Anyone think that the Justicar hero power is viable in shaman, hunter , warlock or mage must be reaally new to the game. Pre standard, only Warrior, Priest and Paladin use it. And it is only a must have in Control Warrior. Justicar for Warrior is like Gul’dan for Warlock at the moment.
You fail to understand that Warrior, Priest, and to a lesser extent Paladin all had the sustainability to support a 6 mana 3 health minion without taunt back then.
This new card gives it to you on turn 1 without playing anything, so more classes have an opportunity to see if the Justicar HP is any good. Warlock never made use because you're typically done drawing cards by the time you play Justicar, but starting on turn 1 is a whole different ball game. True you cannot run Bloodreaver, but Zoo could easily trade Keleseth for this card with a few other replacements. Most of the strong cards are odd costing like Councilman, Doomguard, and all the 1 drops ofc.
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Nature is the Day. Man is the Sun. Woman is the Moon. The Stone is the Sky. The Art is the Way.
Anyone think that the Justicar hero power is viable in shaman, hunter , warlock or mage must be reaally new to the game. Pre standard, only Warrior, Priest and Paladin use it. And it is only a must have in Control Warrior. Justicar for Warrior is like Gul’dan for Warlock at the moment.
You fail to understand that Warrior, Priest, and to a lesser extent Paladin all had the sustainability to support a 6 mana 3 health minion without taunt back then.
This new card gives it to you on turn 1 without playing anything, so more classes have an opportunity to see if the Justicar HP is any good. Warlock never made use because you're typically done drawing cards by the time you play Justicar, but starting on turn 1 is a whole different ball game. True you cannot run Bloodreaver, but Zoo could easily trade Keleseth for this card with a few other replacements. Most of the strong cards are odd costing like Councilman, Doomguard, and all the 1 drops ofc.
If you play Warlock noway you want to play this card. In the Control version, you lose all your single target removal (siphon soul), board clear (doomsayer,defie,hellfire,twisting), your win condition ( the DK, Rin) so it is safe to say no way you can make a deck. If you play Zoo, you cant play the DK, which is the reason why the deck make a comeback. Without the DK, it is impossible for Zoo to win a tier 1 control deck, or make a comeback after you lose your board. In Zoo you want to protect your board, not your health, so the upgrade hero power don't do shiit for you.
Warrior, Priest and Pala play the card because their version of upgrade is the best.
Felix, you are completely missing the counterpoints. But that's OK. We'll all see how it pans out when the expac launches. But don't be surprised when some version of Aggro Hunter eats your face for breakfast, thanks to his 3 unblockable damage every turn.
Felix, you are completely missing the counterpoints. But that's OK. We'll all see how it pans out when the expac launches. But don't be surprised when some version of Aggro Hunter eats your face for breakfast, thanks to his 3 unblockable damage every turn.
I mean as a paladin if you want to drop all your good 2,4,and,6 drops so you can make your hero power better then go ahead. I'll just win on the board even harder than now and kill you by like turn 5 since you're doing almost nothing but hitting face which won't work when I Call to Arms an unbeatable board. (Remember no more Alley Cat and you give up any good turn 2 play that affects the board outside of double 1 drop which leaves you with little to do after that)
Justicar was THE best control warrior card, were it basically won the matchup when drawn so you always prayed for it to not be bottom card.
This basically plays it for free turn 1 which is just insane. It also makes Reckless Furry way better since its a 5 mana flamestrike guaranteed if you need it early game.
Justicar was THE best control warrior card, were it basically won the matchup when drawn so you always prayed for it to not be bottom card.
This basically plays it for free turn 1 which is just insane. It also makes Reckless Furry way better since its a 5 mana flamestrike guaranteed if you need it early game.
Don't forget that the powerlevel was much lower back then, and there were no "create a massive board of 20+ mana value in 1 turn" cards. These days, those are everywhere! Already at the WOG expansion, Ancient Shieldbearer along with Brann Bronzebeard was the main source of armor for control warrior, and it was faster and better than Justicar Trueheart.
