And in that long summary, I think you've given the answer for one of the ways this card can be useful to Hunter... as card draw.
2 deathrattles is fair value, 3 is good, 4 is great - but most importantly, most deatrattles give more minions. Add a Cult Master and you've got your card draw mechanic.
(Also, we're basing the value of a deathrattle off of early game minions. Once you hit the mid-game even one deathrattle would be good value.)
I acknowledged the possibility of multiple deathrattles and addressed it, but I'll clarify.
First, let's look at the Hunter facts: - Your hero power does inevitable 2 damage - Your card draw is non-existent - You have all the right tools for an explosive opening, because you can make good use of the deathrattles of low cost minions (good secrets for Mad Scientist, Webspinner and Haunted Creeper have beast synergy, Leper Gnome fits the strategy) - All of the above combined means that around turns 6-7 your hand is pretty empty and will continue to be so for the rest of the game. This means that around this point you need to close out the game, because your opponent will usually have more cards and higher value cards, preventing you from ever regaining the board. Luckily, you have Savannah Highmane (to seal the board control because it outvalues most 6th turns so hard) and lots and lots of burn (hero power + various cards that can serve for this purpose).
What does this mean with regards to Feign Death? Well, firstly, you don't want to draw into it very early, because you really want good, low cost minions to start off strong. That plays into your main strategy, while Feign Death is mostly a good way to get value off of lots of deathrattles (but if you draw it too early you'll have less early deathrattles and it's hard to pile them up). It also means that while in theory you can drop a handful of deathrattles + Feign Death, in practice having that much mana and that many cards pretty much never aligns, because your hand isn't getting refilled at any point. You don't want to draw into it late, because the lack of card draw means that in the midgame your opponent will start to catch up on the board and you won't get it back (because you're drawing 1 card a turn and most of them are much lower impact than the cards in opposing midrange/control), and you can't (as you suggested) drop a handful of deathrattles + Feign Death in a turn because you rarely even have 3 cards in hand (without holding onto some and almost literally skipping turns). The only time you have that 4 or so cards is when you don't have the mana to play them all.
Another thing that this all means, is that while momentum can indeed change massively, 4 deathrattles is almost definitely a win. Because you have such awful card draw, the only time you will flood a board with deathrattles is very early. Getting more than 2 means your opponent isn't nearly keeping up with your minion output, which means they're taking a lot of damage. This in in turn means that even if they now clear the board, they've taken so much damage that all you need is some reach to end the game, which you happen to be particularly good at with the hero power as well as Kill Command and the likes. Just surviving 5 turns beyond the momentum loss is 10 damage. Anything extra usually means a lot more than 10 damage. If you got up 4 early deathrattles on the same board, you will almost certainly have dealt at least 15 damage, so it's not such a push to finish the opponent. Sure, they may play Shield Block -> Shield Block -> Alexstrasza, but almost anything short of that will fail to keep them alive because they started with such a disadvantage and were way too low on health by the time they caught up. Hunter relies on early board control to do a lot of damage, but they don't rely on board control to win; most games actually don't finish with them having much (or any board advantage), they just finish you off after an aggressive start on board.
The current meta Hunter deck tends to be full of cheap deathrattles minion like Leper Gnome, Webspinner, Haunted Creeper, Nerubian Egg, etc. All those play off of Undertaker. Also, you don't have no card draw. Flare and Cult Master can help with that. Now, all this depends on the decks. But why don't we play the scenario. We will say the Hunter goes first for the sake of leaving out con semantics.
Turn 1: Flare (They draw a card at the start of the turn. They lose the card they play, but gain another card in the process for a net gain of +1).
Turn 2: Mad Scientist (plus one for draw but minus one for the card played. You have a net gain of zero this turn)
Turn 3: Undertaker + Webspinner. (plus one for draw, minus two for cards played for net loss of -1.)
So that's a net loss of 0 for the first three turns. (+ 1 for turn one, +0 for turn 2, -1 for turn 3)
Turn 4: Leper Gnome + Animal Companion (+1 for draw, - 2 for play for a net loss of -1 and total net loss of -1)
Now, this scenario involves a lot of minions. But it guarantees that Nerubian Egg and Leper Gnome get used with Feign Death. And if any of the other deathrattle minions survive, those get used as well. The chances of you using this with 3 to 4 deathrattles by turn five isn't that outrageous. Let's say the other Leper Gnome lived a turn and the rest of your creatures are dead before the start of turn 5. You still get a 4/4 from Nerubian egg, and 4 damage from 2 leper gnomes. And without silence, you will get 4 more guaranteed face damage from those Leper Gnomes and another 4/4 from that Nerubian egg. So that's 8 damage, two 2/1s, and two 4/4s for a total of 6 mana. (Two leper gnomes, a Nerubian Egg, and a Feign Death.) That's great value in a conservative estimate of what could easily happen in any hunter game. And imagine the shenanigans where you can stack Feign Death? I don't even want to know.
Now remember, you didn't have 4+ deathrattles on the field. You had just 1. And even though that happened, you still got 3 extra deathrattles out of it on turn 5 because the Feign Death card is cheap as @$$#%#!!!! and can be combed with multiple other cheap deathrattles on the same turn. Never mind the argument that 4 deathrattles doesn't guarantee you anything in a game where momentum can change so quickly. My point is you don't even need 4 deathrattles on the field to combo it with 3 or 4 deathrattles. I honestly don't understand why everyone assumes everything always has to already be on the field in order to combo, especially with cheap cards.
Now, about what you said on Hunter finishing you off after an aggressive board start. This is true to some extent. So maybe for deathrattles would hit hard enough to seal the deal. Or maybe not. I've faced many hunters, and it isn't that uncommon that they get 3 or 4 deathrattles on the field at the same time and still lose. The question is how good is that start? How much damage did they do with that start? Feign Death would not be a "win more" card as it would increase the impact of that start as I showed in a scenario that would be one of many ways this could happen with a typical Hunter deathrattle deck. It would speed up that deck style even more and simply increase the effectiveness of those deathrattles, increasing the potency of said starts and letting the Hunter finish them off even more often. Do you see what I'm getting at, here?
Regarding "win more", sure these cards can decide games. If they were literally only ever win more they would be unplayable. But winning games is miles off the same as improving your winrate (which is all that matters on the ladder, which is obviously the main constructed format). If you put Big Game Hunter in every deck, it will win games for you; the impact in Handlock match ups, for example, is huge. Still, Big Game Hunter is out of place in a lot of decks, because the overall winrate is not higher due to how weak the card is in a lot of other match ups. Also, while Bloodlust may have ended the game, for all you know they would have won without it; you never saw what would happen. If you can't clear the opposing Shaman's totems, they're at a definite advantage; they could drop Mana Tide Totem and you would be unable to deal with it. Or they can use Flametongue Totems to turn them into threats or trade non-cards for cards. Or any minion they summon will be protected by a Taunt and healed at the end of each turn, allowing for much better trades. Any spell they cast will be boosted. All of this is why clearing the Shaman's board above all is an important basic of the match up, even if they don't have Bloodlust. You may feel that Bloodlust is a good finisher, but while it can win some games, clearly it doesn't improve the overall winrate (by being useless when your opponent does manage to deal with your totems) for it to see almost any play at either the high end ladder or in tournaments. Consistently good is better than occasionally amazing. I also don't see the problem with the Kel'Thuzad comparison; Kel'Thuzad is a card played for value, much like Feign Death (but value is not usually how Hunters win). The card often being slow to generate value isn't that different from Bloodlust or Feign Death; in specific conditions it's great when you drop it, in many others it's merely alright.
Admittedly Feign Death is much cheaper, but the strategy of a Hunter is also exponentially faster. If Hunters had good card draw, I could definitely see them using this card in the current deck. As it stands though, I'm not convinced.
