Hmmm. Odd. Seems very strong for a slower Evolve Shaman list or maybe even a zoolock deck in standard. In Wild Mode, this doesn't seem too viable for now, however, it does work well with Injured Blademaster, Imp Gang Boss, Felguard, Flamewreathed Faceless, and a few others. Seems like a good fit in Arena Mode for sure though!
You guys keep forgetting that the card it pulls (similar to Barnes) is completely random unless you build your entire deck around pulling a small set of minions. This obviously goes in a "big" deck, but does a big deck like big priest (which has better means of creating big minions) or big druid (which has ramp, so it would never put in a shitty 5 mana 2-4) need this? HELL NO. This is an arena card. Pure and simple.
New mechanics are always hard to evaluate, but, this its the kind fo card that if you miss the value its pretty bad, so my vote its bad, will not see constructed play .
The statline is meh for a 3-drop, so you want to be pulling at least a 3-drop with decent stats to make this okay to run. That means you probably want all of your 1-2 mana cards to be weapons or spells, which is doable for quite a few classes, like Druid or Priest. You also want your 3-4 drops to have solid stats and not be key combo minions.
It has potential, but the right deck might not be possible to build.
You guys keep forgetting that the card it pulls (similar to Barnes) is completely random unless you build your entire deck around pulling a small set of minions. This obviously goes in a "big" deck, but does a big deck like big priest (which has better means of creating big minions) or big druid (which has ramp, so it would never put in a shitty 5 mana 2-4) need this? HELL NO. This is an arena card. Pure and simple.
You don't put 1 or 2 manas minion in deck, put 3 and 4 manas minions with bad battlecrys like Injured and this card become the best 5 drop in the game.
It is trick but is good and a lot more flexible than Barnes.
I think this card would work best in Shaman for a few reasons. First of all, Shaman has the infamous 4 mana 7/7, which is an amazing card to pull with Guild Recruiter. Secondly, they have good non-minion early-game cards like Jade Claws and Maelstrom Portal. These cards would be especially good in this deck, because they also provide board presence while not weakening your Guild Recruiters. There are two big problems I see with this deck, however: drawing Guild Recruiter in time and having enough steam in the late game to kill the opponent. The problem with building around a single card is that the deck can only be good if you draw that card. Right now there are popular decks that are built around one card; Keleseth decks and Big Priest. Those decks are so good because they pretty much win the game if you can play that legendary on curve, but I'm not as sure about this deck. Is getting a powerful turn 5 enough to win the game? Don't think so. That's why the deck needs something to keep up the tempo after turn 5 as well, which is where we run into trouble. For now I've thought of including Jades in the deck for extra threats and here is what the deck looks like now:
I'm pretty sure it only incudes base mana cost. You could probably check it with meat wagon.
If you use Barnabus the Stomper and play Hemet, Jungle Hunter, you destroy all your minions, so I'd say it will pull discounted minions. However, GIANTS work differently. Their mana cost reduction is an active effect, while you hold it in your hands, meaning it's also only active in your hand, but not in your deck or on the field (as can be tested with Evolve and Holy Wrath).
In a regular deck, might be ok. 2.5 mana stats pulling a 1-4 cost minion, losing battlecries...eh.
In a specialized deck (Priest?) you can pull some decent targets.
In reality, just more RNG garbage tainting this game.
Barnes - Y'Shaarj decks will love this
darn
must be to tired ... dunno what the heck i was thinking
Hmmm. Odd. Seems very strong for a slower Evolve Shaman list or maybe even a zoolock deck in standard. In Wild Mode, this doesn't seem too viable for now, however, it does work well with Injured Blademaster, Imp Gang Boss, Felguard, Flamewreathed Faceless, and a few others. Seems like a good fit in Arena Mode for sure though!
Get nae nae'd!
You guys keep forgetting that the card it pulls (similar to Barnes) is completely random unless you build your entire deck around pulling a small set of minions. This obviously goes in a "big" deck, but does a big deck like big priest (which has better means of creating big minions) or big druid (which has ramp, so it would never put in a shitty 5 mana 2-4) need this? HELL NO. This is an arena card. Pure and simple.
New mechanics are always hard to evaluate, but, this its the kind fo card that if you miss the value its pretty bad, so my vote its bad, will not see constructed play .
My magic will tear you apart!
I still don´t trust recruit, but I hope that gameplays and more reveals shows me I am wrong. For the moment I´ll say it´s playabe.
The statline is meh for a 3-drop, so you want to be pulling at least a 3-drop with decent stats to make this okay to run. That means you probably want all of your 1-2 mana cards to be weapons or spells, which is doable for quite a few classes, like Druid or Priest. You also want your 3-4 drops to have solid stats and not be key combo minions.
It has potential, but the right deck might not be possible to build.
Finally i can play my Pit Lord
Meme.
Kripperino Skipperino
Ben Brode said more than once how he likes Meat Wagon so they creatd a mechanic around it.
--Alfi--
I think this card would work best in Shaman for a few reasons. First of all, Shaman has the infamous 4 mana 7/7, which is an amazing card to pull with Guild Recruiter. Secondly, they have good non-minion early-game cards like Jade Claws and Maelstrom Portal. These cards would be especially good in this deck, because they also provide board presence while not weakening your Guild Recruiters. There are two big problems I see with this deck, however: drawing Guild Recruiter in time and having enough steam in the late game to kill the opponent. The problem with building around a single card is that the deck can only be good if you draw that card. Right now there are popular decks that are built around one card; Keleseth decks and Big Priest. Those decks are so good because they pretty much win the game if you can play that legendary on curve, but I'm not as sure about this deck. Is getting a powerful turn 5 enough to win the game? Don't think so. That's why the deck needs something to keep up the tempo after turn 5 as well, which is where we run into trouble. For now I've thought of including Jades in the deck for extra threats and here is what the deck looks like now:
What do you guys think?
On the third day before Witchwood, Blizzard gave to me,
three Handlock decks,
two Molten Giants
and a winstreak to Legend Rank #3
Disclaimer: This is a fictional poem and this didn't actually happen to me.
Can work in some Rogue decks for thinning and possibly some board presence.
Getting this out to force some cards out of your deck. You could get Tomb Pillager, Sherazin, Corpse Flower, Shaku, the Collector, Undercity Huckster, etc.
This card does terribly in the cases where you've somehow drawn this after all valid targets for recruit.
Definitely has potential in Shammy (overload) and Demonlock (Discard).
Random because everyone loves RNG! :)
If a minion in your deck is discounted, say a Snowfury Giant, can it get recruited if it costs 4 or less or does it only includes base mana cost?
On the third day before Witchwood, Blizzard gave to me,
three Handlock decks,
two Molten Giants
and a winstreak to Legend Rank #3
Disclaimer: This is a fictional poem and this didn't actually happen to me.