Felix, you are completely missing the counterpoints. But that's OK. We'll all see how it pans out when the expac launches. But don't be surprised when some version of Aggro Hunter eats your face for breakfast, thanks to his 3 unblockable damage every turn.
I mean as a paladin if you want to drop all your good 2,4,and,6 drops so you can make your hero power better then go ahead. I'll just win on the board even harder than now and kill you by like turn 5 since you're doing almost nothing but hitting face which won't work when I Call to Arms an unbeatable board. (Remember no more Alley Cat and you give up any good turn 2 play that affects the board outside of double 1 drop which leaves you with little to do after that)
You're totally right. No way they'll put any additional 1 or 3 drops into the game to make up for losing Alleycat.
Edit: Side note, many of the best aggressive cards for hunter are in the THREE slot, not the 2 or 4. Just poke around in the 3 slot of hunter if you doubt that. And just as a reminder, Leeroy, Tundra Rhino, and Bittertide are all 5 cost, as well as Nesting Roc for a bit of defense. Tar Creeper also protects board, as a 3 drop.
If you play Warlock noway you want to play this card. In the Control version, you lose all your single target removal (siphon soul), board clear (doomsayer,defie,hellfire,twisting), your win condition ( the DK, Rin) so it is safe to say no way you can make a deck. If you play Zoo, you cant play the DK, which is the reason why the deck make a comeback. Without the DK, it is impossible for Zoo to win a tier 1 control deck, or make a comeback after you lose your board. In Zoo you want to protect your board, not your health, so the upgrade hero power don't do shiit for you.
Warrior, Priest and Pala play the card because their version of upgrade is the best.
There is no such thing as "safe to say" when you have only seen 6 cards in the expansion.
Warlock (and Zoolock in particular) did just fine long before Bloodreaver Gul'dan or Rin, the First Disciple ever existed, so to assume those are the only possible win conditions for the class is pretty darned ignorant.
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
If you play Warlock noway you want to play this card. In the Control version, you lose all your single target removal (siphon soul), board clear (doomsayer,defie,hellfire,twisting), your win condition ( the DK, Rin) so it is safe to say no way you can make a deck. If you play Zoo, you cant play the DK, which is the reason why the deck make a comeback. Without the DK, it is impossible for Zoo to win a tier 1 control deck, or make a comeback after you lose your board. In Zoo you want to protect your board, not your health, so the upgrade hero power don't do shiit for you.
Warrior, Priest and Pala play the card because their version of upgrade is the best.
There is no such thing as "safe to say" when you have only seen 6 cards in the expansion.
Warlock (and Zoolock in particular) did just fine long before Bloodreaver Gul'dan or Rin, the First Disciple ever existed, so to assume those are the only possible win conditions for the class is pretty darned ignorant.
No matter the win con is, you cant reach there withou all your single target removal and board clears missing as a control deck, that is the case of baku lock. And for what?
Felix, you are completely missing the counterpoints. But that's OK. We'll all see how it pans out when the expac launches. But don't be surprised when some version of Aggro Hunter eats your face for breakfast, thanks to his 3 unblockable damage every turn.
I mean as a paladin if you want to drop all your good 2,4,and,6 drops so you can make your hero power better then go ahead. I'll just win on the board even harder than now and kill you by like turn 5 since you're doing almost nothing but hitting face which won't work when I Call to Arms an unbeatable board. (Remember no more Alley Cat and you give up any good turn 2 play that affects the board outside of double 1 drop which leaves you with little to do after that)
You're totally right. No way they'll put any additional 1 or 3 drops into the game to make up for losing Alleycat.
Edit: Side note, many of the best aggressive cards for hunter are in the THREE slot, not the 2 or 4. Just poke around in the 3 slot of hunter if you doubt that. And just as a reminder, Leeroy, Tundra Rhino, and Bittertide are all 5 cost, as well as Nesting Roc for a bit of defense. Tar Creeper also protects board, as a 3 drop.