All of your example just aren't the same thing. Big Game Hunter is a counter to, well, big game. It's a niche card designed to remove high powered minions. Although, most non-aggro decks do have at least a couple cards that would be fodder for it. But I digress. On the other hand, Feign Death is a card that combos with all your deathrattles. The current meta Hunter is very heavy in deathrattle minions with many of them being cheap. It will almost always fill it's role in that kind of deck.
Trust me, Bloodlust wins games. If you think that a bunch of 0-1 attack totems could finish you off at 20+ health without that card any other way, then you are kidding yourself. Sure, Flametounge Totem can help with that. But typically, I don't have an issue silencing or killing the card. Maybe they get 4-8 extra burst from it? Not 15+ Flametoung Totem is way worse at finishing you off and I've only seen it a handful of times. Mana Tide Totem? Marginal threat at best. So they draw cards for 1-3 turns dependong on how well they protect it. That won't win them the game by itself. To suggest that maybe they would have won anyway after they destroy 20 of your health in a combo purely because of Bloodlust is asinine. I'm sorry if you find me to be rude in my bluntness there, but that's the truth. Bloodlust gives every minion +3 on top of what they already had. That 12-30 extra damage depending on how many cards are on the board, which is insane. Typically it's way less than 30 as that would require 10 on the field. But it's not uncommon for 3-5 otherwise useless attack stat minions to be on the field with the Shaman's totem power. And now that's 9-15 more damage you have to worry about. Bloodlust will destroy you if you don't have taunts up to intercept. That is a "win condition" card, not a "win more" card. IMO, any Shaman deck that doesn't run at least 1 of these is a mistake.
And Kel'Thuzad is an 8 cost. Still a lousy comparison. You can't play him until late. You have to have minions on the field for him to be effective because you can't play many cards with him. Feign Death is a 2 cost. A 2 cost! You acknowledge this and yet you don't understand how these are bad comparisons you are making?
Admittedly Feign Death is much cheaper, but the strategy of a Hunter is also exponentially faster. If Hunters had good card draw, I could definitely see them using this card in the current deck. As it stands though, I'm not convinced.
I just wanted to emphasize the importance of this bit you stuck on to the end of your comment, because it's the most important part of this. A 2 cost means great combo potential. And this card speeds up Hunters playstyle. Can't you see that? The lack of card draw is not a good argument against this. Not only could you could take steps to add more card draw if you wanted to, but you could easily combo this with multiple deathrattles within the first 4 or 5 turns even without much card draw.
And in that long summary, I think you've given the answer for one of the ways this card can be useful to Hunter... as card draw.
2 deathrattles is fair value, 3 is good, 4 is great - but most importantly, most deatrattles give more minions. Add a Cult Master and you've got your card draw mechanic.
(Also, we're basing the value of a deathrattle off of early game minions. Once you hit the mid-game even one deathrattle would be good value.)
My point wasn't that it isn't useful (Bloodlust or Kel'Thuzad are also useful), but that I don't think it's consistently good enough.
As I see it, when your board is already heavy with deathrattles, you've probably won, because you're so far ahead that you only need a little more reach (unless the opponent has TONS of heal, which means they would need to play a lot of heal and have it all available, and be able to play it without failing to control the board). So I consider Feign Death useless in those scenarios. I mean, by the same principle, Cult Master is really great; 4 deathrattles means a huge number of cards you can draw. And yet, lots of top tier Hunters don't feel it improves their overall winrate enough to include, because board dominance = good advantage = good chance of winning regardless of Cult Master (and notably, Cult Master might be replacing an extra reach card that would also have won at this point), while it's not a very good card if you're not in a strong position (or happen to have UTH available). Obviously there are other scenarios, where Cult Master was definitely worth including in the deck, but all in all it doesn't seem consistently good, or it would undoubtedly be in most or all Hunter lists. Cult Master + Feign Death seems very inconsistent; either you destroy the opponent (strong start + Feign Death into Cult Master so you have board dominance AND card advantage), or draw Cult Master and Feign Death early so that they interfere with the early board dominance they're supposed to profit off of and actually disrupt the strong start (which is where most of a Hunter's power comes from).
Fair value seems somewhat weak; when this card gives fair value, I'd much rather have something that consistently, directly advances the Hunter strategy (which is not value, although a handful of good value cards are included purely for being too good not to use). The only single deathrattle worth paying 2 mana for is that of Savannah Highmane, and that's an 8 mana combo (which is very late, and the only way to pull this off without assuming a Savannah Highmane survives, which again has you in a good position to begin with). And when you draw this at the wrong time it can be a very dead card (which is not very acceptable in a deck that aims to end the game quickly). Of course Hunter's Mark can also be a dead topdeck (probably why most Hunters play 1, if any), but at least it can help you when you're behind and doesn't ask for much (1 small minion).
I think that this card can be pretty bad (and then you wish it was something else) with bad starts or drawn at the wrong time (not outright bad in itself; but waiting several turns to play a card that isn't Kill Command is bad when you're a very fast paced deck with no draw). I think it can be solid value, but is solid value good enough to replace another way to deal with a Taunt, or additional reach, or whatever else would be in its spot? I also think it can be overkill, because you usually win games when they couldn't deal with your board to egin with (honestly, please just ladder now and record how often a Hunter has 4 deathrattles on the board at once and you still win)?
I left out the "good" scenarios; where the card gives you a good advantage, without which it might have been difficult to win. These are the only scenarios where it's worth putting into the deck; bad scenarios make it detrimental at times, and overkill isn't helpful at all. "Fair" value doesn't cut it, because the Hunter deck is packed with good cards and you replaced one of those (or even two?) with this. So the good scenarios need to be MUCH more common than the bad, fair and overkill scenarios; otherwise it's not consistently better than what's currently in the deck.
I know you were responding to him, but I believe I addressed most of those points in my latest response to you. It's somewhat annoying to read them again now. You are still vastly underrating the combo potential of a cheap two cost particularly with other cheap deathrattle minions, the fact that they don't allays have to be one the field to combo with the card, and the fact that Hunter often would often be in a position to combo those deathrattles with Feign Death by turns 4-5. Again, it increases the efficiency of your starts thereby allowing more of those starts to end in the Hunter finishing off his opponent. It accelerates the typical deathrattle aggro Hunter we see constantly in the meta.
The current meta Hunter deck tends to be full of cheap deathrattles minion like Leper Gnome, Webspinner, Haunted Creeper, Nerubian Egg, etc. All those play off of Undertaker. Also, you don't have no card draw. Flare and Cult Master can help with that. Now, all this depends on the decks. But why don't we play the scenario. We will say the Hunter goes first for the sake of leaving out con semantics.
Turn 1: Flare (They draw a card at the start of the turn. They lose the card they play, but gain another card in the process for a net gain of +1).
Turn 2: Mad Scientist (plus one for draw but minus one for the card played. You have a net gain of zero this turn)
Turn 3: Undertaker + Webspinner. (plus one for draw, minus two for cards played for net loss of -1.)
So that's a net loss of 0 for the first three turns. (+ 1 for turn one, +0 for turn 2, -1 for turn 3)
Turn 4: Leper Gnome + Animal Companion (+1 for draw, - 2 for play for a net loss of -1 and total net loss of -1)
Now, this scenario involves a lot of minions. But it guarantees that Nerubian Egg and Leper Gnome get used with Feign Death. And if any of the other deathrattle minions survive, those get used as well. The chances of you using this with 3 to 4 deathrattles by turn five isn't that outrageous. Let's say the other Leper Gnome lived a turn and the rest of your creatures are dead before the start of turn 5. You still get a 4/4 from Nerubian egg, and 4 damage from 2 leper gnomes. And without silence, you will get 4 more guaranteed face damage from those Leper Gnomes and another 4/4 from that Nerubian egg. So that's 8 damage, two 2/1s, and two 4/4s for a total of 6 mana. (Two leper gnomes, a Nerubian Egg, and a Feign Death.) That's great value in a conservative estimate of what could easily happen in any hunter game. And imagine the shenanigans where you can stack Feign Death? I don't even want to know.
