Not until there is a card that "At the start of the game" changes the hero power to something defensive. And not until hunter gets a decent direct card draw.
It's not the start of the game but perhaps Dinomancy could be used defensively in the same way that Priest's hero power can be used defensively.
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Insane card since having a damaged minion is the most common thing, dealing 4 damage for 1 mana is crazy, and unless hunter sees no play on this meta, this card will be in every hunter deck.
I like the fact this is a better version of KC cause you dont need to have a beast to trigger it. yeah it sucks it cant deal face damage, but if youre playing spell hunter or any type of board control; this is exactly what hunter needs.
Not until there is a card that "At the start of the game" changes the hero power to something defensive. And not until hunter gets a decent direct card draw.
It's not the start of the game but perhaps Dinomancy could be used defensively in the same way that Priest's hero power can be used defensively.
good luck to have dinomancy powerful enough to compensate with the loss pf 5 health 2damage aoe and great hp from the DK
Can you please rephrase this in a complete sentence? I don't know what you're trying to say here.
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Maybe mill/ Hand Druid will be insane, thats why they removed Coldlight Oracle and hunter will the only Control Deck that beats it due to 15 Extra Cards from Hunter quests...the memes.
I'm just suggesting options. I'm sorry it's not a ready-made recipe for a tier 1 control hunter deck.
Also control doesn't have to mean fatigue or pure control. It just means it plays a controlling role most of the time. Maybe "control Hunter" will simply mean "not aggro or midrange Hunter".
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I find this card quite interesting. No I'm going to go on a limb and say it isn't going to be played. Not because it is a bad card, I think its a relatively powerful card, but the class it is in makes it fairly weak. Now if this was in almost any other class I could see it as an auto include, but in hunter this card is just pure removal and doesn't offer any pressure. It will end up competing for spots like Kill Command and Flanking Strike. I'm not saying the situation will never come up. But if you are getting the discount you already need to have something to trade into, either it be some other removal, a weapon charge, or a minion. Just for board control. This card doesn't offer any sort of advantage. I think the most similar card to this was Arcane Blast. Where if you were playing it you could play a spell power minion then hit something for 4. But if you needed it was always 1 cost. And it is going to come up where there is a situation where you need to play this at 4 mana. And 4 mana for 4 damage is pretty terrible.
And it is going to come up where there is a situation where you need to play this at 4 mana. And 4 mana for 4 damage is pretty terrible.
If you need to deal 4 damage, having a way to deal 4 damage is a good thing, not a bad thing. If you usually get the discount, it's worth it to have to pay full price every now and then. If you find yourself paying full price more often than not, chances are, you've put it in the wrong kind of deck.
And since Even Hunter won't have access to Kill Command, there is less slot competition than you might imagine.
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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
Probably the best tempo removal card in the game (other than possibly Backstab), if you have a deck to support it with. It's not as good in a control deck since you can't consistently activate it, for example if you have no minions in play and they have one minion. which means that spell Hunter can't use this as well as other archetypes. The best deck for this is probably Quest Hunter or a low-curve aggressive/tempo Hunter, so you will always have some low-cost minion in play that you are okay with sacrificing for the cost reduction.
Against aggro it's also easy to activate by killing a small minion with a weapon, then use this to kill a bigger minion.
10/10 card in terms of power level, will definitely see play in probably every Hunter deck.
I'm just suggesting options. I'm sorry it's not a ready-made recipe for a tier 1 control hunter deck.
Also control doesn't have to mean fatigue or pure control. It just means it plays a controlling role most of the time. Maybe "control Hunter" will simply mean "not aggro or midrange Hunter".
The real issue is hunter's lack of reliable draw, AOE, and heal/armor.
Hunter was never really able to play control because every damage it took was final and it had no good ways to generate card advantage. So it's hand and life would whittled down regardless of how many minions they killed. Hunters removal wasn't great but that wasn't the problem.
So Hunter could never go control. Every slow Hunter deck has to beat you with a combo to seal the game before their hand and life went empty. Every slow Hunter deck is a combo deck as you don't have 7 expansion of neutral heals and AOE to patch up your bad control deck.