Even should you put in more 1 and 3 drops you're still leaving turn 2 wide open with little to do. If we put in more cards like Fire Fly, Argent Squire, and Dire Mole they mostly are just decent 1 drops as the hunter gives up any really strong turn 2 plays like Crackling Razormaw. And even though the 3 drop slot has some good cards, based on how hunter already struggles to beat paladin on the board I can't imagine weakening your turn 2 and turn 4 plays can really work as long as the pally gets a decent curve. Sure the 3 damage hero power is good but I think the downside of hunter having to sacrifice cards like Houndmaster and Crackling Razormaw is to risky vs more aggressive decks but might in the long run help vs control. It really is gonna depend on what Witchwood brings to hunter and other aggro classes like Paladin.
(And vs a paladin deck onlyTar Creeper and Eaglehorn Bow really affect the board in a meaningful way outside of rolling Misha all other 3 drops are either bad or don't do anything against the board when played like Bearshark)
Felix, you are completely missing the counterpoints. But that's OK. We'll all see how it pans out when the expac launches. But don't be surprised when some version of Aggro Hunter eats your face for breakfast, thanks to his 3 unblockable damage every turn.
I mean as a paladin if you want to drop all your good 2,4,and,6 drops so you can make your hero power better then go ahead. I'll just win on the board even harder than now and kill you by like turn 5 since you're doing almost nothing but hitting face which won't work when I Call to Arms an unbeatable board. (Remember no more Alley Cat and you give up any good turn 2 play that affects the board outside of double 1 drop which leaves you with little to do after that)
You're totally right. No way they'll put any additional 1 or 3 drops into the game to make up for losing Alleycat.
Edit: Side note, many of the best aggressive cards for hunter are in the THREE slot, not the 2 or 4. Just poke around in the 3 slot of hunter if you doubt that. And just as a reminder, Leeroy, Tundra Rhino, and Bittertide are all 5 cost, as well as Nesting Roc for a bit of defense. Tar Creeper also protects board, as a 3 drop.
Even should you put in more 1 and 3 drops you're still leaving turn 2 wide open with little to do. If we put in more cards like Fire Fly, Argent Squire, and Dire Mole they mostly are just decent 1 drops as the hunter gives up any really strong turn 2 plays like Crackling Razormaw. And even though the 3 drop slot has some good cards, based on how hunter already struggles to beat paladin on the board I can't imagine weakening your turn 2 and turn 4 plays can really work as long as the pally gets a decent curve. Sure the 3 damage hero power is good but I think the downside of hunter having to sacrifice cards like Houndmaster and Crackling Razormaw is to risky vs more aggressive decks but might in the long run help vs control. It really is gonna depend on what Witchwood brings to hunter and other aggro classes like Paladin.
(And vs a paladin deck onlyTar Creeper and Eaglehorn Bow really affect the board in a meaningful way outside of rolling Misha all other 3 drops are either bad or don't do anything against the board when played like Bearshark)
You missing the point, the build is not midrange hunter, it is face hunter, burn spells and charge minions focus all damage in the face, give 3 damage for 2 manas is one of the best plays for this kind of deck, the idea is turn 1 leeper gnome, turn 2 hero power, turn 3 3/1 charge, turn 4 hero power + something 1 mana, turn 5 Animal Companion or 5 damage to face + hero power, etc...
Of course after the nerfs hiting leeper gnome the midrange hunter become a much more solid build but a free upgrade in hero power can bring the old face hunter back.
