with only 2 minions on board - both are now the left most and right most minions on his side of the board. You now have a double target removal for minions that otherwise would be too sticky, say The Lich King and a Obsidian Statue ^^
However, if it requires 2+ minions on the opponent's side, it will be excessively situational for its cost; no matter the virtual power.
Picture this : your opponent only has 3 to 4 minions on board ; you manage to get rid of the side's defenders e.i. the 2 Firefly that were put on each extremity (using your own minions to trade), leaving your opponent with only 2 minions on board - both are now the left most and right most minions on his side of the board. You now have a double target removal for minions that otherwise would be too sticky, say The Lich King and a Obsidian Statue ^^
Sounds fine, but how do you kill the fire flies on the sides of the board with your minions if there are two huge taunt minions in the middle?
K I see a lot of hate for this card when I thought it was good so here's my opinion on this card. Its playable. Minions on the board is something you can control. You can most likely maneuver minions to the edge and kill them. Brawl isn't predictable. Sometimes its good, and sometimes it can shit on you. I feel like a lot of people are missing the fact that since Hearthstone contains so much RNG, you need cards that are controllable like this one. Its good, and I'll probably craft + that animation looks sick for an epic.
K I see a lot of hate for this card when I thought it was good so here's my opinion on this card. Its playable. Minions on the board is something you can control. You can most likely maneuver minions to the edge and kill them. Brawl isn't predictable. Sometimes its good, and sometimes it can shit on you. I feel like a lot of people are missing the fact that since Hearthstone contains so much RNG, you need cards that are controllable like this one. Its good, and I'll probably craft + that animation looks sick for an epic.
Sure it playable, but the problem which I see is that it's only playable against bad plays, as in players who don't position their minions correctly. Now sure if your opponent has only two minions on board then they can't do anything about it, but if you have an opponent who can fill the board and they put their powerful minions or any taunt minions in the centre, then this card isn't going to do a lot of good. However that said you play this against weaker player you may get a good result, but for seven mana I'm not sure if it's worth the risk.
And yes the animation is good... really good.
Rollback Post to RevisionRollBack
My Entry for this week's Card Design Competition - Season 8.16:
However, if it requires 2+ minions on the opponent's side, it will be excessively situational for its cost; no matter the virtual power.
Picture this : your opponent only has 3 to 4 minions on board ; you manage to get rid of the side's defenders e.i. the 2 Firefly that were put on each extremity (using your own minions to trade), leaving your opponent with only 2 minions on board - both are now the left most and right most minions on his side of the board. You now have a double target removal for minions that otherwise would be too sticky, say The Lich King and a Obsidian Statue ^^
Sounds fine, but how do you kill the fire flies on the sides of the board with your minions if there are two huge taunt minions in the middle?
... *Blushing like toddler* You most certainly are right! I guess I did not thought of everything about that made-up scenario and naming the hypothetical minions on board - but you got the general idea
Love this... Control Hunter is shaping up. The secret revealed already helps that archetype and given that the theme is catacombs, I'm thinking more traps are coming. Could be wrong but looking good...
Great card, I would love to see more cards that focus on positioning but it seems too expensive to be 7 mana. It can be played around and other classes have more effective removal for the same cost. Also, unless more control cards are included, this seems at most a possible card to include in a wild reno deck.
Why Blizz?? Why do you hate Slow-paced Hunter archetypes so much? Why all the good hunter cards needs to be aggro board-vomit and face damage related?
There are actually quite a few good control hunter cards, but as it turns out when you give a class a hero power that damages the enemy hero it won't work that well as a control class regardless.
I think it's decent card 7 mana kill 2 minions and if you have board stay and your opponent has 2 or more minions out you can trade into outside minions to get to the minions you want on the inside.
I like that they are pushing a more control/slow style hunter because I think hunter has gotten a little bland since all the hunter meta decks are always following 2 themes aggro or midrange usaul nothing else interesting that's strong enough to be considered a top deck. I don't know if secret hunters considered strong but I do that aggro and mid for hunter are strong decks.
Why Blizz?? Why do you hate Slow-paced Hunter archetypes so much? Why all the good hunter cards needs to be aggro board-vomit and face damage related?