It's not enough. If it was it would already exist.
Team 5 seriously nerfed neutral draw and armor/healing upon creating Standard. You could try in Wild but not Standard. Hunter justcan't recover from a 3+ card play or a big hit.
This is a great spell but it will be in midrange hunter.
It's not enough. If it was it would already exist.
Team 5 seriously nerfed neutral draw and armor/healing upon creating Standard. You could try in Wild but not Standard. Hunter justcan't recover from a 3+ card play or a big hit.
This is a great spell but it will be in midrange hunter.
Ok I won't argue anymore.
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Kaladin's RoS Set Review
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Insane card since having a damaged minion is the most common thing, dealing 4 damage for 1 mana is crazy, and unless hunter sees no play on this meta, this card will be in every hunter deck.
I like the fact this is a better version of KC cause you dont need to have a beast to trigger it. yeah it sucks it cant deal face damage, but if youre playing spell hunter or any type of board control; this is exactly what hunter needs.
Hearthstone is a game of "copy and pasting"
wow
Insane in constructed, broken in arena.
Kaladin's RoS Set Review
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Maybe Hunter will play verry token heavy in the next set with Unleash the Hounds and Hunting Mastiff maybe Snaketrap.
Maybe mill/ Hand Druid will be insane, thats why they removed Coldlight Oracle and hunter will the only Control Deck that beats it due to 15 Extra Cards from Hunter quests...the memes.
But realisticly this is just a good tempo card.
I'm just suggesting options. I'm sorry it's not a ready-made recipe for a tier 1 control hunter deck.
Also control doesn't have to mean fatigue or pure control. It just means it plays a controlling role most of the time. Maybe "control Hunter" will simply mean "not aggro or midrange Hunter".
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I find this card quite interesting. No I'm going to go on a limb and say it isn't going to be played. Not because it is a bad card, I think its a relatively powerful card, but the class it is in makes it fairly weak. Now if this was in almost any other class I could see it as an auto include, but in hunter this card is just pure removal and doesn't offer any pressure. It will end up competing for spots like Kill Command and Flanking Strike. I'm not saying the situation will never come up. But if you are getting the discount you already need to have something to trade into, either it be some other removal, a weapon charge, or a minion. Just for board control. This card doesn't offer any sort of advantage. I think the most similar card to this was Arcane Blast. Where if you were playing it you could play a spell power minion then hit something for 4. But if you needed it was always 1 cost. And it is going to come up where there is a situation where you need to play this at 4 mana. And 4 mana for 4 damage is pretty terrible.
"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
"1 mana, deal 4 damage, discard a ca..."
Wait, no discard?
OP!
Pretty good card. Doesn't mean CH is viable, but will definitely make it strong. Just need some card draw now. Then we are set.
Yes, I believe CH can work without AoE.
CW had only brawl in it as AoE. Rest were all single target removal.
With Toxmonger, this card, hounds, mastiffs, DK, weapons and minions to trade with rush, CH will be decent enough. Just need a bit of card draw.
Probably the best tempo removal card in the game (other than possibly Backstab), if you have a deck to support it with. It's not as good in a control deck since you can't consistently activate it, for example if you have no minions in play and they have one minion. which means that spell Hunter can't use this as well as other archetypes. The best deck for this is probably Quest Hunter or a low-curve aggressive/tempo Hunter, so you will always have some low-cost minion in play that you are okay with sacrificing for the cost reduction.
Against aggro it's also easy to activate by killing a small minion with a weapon, then use this to kill a bigger minion.
10/10 card in terms of power level, will definitely see play in probably every Hunter deck.
Neutral draw and Plated Beetle though.
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(1) mana deals 4 dmg - no draw back like Soulfire - that's pretty pretty good.
10/10
"What have you got there,
PinocchioMalygos?"Kaladin's RoS Set Review
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Control Hunter huh? I like it.
The art *KreyGasm*
Just a great card all around.
One of the strongest cards we've seen yet.