Since Paladin can stack up dude pretty fast with the upgraded HP, will we see the comeback of basic cards like Frostwolf Warlord or Stormwind Champion ? At 7 mana you can HP and Frostwolf Warlord and get a 5 mana 6/6 on a clean board. Not so good but okay for 1 stand alone card. If you get more by keep stacking dude, he can become a real threat and require removal to clear. Ideally at least 5 mana 8/8 though
If you play Warlock noway you want to play this card. In the Control version, you lose all your single target removal (siphon soul), board clear (doomsayer,defie,hellfire,twisting), your win condition ( the DK, Rin) so it is safe to say no way you can make a deck. If you play Zoo, you cant play the DK, which is the reason why the deck make a comeback. Without the DK, it is impossible for Zoo to win a tier 1 control deck, or make a comeback after you lose your board. In Zoo you want to protect your board, not your health, so the upgrade hero power don't do shiit for you.
Warrior, Priest and Pala play the card because their version of upgrade is the best.
There is no such thing as "safe to say" when you have only seen 6 cards in the expansion.
Warlock (and Zoolock in particular) did just fine long before Bloodreaver Gul'dan or Rin, the First Disciple ever existed, so to assume those are the only possible win conditions for the class is pretty darned ignorant.
No matter the win con is, you cant reach there withou all your single target removal and board clears missing as a control deck, that is the case of baku lock. And for what?
That's my point -- we don't know for what. When Rin was first announced, TONS of people were saying it was too slow and would never work. Yet here we are.
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
If you play Warlock noway you want to play this card. In the Control version, you lose all your single target removal (siphon soul), board clear (doomsayer,defie,hellfire,twisting), your win condition ( the DK, Rin) so it is safe to say no way you can make a deck. If you play Zoo, you cant play the DK, which is the reason why the deck make a comeback. Without the DK, it is impossible for Zoo to win a tier 1 control deck, or make a comeback after you lose your board. In Zoo you want to protect your board, not your health, so the upgrade hero power don't do shiit for you.
Warrior, Priest and Pala play the card because their version of upgrade is the best.
There is no such thing as "safe to say" when you have only seen 6 cards in the expansion.
Warlock (and Zoolock in particular) did just fine long before Bloodreaver Gul'dan or Rin, the First Disciple ever existed, so to assume those are the only possible win conditions for the class is pretty darned ignorant.
No matter the win con is, you cant reach there withou all your single target removal and board clears missing as a control deck, that is the case of baku lock. And for what?
That's my point -- we don't know for what. When Rin was first announced, TONS of people were saying it was too slow and would never work. Yet here we are.
That was when razakus wasn't nerfed and it was accurate.
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I will crush you!
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Nature is the Day.
Man is the Sun.
Woman is the Moon.
The Stone is the Sky.
The Art is the Way.
Felix, you are completely missing the counterpoints. But that's OK. We'll all see how it pans out when the expac launches. But don't be surprised when some version of Aggro Hunter eats your face for breakfast, thanks to his 3 unblockable damage every turn.
Justicar was THE best control warrior card, were it basically won the matchup when drawn so you always prayed for it to not be bottom card.
This basically plays it for free turn 1 which is just insane. It also makes Reckless Furry way better since its a 5 mana flamestrike guaranteed if you need it early game.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
I think it will help that Jade is going away when this becomes live. Otherwise, I am not sure if it would have that big of an impact.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Anger is the punishment we give ourselves for someone else's mistake.
Since Paladin can stack up dude pretty fast with the upgraded HP, will we see the comeback of basic cards like Frostwolf Warlord or Stormwind Champion ? At 7 mana you can HP and Frostwolf Warlord and get a 5 mana 6/6 on a clean board. Not so good but okay for 1 stand alone card. If you get more by keep stacking dude, he can become a real threat and require removal to clear. Ideally at least 5 mana 8/8 though
cubelock doesnt care for the 2 dmg hero power.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Here's why Aggro Baku Hunter will not be a thing (unless it gets a lot of support in Witchwood):
It's currently not on the verge of being a deck, if only the Hero Power were better.
Kaladin's RoS Set Review
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maybe this card will make Windshear Stormcaller viable
Kaladin's RoS Set Review
Join me at Out of Cards!
I will crush you!