Now remember, you didn't have 4+ deathrattles on the field. You had just 1. And even though that happened, you still got 3 extra deathrattles out of it on turn 5 because the Feign Death card is cheap as @$$#%#!!!! and can be combed with multiple other cheap deathrattles on the same turn. Never mind the argument that 4 deathrattles doesn't guarantee you anything in a game where momentum can change so quickly. My point is you don't even need 4 deathrattles on the field to combo it with 3 or 4 deathrattles. I honestly don't understand why everyone assumes everything always has to already be on the field in order to combo, especially with cheap cards.
Now, about what you said on Hunter finishing you off after an aggressive board start. This is true to some extent. So maybe for deathrattles would hit hard enough to seal the deal. Or maybe not. I've faced many hunters, and it isn't that uncommon that they get 3 or 4 deathrattles on the field at the same time and still lose. The question is how good is that start? How much damage did they do with that start? Feign Death would not be a "win more" card as it would increase the impact of that start as I showed in a scenario that would be one of many ways this could happen with a typical Hunter deathrattle deck. It would speed up that deck style even more and simply increase the effectiveness of those deathrattles, increasing the potency of said starts and letting the Hunter finish them off even more often. Do you see what I'm getting at, here?
All of your example just aren't the same thing. Big Game Hunter is a counter to, well, big game. It's a niche card designed to remove high powered minions. Although, most non-aggro decks do have at least a couple cards that would be fodder for it. But I digress. On the other hand, Feign Death is a card that combos with all your deathrattles. The current meta Hunter is very heavy in deathrattle minions with many of them being cheap. It will almost always fill it's role in that kind of deck.
Trust me, Bloodlust wins games. If you think that a bunch of 0-1 attack totems could finish you off at 20+ health without that card any other way, then you are kidding yourself. Sure, Flametounge Totem can help with that. But typically, I don't have an issue silencing or killing the card. Maybe they get 4-8 extra burst from it? Not 15+ Flametoung Totem is way worse at finishing you off and I've only seen it a handful of times. Mana Tide Totem? Marginal threat at best. So they draw cards for 1-3 turns dependong on how well they protect it. That won't win them the game by itself. To suggest that maybe they would have won anyway after they destroy 20 of your health in a combo purely because of Bloodlust is asinine. I'm sorry if you find me to be rude in my bluntness there, but that's the truth. Bloodlust gives every minion +3 on top of what they already had. That 12-30 extra damage depending on how many cards are on the board, which is insane. Typically it's way less than 30 as that would require 10 on the field. But it's not uncommon for 3-5 otherwise useless attack stat minions to be on the field with the Shaman's totem power. And now that's 9-15 more damage you have to worry about. Bloodlust will destroy you if you don't have taunts up to intercept. That is a "win condition" card, not a "win more" card. IMO, any Shaman deck that doesn't run at least 1 of these is a mistake.
And Kel'Thuzad is an 8 cost. Still a lousy comparison. You can't play him until late. You have to have minions on the field for him to be effective because you can't play many cards with him. Feign Death is a 2 cost. A 2 cost! You acknowledge this and yet you don't understand how these are bad comparisons you are making?
I just wanted to emphasize the importance of this bit you stuck on to the end of your comment, because it's the most important part of this. A 2 cost means great combo potential. And this card speeds up Hunters playstyle. Can't you see that? The lack of card draw is not a good argument against this. Not only could you could take steps to add more card draw if you wanted to, but you could easily combo this with multiple deathrattles within the first 4 or 5 turns even without much card draw.
Nerubian Egg is not an aggro Hunter card, if you think it's played I have serious doubts about your credibility despite all your eloquence. No one is currently playing it, and I don't see Feign Death changing that. There are currently no activators (unless you want to Kill Command it or something), Feign Death is one activator. Nerubian Egg might be dead for about 4 turns, which is not at all what Hunter needs.
Hunters don't have card draw. Cult Master is a neutral so it's not Hunter's card draw, but more importantly most Hunters don't play it. Both in tournaments (feel free to look through the lists) and from what I've seen on the high ladder, either personally or from streams. You can put in 2 Cult Masters and 2 Feign Deaths, and then have 4 cards that are great if you have a board full of minions but that don't actually help you get a board full of minions first (meaning you have to draw them or hold them until the right time, both of which is detrimental because again, the Hunter's power comes from having overwhelming starts after which they just need to clean up). Flare is not card draw, it's a cycle card; this is actually inherently pointless, because you're paying 1 mana to replace Flare with a non-Flare card, which you could do by just not having it in the deck. The cycle effect is not good at all, it's just played because it's really good when it removes secrets. You should know this, since the +1 card on turn 1 in your scenario was drawn at the start of the turn, and Flare didn't give you anything else.
Your scenario doesn't really demonstrate much. I already addressed Nerubian Egg, but more importantly this is a way idealistic scenario. It has a perfect mana curve, with an Undertaker and lots of Deathrattles. No spells other than Feign Death. It's as demonstrative as if I have a scenario where your first 7 cards instead are 2x Savannah Highmane, 2x Feign Death, 1x Cult Master, Kill Command and Houndmaster and then say "see how useless Feign Death is".
I'd like to see how consistently you can let a Hunter get 4 deathrattle minions and actually win. With a conservative estimate, you would take 1 damage, then 3, then 5, then 6 (Webspinner, Leper Gnome, Mad Scientist and Haunted Creeper, no Undertaker, and for some reason the Hunter didn't use his extra mana to hero power alongside the Haunter Creeper) assuming everything gets to attack at least once. If you now have the AOE to handle the board, it'll take most or all of your turn, active 4 deathrattles (the Hunter now has a secret, has dealt 2 extra damage, drew a random beast and has 2 Spectral Spiders). Now you're only slightly behind on board, but well behind on tempo, and you've taken 17 damage. All the Hunter needs to do is kind of keep up with you for long enough to get the reach they need, while you have to race them from 30 to 0 while behind on tempo.
If we get less conservative and there's an Undertaker on turn 1 (hey, it's like your scenario!), no AOE clears the other minions and Undertaker, so handling the board is a lot harder, not to mention that a constantly buffed Undertaker does a lot more damage than a Webspinner. This is pretty much a guaranteed loss. As for "you don't have to have the cards on the board" I addressed this. Hunters have no draw, Cult Master and Feign Death are not cards you want in the same deck (they compound the problem of being great when you have the board but not otherwise), and without draw you're not likely to have more than about 2 cards in hand at a time past turn 6 or so.
Onto the Bloodlust discussion. Your conception of winning is far too focused around the moment of death. Midrange Shamans mostly don't try to burst you down, they try to outvalue you (even if they have burst potential in the deck, huge bursts rarely ever happen). Obviously the game ends and a winner is determined when someone has 0 health, but a lot of what happens until then decides whether or not that ever actually happens. A Mana Tide Totem drawing several cards often results in a win, because of how powerful card advantage is. Flametongue totems are not there to burst you down, but with a row of totems they can easily give the Shaman good card/tempo advantage (trading 4 non card totems for 2 midrange minions) while also presenting an ongoing threat that you still have to deal with thereafter. Also, at even health, with both players fatiguing at the same time, if you trade cards 1 for 1 a Searing Totem will kill you. Moreover, they generally give lots of little advantages over time if you just leave them up. Add those up and you get a lot of advantage in total. Card, board and tempo advantage are what wins games, the last bit of damage just decides when it's over.
Again, failing to clear totems means you are behind. 3-5 totems/tokens is definitely not commonplace in high level play (just watch tournaments if you don't believe me), because players rigorously clear the totems. When they can't, they're usually in a losing position and badly off, even without Bloodlust being in the deck. Also, again, midrange Shamans are playing to outvalue, not for a big finish. Burst Shamans are different, but they play Doomhammers and damage spells for burst, so Bloodlust wouldn't be great there either. As for whether or not Bloodlust should be played by the many that don't play it, well, there must be a reason these get high legend on the ladder and go to big tournaments.