There are actually quite a few good control hunter cards, but as it turns out when you give a class a hero power that damages the enemy hero it won't work that well as a control class regardless.
Nah, it's card quality, honestly. Blizz seem scared of giving the CH cards the slight push to being great (Bloatbat may have been playable with a slight buff, like the AE hitting all minions; toxic arrow, if printed to give poisonous regardless, would be extremely strong; Acidmaw is a nice idea but way too expensive); the good ones are adding up in WIld, but the overreliance on two-card combos and the lack of draw hurt the deck a lot. Tracker's a good step in the right direction, but when we get good control spells as well, such as play dead and toxic arrow, we need to be able to dig for those without losing half our wincons/other combos to tracking RNG.
No, you're just wrong. Blizz has tried to push CH eversince GvG(steamwheedle sniper might be the archetypes best card they ever released). And I would actually say they have released much fewer aggro-oriented cards for hunter since then(probably due to not wanting to break the class again like they did with Naxx). And if you take a look at cards like Feign Death, COTW and others you can EASILY realize they would be broken on any other class.
The thing is, hunter as a class is not fit to be control themed. Try putting together a control hunter deck and you will easily notice that you still tend to try to race your opponent with your hero power EVEN if you're playing mostly expensive control cards(Lich King, Ysera, etc). You just start doing it on turn 8 rather than on turn 6(midhunter) or 3(face hunter). The hero power encourages you to start pressuring the opponent's life total whenever possible, and is just a horrible value/control tool otherwise, hence why it would take a miracle for hunter to ever be a control class. They can release all the cards they want, but unless they literally give hunter a way to reliably change their hero power at the beginning of the game(finley does not count as reliable, as you actually need to draw it in your opening hand) this will not change. And over 3 years of them trying to push the archetype should be enough to tell you this.
Its going to be one more card like Explosive Shot or Multi-Shot which you usually do not play around because they dont see regular play, what will result in you getting destroyed occasionally.
"What have you got there,
PinocchioMalygos?"This with Deadly shot can kill 3 sticky minions
K I see a lot of hate for this card when I thought it was good so here's my opinion on this card. Its playable. Minions on the board is something you can control. You can most likely maneuver minions to the edge and kill them. Brawl isn't predictable. Sometimes its good, and sometimes it can shit on you. I feel like a lot of people are missing the fact that since Hearthstone contains so much RNG, you need cards that are controllable like this one. Its good, and I'll probably craft + that animation looks sick for an epic.
My Entry for this week's Card Design Competition - Season 8.16:
"What have you got there,
PinocchioMalygos?"Useless - Control hunter is meme, costs too much, easy to plaay around.
Hunter + Viable High-Cost Removal =/= Successful Control Hunter
Viable High-Cost Removal + Unsuccessful control Hunter == Unplayable Card
Looking forward to seeing the casting animation more than actually using the card.
Anger is the punishment we give ourselves for someone else's mistake.
Yea I was talking about control, but depends on what we see in the new expansion. Might see other archetypes use it.
Love this... Control Hunter is shaping up. The secret revealed already helps that archetype and given that the theme is catacombs, I'm thinking more traps are coming. Could be wrong but looking good...
Great card, I would love to see more cards that focus on positioning but it seems too expensive to be 7 mana. It can be played around and other classes have more effective removal for the same cost. Also, unless more control cards are included, this seems at most a possible card to include in a wild reno deck.
This card is a bit situational but I could see it fitting into a controly hunter that uses medivh
IMHO,2 slow for aggro&tempo meta
Fuck cubelock
Like others said, this card will see no play outside fun decks. If you need a 7 drop, run a bonemare.
I think it's decent card 7 mana kill 2 minions and if you have board stay and your opponent has 2 or more minions out you can trade into outside minions to get to the minions you want on the inside.
I like that they are pushing a more control/slow style hunter because I think hunter has gotten a little bland since all the hunter meta decks are always following 2 themes aggro or midrange usaul nothing else interesting that's strong enough to be considered a top deck. I don't know if secret hunters considered strong but I do that aggro and mid for hunter are strong decks.
Its going to be one more card like Explosive Shot or Multi-Shot which you usually do not play around because they dont see regular play, what will result in you getting destroyed occasionally.
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