Feign Death actually slows Hunters if you get it at the wrong time, as I've said repeatedly and you've ignored repeatedly. It makes really good positions even better and does very little in weak positions. Sure you can get great combos in the by turns 4 or 5 if the deck arranges itself around your game plan. You might also have no card draw, be topdecking around turn 7, and draw Feign Death at 10 mana. Assuming some Flares, you've only drawn about half your deck by then, it's not all that unlikely. And add what card draw? Cult Master isn't ideal, and the decks built to make good use of it are usually less deathrattle centric (they try to get value out of UTH and Knife Juggler and the like). Cards like Loot Hoarder help but you want to to have a card that gives you multiple cards instead of replacing themselves (ie card draw, not cycling). Also, card draw generally slows down the deck, which you don't want; Loot Hoarder is fine because it has cheap deathrattle synergy, but usually drawing cards is a tempo loss.
Finally, please understand that I'm not arguing that Feign Death is useless in the meta Hunter. My argument is that I'm not convinced it's consistently (dream scenarios, nightmare scenarios, average scenarios and all) better than any card you would be taking out, because every card in those decks is already really good.
It doesn't matter if this card is OP or not. The simple fact that is the same mana cost as reincarnate with better effect and no drawback is inconceivable.
Wrong. Reincarnate can work with any minion as:
-healing
-giving divine shield back
-removing silence
-removing bad buffs
-knife jungler activator
-giving second charge.... etc..
This one work only on minions with deathrattle and don't do anything from above. Maybe even worse card than Reincarnate.
Nerubian Egg is not an aggro Hunter card, if you think it's played I have serious doubts about your credibility despite all your eloquence. No one is currently playing it, and I don't see Feign Death changing that. There are currently no activators (unless you want to Kill Command it or something), Feign Death is one activator. Nerubian Egg might be dead for about 4 turns, which is not at all what Hunter needs.
This is silly. I have in fact seen hunter decks that play it. It's not as common but it is definitely a thing. And Feign Death would likely make it more popular. Afterall, you get a second free 4/4. And you could hold it until you could combo it with Feign Death if it wasn't worth playing. I don't think it's a bad thing. Also, Steamwheedle Sniper would let you hatch them with your hero power. So between that and Feign Death, this card could easily become meta in Hunter. You can childishly question my credibility all you want. I could question yours for not knowing things like this. I don't feel like that adds anything to the discussion.
Hunters don't have card draw. Cult Master is a neutral so it's not Hunter's card draw, but more importantly most Hunters don't play it. Both in tournaments (feel free to look through the lists) and from what I've seen on the high ladder, either personally or from streams. You can put in 2 Cult Masters and 2 Feign Deaths, and then have 4 cards that are great if you have a board full of minions but that don't actually help you get a board full of minions first (meaning you have to draw them or hold them until the right time, both of which is detrimental because again, the Hunter's power comes from having overwhelming starts after which they just need to clean up). Flare is not card draw, it's a cycle card; this is actually inherently pointless, because you're paying 1 mana to replace Flare with a non-Flare card, which you could do by just not having it in the deck. The cycle effect is not good at all, it's just played because it's really good when it removes secrets. You should know this, since the +1 card on turn 1 in your scenario was drawn at the start of the turn, and Flare didn't give you anything else.
Ok. You want to play semantics? Cultmaster is neutral. Fine. I still see it in plenty of Hunter decks for those who want more card draw. It won't help you fill the board but it can help you refill the board with card draw. If you don't like Cult Master that is fine. It seems you prefer to play Hunter with minimal card draw. Fine.
Btw, I used flare on turn 1 in my scenario because Hunters sometimes play it on turn one to thin out their deck. You could easily just not use it on turn one and save a card. That's fine. Turn one wasn't really that important in my scenario.
Your scenario doesn't really demonstrate much. I already addressed Nerubian Egg, but more importantly this is a way idealistic scenario. It has a perfect mana curve, with an Undertaker and lots of Deathrattles. No spells other than Feign Death. It's as demonstrative as if I have a scenario where your first 7 cards instead are 2x Savannah Highmane, 2x Feign Death, 1x Cult Master, Kill Command and Houndmaster and then say "see how useless Feign Death is".
Already addressed Nurubian Egg? Hardly. In my response to that section I addressed that misunderstanding. And what's your complaint? The mana curve? Seriously? Isn't that how you design a deck? For the mana curve? It's irrelevant anyway. Your complaint misses the point of my scenario in the first place. My scenario ended with only one deathrattle minion surviving to turn 5 where I had the feign death combo. It isn't uncommon for Hunter to have more deathrattles to be alive on turn 4 or 5. So you get 1-3 to survive until you can play 1-2 more in combo with Feign Death and you are set. This happens in Hunter games all the time. Maybe not exactly like my scenario. But the opportunity is certainly there a lot. That's the point.
I'd like to see how consistently you can let a Hunter get 4 deathrattle minions and actually win. With a conservative estimate, you would take 1 damage, then 3, then 5, then 6 (Webspinner, Leper Gnome, Mad Scientist and Haunted Creeper, no Undertaker, and for some reason the Hunter didn't use his extra mana to hero power alongside the Haunter Creeper) assuming everything gets to attack at least once. If you now have the AOE to handle the board, it'll take most or all of your turn, active 4 deathrattles (the Hunter now has a secret, has dealt 2 extra damage, drew a random beast and has 2 Spectral Spiders). Now you're only slightly behind on board, but well behind on tempo, and you've taken 17 damage. All the Hunter needs to do is kind of keep up with you for long enough to get the reach they need, while you have to race them from 30 to 0 while behind on tempo.
If we get less conservative and there's an Undertaker on turn 1 (hey, it's like your scenario!), no AOE clears the other minions and Undertaker, so handling the board is a lot harder, not to mention that a constantly buffed Undertaker does a lot more damage than a Webspinner. This is pretty much a guaranteed loss. As for "you don't have to have the cards on the board" I addressed this. Hunters have no draw, Cult Master and Feign Death are not cards you want in the same deck (they compound the problem of being great when you have the board but not otherwise), and without draw you're not likely to have more than about 2 cards in hand at a time past turn 6 or so.
This really isn't that hard. Haunted Creeper is a two cost. Leper Gnome is a one cost. Webspinner is a one cost. Etc. The point is you have a bunch of cheap deathrattles for undertaker. As long as you can silence undertaker, remove it, or just not have to deal with it, it is quite possible to survive with 4 cheap deathrattles on the board until you can use an AoE or even a taunt that does damage like Unstable Ghoul. Then you gain board control and turn the game on the Hunter. It gets easier with freeze mage because you can stall until flamestrike. The point is momentum changes all the time. If you don't have to worry about Undertaker snowballing you can generally survive the initial onslaught with a lot of decks. Although, with Feign Death surviving probably becomes less likely.
Also, your point about card draw was already addressed by me. First of all, you can add more card draw if you want. But if you don't it's still irrelevant to this. I used it at turn 5. I said the combo works at 4 or 5. You are talking turn 6 and beyond. That's not even applicable to my scenario.
Onto the Bloodlust discussion. Your conception of winning is far too focused around the moment of death. Midrange Shamans mostly don't try to burst you down, they try to outvalue you (even if they have burst potential in the deck, huge bursts rarely ever happen). Obviously the game ends and a winner is determined when someone has 0 health, but a lot of what happens until then decides whether or not that ever actually happens. A Mana Tide Totem drawing several cards often results in a win, because of how powerful card advantage is. Flametongue totems are not there to burst you down, but with a row of totems they can easily give the Shaman good card/tempo advantage (trading 4 non card totems for 2 midrange minions) while also presenting an ongoing threat that you still have to deal with thereafter. Also, at even health, with both players fatiguing at the same time, if you trade cards 1 for 1 a Searing Totem will kill you.Moreover, they generally give lots of little advantages over time if you just leave them up. Add those up and you get a lot of advantage in total. Card, board and tempo advantage are what wins games, the last bit of damage just decides when it's over.
Again, failing to clear totems means you are behind. 3-5 totems/tokens is definitely not commonplace in high level play (just watch tournaments if you don't believe me), because players rigorously clear the totems. When they can't, they're usually in a losing position and badly off, even without Bloodlust being in the deck. Also, again, midrange Shamans are playing to outvalue, not for a big finish. Burst Shamans are different, but they play Doomhammers and damage spells for burst, so Bloodlust wouldn't be great there either. As for whether or not Bloodlust should be played by the many that don't play it, well, there must be a reason these get high legend on the ladder and go to big tournaments.
I don't want to turn this into a Bloodlust argument. It doesn't really relate to Feign Death because of the cost difference. But my point still stands. No. Flametounge Totem is not there to burst you down. Bloodlust is. There are two totally different cards. Yes, Mana Tide totem can help with card advantage. 1-3 cards by itself generally won't get it done because the totems and weaker minions aren't as likely to trade 1 for 1. And one AoE sets that back. Either way, it has nothing to do with winning more. Those cards are irrelevant as to whether or not Bloodlust is truly win more.
Failing to clear Totems is not something that is generally done on purpose. Anyone who knows Shaman obviously tries to clear them. But they aren't priority number 1. If you can kill an Azure Drake or an 0/2 Taunt totem, you are going for the Drake every time if the taunt doesn't prevent you from doing so. So you target what you can and if you can't get all the totems. Maybe a couple get leftover behind a taunt like Sludge Belcher. So you kill it and now the Shaman has two totems, a 1/2 taunt. Then they can play a couple 2/3 taunts and suddenly the board is filled with 5 minions. That's my point. Shaman can populate the board really fast with weak crap. Now, one AoE resets this. But is it worth wasting an AoE on a few totems and a few weak taunts? Generally, no. Because the Shaman can repopulate the board just as fast after you do that. But if they have Bloodlust, what was a total of 5 attack (1/2 taunt plus the two 2/3 wolves) becomes 20 (3 * 5 = 15 + 5 = 20) damage. Does that mean you are losing before he played Bloodlust because he had a bunch of weak minions on the board? Not necessarily. Certainly you would at least have a chance to chance momentum on a board with a total of 5 attack power. Flametounge Totem could change this a bit but it wouldn't be a threat to finish you when you have 20+ health. But Bloodlust kills any chance of that because most of the time a Shaman gets 3 or more minions on the field, no matter how insignificant, they are a threat to finish you. It's not win more. It's just win.
Feign Death actually slows Hunters if you get it at the wrong time, as I've said repeatedly and you've ignored repeatedly. It makes really good positions even better and does very little in weak positions. Sure you can get great combos in the by turns 4 or 5 if the deck arranges itself around your game plan. You might also have no card draw, be topdecking around turn 7, and draw Feign Death at 10 mana. Assuming some Flares, you've only drawn about half your deck by then, it's not all that unlikely. And add what card draw? Cult Master isn't ideal, and the decks built to make good use of it are usually less deathrattle centric (they try to get value out of UTH and Knife Juggler and the like). Cards like Loot Hoarder help but you want to to have a card that gives you multiple cards instead of replacing themselves (ie card draw, not cycling). Also, card draw generally slows down the deck, which you don't want; Loot Hoarder is fine because it has cheap deathrattle synergy, but usually drawing cards is a tempo loss.
Finally, please understand that I'm not arguing that Feign Death is useless in the meta Hunter. My argument is that I'm not convinced it's consistently (dream scenarios, nightmare scenarios, average scenarios and all) better than any card you would be taking out, because every card in those decks is already really good.
I don't know how you could say it makes it slower. Get it for the turn 4-5 combo and it speeds it up. Even if you don't have the advantage, play a couple deathrattles with it and you may get the advantage. Get it on turn 6+ and Hunter is already slowed down anyway. That's generally when you make mid ranged plays like Savannah Highmane.
I understand you don't think the card fits. But new meta cards have always found room if they are good. We have always had 30 slots and somehow room is made. The new meta will likely somewhat change the way the decks are constructed anyway. This card is great for deathrattles and cheap. I don't see how it won't be used.
The only issue for me is the weak flavour. To 'Feign Death', by any stretch, is hardly to activate a deathrattle?! I mean Hunters ain't necromancers and this is more along the lines of a magical effect. I know it's kinda ridicules to question the semantics of cards, but I do like to 'get' the relevance to the characteristics associated. Surely FD is obviously some kind of conceal for Hunters, although that's a bit boring.
It's just that they're being a little lazy with this square peg flavour in my spaghetti loops. Maybe it's the problem of having a very limited set of interesting mechanisms to create dept with, at the moment. I do hope this is addressed as now we've got reincarnate/FD being one of a number of similarity-overlaps between classes' spells etc.
Just indulge me and find me a Hunter deck with Nerubian Egg that's either proven effective at legend rank or that was played in a tournament. If it exists at some obscure part of the ladder that does not demonstrate that it's played at a high level, and I've not seen a single copy in the past 200 games or so I've played against a Hunter or seen someone play against one. And if you activate it with Steamwheedle Sniper you're paying 4 mana for a 4/4, not to mention that I don't see the appeal of Steamwheedle in aggro Hunter (neither Beast nor Deathrattle synergy and the effect is board control oriented, suited for midrange/control).
Cult Master is rarely played competitively. It's pretty hit or miss, it's quite awkward.
Yes, decks are built for mana curve, but yours literally used all mana to play a card every turn for 5 turns. This is extremely rare, and even if you do manage it, you rarely manage to make it so minion heavy. Your conception of Hunter openings sounds a lot more like someone who's only ever played against Hunter (and remembers perfect openings a lot more than the ones where they played no 1 drop and only a 2 drop at 3 mana) than someone who's actually played Hunter himself. Your secrets, spells and midrange minions do not disappear from the deck when you mulligan.
Yes, you can deal with the opening, if you have AOE (often 2/30 cards) early. You can answer Undertaker if you have early removal or a Silence (usually around 3-4/30 cards) at hand. Basically, your draw needs to be just as focused on early game with (at least with a lot of slower decks) much fewer early game cards. Unstable Ghoul is sometimes played in 1 deck type (Control Warrior), because it's really weak in most match ups. Also, you've still taken a ton of damage, and you seem to insist that Hunter can't win without cards on the board. A lot of the time though, if a Hunter has a really strong start, they can literally never have a board advantage past about turn 6 and still win. Two Kill Commands and two Eaglehorn Bows are 22 damage, there's the hero power, an Animal Companion might turn out to be Huffer, your opponent might have played a big Taunt and you had an Ironbeak Owl ready. When the opponent catches up on board with <15 health while you have 30, their chances are not good. I'm also amazed you consider Freeze Mage of all things to have an easy time with Hunter.
I won't go into the Bloodlust argument or Shaman in general, since I agree, it's not the point. But you should note that if you think not putting in a Bloodlust is a mistake you're essentially claiming to understand the class better than about 90% of the highest level competitive (tournament and high legend ladder) players.
My point is though, if you're drawing Feign Death late you're not drawing Savannah Highmane, or Kill Command, or any other card you actually want to see then. If you drop it with 2 low cost deathrattles it's fine, but honestly not impressive. It's really good in a strong position, but I'm just underwhelmed by cards that are great when everything else is great.
I won't pretend to be an expert on card value in any way, shape or form (the best rank I've achieved is 10, although to be fair to myself I've never made a concerted effort to reach a high ranking in ladder), but I must say that I think this card is completely insane. I don't even know why, exactly, but I feel like some clever persons will figure out how best to (ab)use this card to its fullest potential, and then hordes of less-clever persons will copy their ideas, and we will all be cursing it in a month or three... it just seems too good to be true, especially for a class that is currently dominating the meta, and I would feel a lot more comfortable with it if it merely, simply cost 1 or 2 more mana or also activated the opponent's Deathrattles.
But, again, what do I know? :) Maybe it's totally fair. We'll just have to wait and see.
So, so far we have "not enough reasonable counters to Deathrattles", Hunter gets possibly one of the most broken combo cards ever seen in Hearthstone retains one of the most efficient Hero Powers, and can counter any sort of Secret play with flare based off what we've seen. Unless these new "anti-secret" cards we haven't seen so far are anywhere close to as good as feign death (a Loatheb etc minion no longer cuts it). You're dealing with nightmare combo ability. Hell the fact they can get a Thaddius out for 7 Mana is broken already. The fact Savannah Highmane is one of the best DR minions in the game doesn't help. Then that they get a more efficient although Niche "Far-Sight" in "Call Pet", and a possibly game ending Legendary doesn't help either. What the hell are they thinking.
Seriously this card won't be that bad like most people think in the current hunter decks. Yes it is a very powerfull card with great synergies but probably not in deathrattle-rush-hunter decks. Just think it through without just raging around. How many deathrattle cards do a hunter normally have on the board at once? Let's think about a best case scenario for a normal hunter game: Turn1: Enemy wasn't able to play anything while the hunter is playing Undertaker, Coin + Lepra Gnome (so he has 3 cards left -> 4 in the next turn)
Turn2: Enemy still can't play anything and only plays the hero power (this is already very lucky.. in most games, the enemies will already destroy 1 of the deathrattle minions or the undertaker); Hunter can either play Feign of death for crappy 2 damage or play more deathrattles.. we talked about perfect cards for the hunter so probably it would be a Webspinner and another Lepra gnome for a maximum Undertaker power. (Hunter has 2 cards left -> 3 in the next turn)
Turn 3: No mather how lucky the hunter was until now, the enemy will play in 99% of the games something "annoying" for the hunter now. It is either a tank or more likely a spell of any kind which will destroy at least one of your minions but say it is not that way and it is just a tank. Hunter: with perfect cards he now plays the second webspinner + feign of dead, resulting in 4 damage + 2 random beasts. Now compare it to the 0815 round 3 for hunter: just a harvest golem which results in a +1/+1 for the undertaker but no immideately benefits.
Yeah and this sounds really that overpowerd great? In that scenario you need perfect cards for you and shitty cards for your enemy and for that slightly benefit of 2 cards and 3 damage you lose a 2/3 who changes in a 2/1 benefit. If you think the same scenario through with a 2 mana minion instead of the 2 1 mana minions in the second turn, it might be more likely but the benfit from feign dead will be even slimmer. You really have to consider the missing buff for the Undertaker + the missing body in turn 3.
What about if you play it in a later turn? Yes the benefit in theory is probably higher in a later turn but the chance of having a lot of deathrattle minions on the field is very unlikely and you won't have a lot of low mana deathrattle minions on your hand either because you need them on the board to kill of the enemy. Moreover this card gets weaker for every minion which has been silenced or killed by the enemy. So sometimes this might even be a dead card. (unlike any of the minion cards which you would use instead of feign of death)
Of course this isn't a bad card at all but in my opinion it would even weaken current deathrattle hunters without changing the whole deck. The synergies are great with cairne, sylvanas or even with a knife-juggler + a couple of crawlers but the big fear of the people that current hunter builds would grow stronger because of this is nonsense.
Guys I have been thinking this for a while but I can't get my head around it:
Web Spinner will get you ANY beast in the game at random, therefore you could do something like turn 4 play 2 web spinners, then play Feign Death and get 2 beast, right? Well with the change on some druids cards turning them in to beast there might be a chance that you play those 2 web spinners, you play feign death and you get 2 Malornes, going even futher on this idea if you play 1 Malorne and then cast another Feign Death you would get a free Malorne in to your deck.
I believe that class exclusive draws from such cards are still going to be restricted to such classes. Otherwise a card like Gazlowe would have its stock go up much higher due to the ability to get a card like Iron Juggernaut off his ability or infinitely cycle spare parts.
But where is the limit to the mech it spawns in the case of Gazlowe?
It can be limited to neutrals and the class you are playing at the moment but is safe to assume that it would spawn neutral mechs (Because is a neutral card).
In the other hand Webspinner is a class card, that's why I think is a reasonable doub (But, you are probably right) that it will draw non-hunter/non-neutral beast.
I think that this mechanic needs confirmation from blizzard.
I believe that class exclusive draws from such cards are still going to be restricted to such classes. Otherwise a card like Gazlowe would have its stock go up much higher due to the ability to get a card like Iron Juggernaut off his ability or infinitely cycle spare parts.
But where is the limit to the mech it spawns in the case of Gazlowe?
It can be limited to neutrals and the class you are playing at the moment but is safe to assume that it would spawn neutral mechs (Because is a neutral card).
In the other hand Webspinner is a class card, that's why I think is a reasonable doub (But, you are probably right) that it will draw non-hunter/non-neutral beast.
I think that this mechanic needs confirmation from blizzard.
Gazlowe should give you any collectible mech just like every other card with a similar effect.
Guys I have been thinking this for a while but I can't get my head around it:
Web Spinner will get you ANY beast in the game at random, therefore you could do something like turn 4 play 2 web spinners, then play Feign Death and get 2 beast, right? Well with the change on some druids cards turning them in to beast there might be a chance that you play those 2 web spinners, you play feign death and you get 2 Malornes, going even futher on this idea if you play 1 Malorne and then cast another Feign Death you would get a free Malorne in to your deck.
Feign death actually doesn't work how you would think it would with Malorne.
And in that long summary, I think you've given the answer for one of the ways this card can be useful to Hunter... as card draw.
2 deathrattles is fair value, 3 is good, 4 is great - but most importantly, most deatrattles give more minions. Add a Cult Master and you've got your card draw mechanic.
(Also, we're basing the value of a deathrattle off of early game minions. Once you hit the mid-game even one deathrattle would be good value.)
Imagine how good this card will be with Sylvana. Maan..
My comfortable blo http://hearthstonepub.ru/constructed/mage
The current meta Hunter deck tends to be full of cheap deathrattles minion like Leper Gnome, Webspinner, Haunted Creeper, Nerubian Egg, etc. All those play off of Undertaker. Also, you don't have no card draw. Flare and Cult Master can help with that. Now, all this depends on the decks. But why don't we play the scenario. We will say the Hunter goes first for the sake of leaving out con semantics.
Turn 1: Flare (They draw a card at the start of the turn. They lose the card they play, but gain another card in the process for a net gain of +1).
Turn 2: Mad Scientist (plus one for draw but minus one for the card played. You have a net gain of zero this turn)
Turn 3: Undertaker + Webspinner. (plus one for draw, minus two for cards played for net loss of -1.)
So that's a net loss of 0 for the first three turns. (+ 1 for turn one, +0 for turn 2, -1 for turn 3)
Turn 4: Leper Gnome + Animal Companion (+1 for draw, - 2 for play for a net loss of -1 and total net loss of -1)
Turn 5: Nerubian Egg + Leper Gnome + Feign Death. (+1 for draw and -3 for cards played for a net loss of -2 and total net loss of - 3)
Now, this scenario involves a lot of minions. But it guarantees that Nerubian Egg and Leper Gnome get used with Feign Death. And if any of the other deathrattle minions survive, those get used as well. The chances of you using this with 3 to 4 deathrattles by turn five isn't that outrageous. Let's say the other Leper Gnome lived a turn and the rest of your creatures are dead before the start of turn 5. You still get a 4/4 from Nerubian egg, and 4 damage from 2 leper gnomes. And without silence, you will get 4 more guaranteed face damage from those Leper Gnomes and another 4/4 from that Nerubian egg. So that's 8 damage, two 2/1s, and two 4/4s for a total of 6 mana. (Two leper gnomes, a Nerubian Egg, and a Feign Death.) That's great value in a conservative estimate of what could easily happen in any hunter game. And imagine the shenanigans where you can stack Feign Death? I don't even want to know.
Now remember, you didn't have 4+ deathrattles on the field. You had just 1. And even though that happened, you still got 3 extra deathrattles out of it on turn 5 because the Feign Death card is cheap as @$$#%#!!!! and can be combed with multiple other cheap deathrattles on the same turn. Never mind the argument that 4 deathrattles doesn't guarantee you anything in a game where momentum can change so quickly. My point is you don't even need 4 deathrattles on the field to combo it with 3 or 4 deathrattles. I honestly don't understand why everyone assumes everything always has to already be on the field in order to combo, especially with cheap cards.
Now, about what you said on Hunter finishing you off after an aggressive board start. This is true to some extent. So maybe for deathrattles would hit hard enough to seal the deal. Or maybe not. I've faced many hunters, and it isn't that uncommon that they get 3 or 4 deathrattles on the field at the same time and still lose. The question is how good is that start? How much damage did they do with that start? Feign Death would not be a "win more" card as it would increase the impact of that start as I showed in a scenario that would be one of many ways this could happen with a typical Hunter deathrattle deck. It would speed up that deck style even more and simply increase the effectiveness of those deathrattles, increasing the potency of said starts and letting the Hunter finish them off even more often. Do you see what I'm getting at, here?
All of your example just aren't the same thing. Big Game Hunter is a counter to, well, big game. It's a niche card designed to remove high powered minions. Although, most non-aggro decks do have at least a couple cards that would be fodder for it. But I digress. On the other hand, Feign Death is a card that combos with all your deathrattles. The current meta Hunter is very heavy in deathrattle minions with many of them being cheap. It will almost always fill it's role in that kind of deck.
Trust me, Bloodlust wins games. If you think that a bunch of 0-1 attack totems could finish you off at 20+ health without that card any other way, then you are kidding yourself. Sure, Flametounge Totem can help with that. But typically, I don't have an issue silencing or killing the card. Maybe they get 4-8 extra burst from it? Not 15+ Flametoung Totem is way worse at finishing you off and I've only seen it a handful of times. Mana Tide Totem? Marginal threat at best. So they draw cards for 1-3 turns dependong on how well they protect it. That won't win them the game by itself. To suggest that maybe they would have won anyway after they destroy 20 of your health in a combo purely because of Bloodlust is asinine. I'm sorry if you find me to be rude in my bluntness there, but that's the truth. Bloodlust gives every minion +3 on top of what they already had. That 12-30 extra damage depending on how many cards are on the board, which is insane. Typically it's way less than 30 as that would require 10 on the field. But it's not uncommon for 3-5 otherwise useless attack stat minions to be on the field with the Shaman's totem power. And now that's 9-15 more damage you have to worry about. Bloodlust will destroy you if you don't have taunts up to intercept. That is a "win condition" card, not a "win more" card. IMO, any Shaman deck that doesn't run at least 1 of these is a mistake.
And Kel'Thuzad is an 8 cost. Still a lousy comparison. You can't play him until late. You have to have minions on the field for him to be effective because you can't play many cards with him. Feign Death is a 2 cost. A 2 cost! You acknowledge this and yet you don't understand how these are bad comparisons you are making?
I just wanted to emphasize the importance of this bit you stuck on to the end of your comment, because it's the most important part of this. A 2 cost means great combo potential. And this card speeds up Hunters playstyle. Can't you see that? The lack of card draw is not a good argument against this. Not only could you could take steps to add more card draw if you wanted to, but you could easily combo this with multiple deathrattles within the first 4 or 5 turns even without much card draw.
I know. It's stupid.
My point wasn't that it isn't useful (Bloodlust or Kel'Thuzad are also useful), but that I don't think it's consistently good enough.
As I see it, when your board is already heavy with deathrattles, you've probably won, because you're so far ahead that you only need a little more reach (unless the opponent has TONS of heal, which means they would need to play a lot of heal and have it all available, and be able to play it without failing to control the board). So I consider Feign Death useless in those scenarios. I mean, by the same principle, Cult Master is really great; 4 deathrattles means a huge number of cards you can draw. And yet, lots of top tier Hunters don't feel it improves their overall winrate enough to include, because board dominance = good advantage = good chance of winning regardless of Cult Master (and notably, Cult Master might be replacing an extra reach card that would also have won at this point), while it's not a very good card if you're not in a strong position (or happen to have UTH available). Obviously there are other scenarios, where Cult Master was definitely worth including in the deck, but all in all it doesn't seem consistently good, or it would undoubtedly be in most or all Hunter lists. Cult Master + Feign Death seems very inconsistent; either you destroy the opponent (strong start + Feign Death into Cult Master so you have board dominance AND card advantage), or draw Cult Master and Feign Death early so that they interfere with the early board dominance they're supposed to profit off of and actually disrupt the strong start (which is where most of a Hunter's power comes from).
Fair value seems somewhat weak; when this card gives fair value, I'd much rather have something that consistently, directly advances the Hunter strategy (which is not value, although a handful of good value cards are included purely for being too good not to use). The only single deathrattle worth paying 2 mana for is that of Savannah Highmane, and that's an 8 mana combo (which is very late, and the only way to pull this off without assuming a Savannah Highmane survives, which again has you in a good position to begin with). And when you draw this at the wrong time it can be a very dead card (which is not very acceptable in a deck that aims to end the game quickly). Of course Hunter's Mark can also be a dead topdeck (probably why most Hunters play 1, if any), but at least it can help you when you're behind and doesn't ask for much (1 small minion).
I think that this card can be pretty bad (and then you wish it was something else) with bad starts or drawn at the wrong time (not outright bad in itself; but waiting several turns to play a card that isn't Kill Command is bad when you're a very fast paced deck with no draw). I think it can be solid value, but is solid value good enough to replace another way to deal with a Taunt, or additional reach, or whatever else would be in its spot? I also think it can be overkill, because you usually win games when they couldn't deal with your board to egin with (honestly, please just ladder now and record how often a Hunter has 4 deathrattles on the board at once and you still win)?
I left out the "good" scenarios; where the card gives you a good advantage, without which it might have been difficult to win. These are the only scenarios where it's worth putting into the deck; bad scenarios make it detrimental at times, and overkill isn't helpful at all. "Fair" value doesn't cut it, because the Hunter deck is packed with good cards and you replaced one of those (or even two?) with this. So the good scenarios need to be MUCH more common than the bad, fair and overkill scenarios; otherwise it's not consistently better than what's currently in the deck.
I know you were responding to him, but I believe I addressed most of those points in my latest response to you. It's somewhat annoying to read them again now. You are still vastly underrating the combo potential of a cheap two cost particularly with other cheap deathrattle minions, the fact that they don't allays have to be one the field to combo with the card, and the fact that Hunter often would often be in a position to combo those deathrattles with Feign Death by turns 4-5. Again, it increases the efficiency of your starts thereby allowing more of those starts to end in the Hunter finishing off his opponent. It accelerates the typical deathrattle aggro Hunter we see constantly in the meta.
Nerubian Egg is not an aggro Hunter card, if you think it's played I have serious doubts about your credibility despite all your eloquence. No one is currently playing it, and I don't see Feign Death changing that. There are currently no activators (unless you want to Kill Command it or something), Feign Death is one activator. Nerubian Egg might be dead for about 4 turns, which is not at all what Hunter needs.
Hunters don't have card draw. Cult Master is a neutral so it's not Hunter's card draw, but more importantly most Hunters don't play it. Both in tournaments (feel free to look through the lists) and from what I've seen on the high ladder, either personally or from streams. You can put in 2 Cult Masters and 2 Feign Deaths, and then have 4 cards that are great if you have a board full of minions but that don't actually help you get a board full of minions first (meaning you have to draw them or hold them until the right time, both of which is detrimental because again, the Hunter's power comes from having overwhelming starts after which they just need to clean up). Flare is not card draw, it's a cycle card; this is actually inherently pointless, because you're paying 1 mana to replace Flare with a non-Flare card, which you could do by just not having it in the deck. The cycle effect is not good at all, it's just played because it's really good when it removes secrets. You should know this, since the +1 card on turn 1 in your scenario was drawn at the start of the turn, and Flare didn't give you anything else.
Your scenario doesn't really demonstrate much. I already addressed Nerubian Egg, but more importantly this is a way idealistic scenario. It has a perfect mana curve, with an Undertaker and lots of Deathrattles. No spells other than Feign Death. It's as demonstrative as if I have a scenario where your first 7 cards instead are 2x Savannah Highmane, 2x Feign Death, 1x Cult Master, Kill Command and Houndmaster and then say "see how useless Feign Death is".
I'd like to see how consistently you can let a Hunter get 4 deathrattle minions and actually win. With a conservative estimate, you would take 1 damage, then 3, then 5, then 6 (Webspinner, Leper Gnome, Mad Scientist and Haunted Creeper, no Undertaker, and for some reason the Hunter didn't use his extra mana to hero power alongside the Haunter Creeper) assuming everything gets to attack at least once. If you now have the AOE to handle the board, it'll take most or all of your turn, active 4 deathrattles (the Hunter now has a secret, has dealt 2 extra damage, drew a random beast and has 2 Spectral Spiders). Now you're only slightly behind on board, but well behind on tempo, and you've taken 17 damage. All the Hunter needs to do is kind of keep up with you for long enough to get the reach they need, while you have to race them from 30 to 0 while behind on tempo.
If we get less conservative and there's an Undertaker on turn 1 (hey, it's like your scenario!), no AOE clears the other minions and Undertaker, so handling the board is a lot harder, not to mention that a constantly buffed Undertaker does a lot more damage than a Webspinner. This is pretty much a guaranteed loss. As for "you don't have to have the cards on the board" I addressed this. Hunters have no draw, Cult Master and Feign Death are not cards you want in the same deck (they compound the problem of being great when you have the board but not otherwise), and without draw you're not likely to have more than about 2 cards in hand at a time past turn 6 or so.
Onto the Bloodlust discussion. Your conception of winning is far too focused around the moment of death. Midrange Shamans mostly don't try to burst you down, they try to outvalue you (even if they have burst potential in the deck, huge bursts rarely ever happen). Obviously the game ends and a winner is determined when someone has 0 health, but a lot of what happens until then decides whether or not that ever actually happens. A Mana Tide Totem drawing several cards often results in a win, because of how powerful card advantage is. Flametongue totems are not there to burst you down, but with a row of totems they can easily give the Shaman good card/tempo advantage (trading 4 non card totems for 2 midrange minions) while also presenting an ongoing threat that you still have to deal with thereafter. Also, at even health, with both players fatiguing at the same time, if you trade cards 1 for 1 a Searing Totem will kill you. Moreover, they generally give lots of little advantages over time if you just leave them up. Add those up and you get a lot of advantage in total. Card, board and tempo advantage are what wins games, the last bit of damage just decides when it's over.
Again, failing to clear totems means you are behind. 3-5 totems/tokens is definitely not commonplace in high level play (just watch tournaments if you don't believe me), because players rigorously clear the totems. When they can't, they're usually in a losing position and badly off, even without Bloodlust being in the deck. Also, again, midrange Shamans are playing to outvalue, not for a big finish. Burst Shamans are different, but they play Doomhammers and damage spells for burst, so Bloodlust wouldn't be great there either. As for whether or not Bloodlust should be played by the many that don't play it, well, there must be a reason these get high legend on the ladder and go to big tournaments.
Feign Death actually slows Hunters if you get it at the wrong time, as I've said repeatedly and you've ignored repeatedly. It makes really good positions even better and does very little in weak positions. Sure you can get great combos in the by turns 4 or 5 if the deck arranges itself around your game plan. You might also have no card draw, be topdecking around turn 7, and draw Feign Death at 10 mana. Assuming some Flares, you've only drawn about half your deck by then, it's not all that unlikely. And add what card draw? Cult Master isn't ideal, and the decks built to make good use of it are usually less deathrattle centric (they try to get value out of UTH and Knife Juggler and the like). Cards like Loot Hoarder help but you want to to have a card that gives you multiple cards instead of replacing themselves (ie card draw, not cycling). Also, card draw generally slows down the deck, which you don't want; Loot Hoarder is fine because it has cheap deathrattle synergy, but usually drawing cards is a tempo loss.
Finally, please understand that I'm not arguing that Feign Death is useless in the meta Hunter. My argument is that I'm not convinced it's consistently (dream scenarios, nightmare scenarios, average scenarios and all) better than any card you would be taking out, because every card in those decks is already really good.
Wrong. Reincarnate can work with any minion as:
-healing
-giving divine shield back
-removing silence
-removing bad buffs
-knife jungler activator
-giving second charge.... etc..
This one work only on minions with deathrattle and don't do anything from above. Maybe even worse card than Reincarnate.
This card is broken and OP as fuck.
Huntards will be even stronger... WTF Blizzard?
This is silly. I have in fact seen hunter decks that play it. It's not as common but it is definitely a thing. And Feign Death would likely make it more popular. Afterall, you get a second free 4/4. And you could hold it until you could combo it with Feign Death if it wasn't worth playing. I don't think it's a bad thing. Also, Steamwheedle Sniper would let you hatch them with your hero power. So between that and Feign Death, this card could easily become meta in Hunter. You can childishly question my credibility all you want. I could question yours for not knowing things like this. I don't feel like that adds anything to the discussion.
Ok. You want to play semantics? Cultmaster is neutral. Fine. I still see it in plenty of Hunter decks for those who want more card draw. It won't help you fill the board but it can help you refill the board with card draw. If you don't like Cult Master that is fine. It seems you prefer to play Hunter with minimal card draw. Fine.
Btw, I used flare on turn 1 in my scenario because Hunters sometimes play it on turn one to thin out their deck. You could easily just not use it on turn one and save a card. That's fine. Turn one wasn't really that important in my scenario.
Already addressed Nurubian Egg? Hardly. In my response to that section I addressed that misunderstanding. And what's your complaint? The mana curve? Seriously? Isn't that how you design a deck? For the mana curve? It's irrelevant anyway. Your complaint misses the point of my scenario in the first place. My scenario ended with only one deathrattle minion surviving to turn 5 where I had the feign death combo. It isn't uncommon for Hunter to have more deathrattles to be alive on turn 4 or 5. So you get 1-3 to survive until you can play 1-2 more in combo with Feign Death and you are set. This happens in Hunter games all the time. Maybe not exactly like my scenario. But the opportunity is certainly there a lot. That's the point.
This really isn't that hard. Haunted Creeper is a two cost. Leper Gnome is a one cost. Webspinner is a one cost. Etc. The point is you have a bunch of cheap deathrattles for undertaker. As long as you can silence undertaker, remove it, or just not have to deal with it, it is quite possible to survive with 4 cheap deathrattles on the board until you can use an AoE or even a taunt that does damage like Unstable Ghoul. Then you gain board control and turn the game on the Hunter. It gets easier with freeze mage because you can stall until flamestrike. The point is momentum changes all the time. If you don't have to worry about Undertaker snowballing you can generally survive the initial onslaught with a lot of decks. Although, with Feign Death surviving probably becomes less likely.
Also, your point about card draw was already addressed by me. First of all, you can add more card draw if you want. But if you don't it's still irrelevant to this. I used it at turn 5. I said the combo works at 4 or 5. You are talking turn 6 and beyond. That's not even applicable to my scenario.
I don't want to turn this into a Bloodlust argument. It doesn't really relate to Feign Death because of the cost difference. But my point still stands. No. Flametounge Totem is not there to burst you down. Bloodlust is. There are two totally different cards. Yes, Mana Tide totem can help with card advantage. 1-3 cards by itself generally won't get it done because the totems and weaker minions aren't as likely to trade 1 for 1. And one AoE sets that back. Either way, it has nothing to do with winning more. Those cards are irrelevant as to whether or not Bloodlust is truly win more.
Failing to clear Totems is not something that is generally done on purpose. Anyone who knows Shaman obviously tries to clear them. But they aren't priority number 1. If you can kill an Azure Drake or an 0/2 Taunt totem, you are going for the Drake every time if the taunt doesn't prevent you from doing so. So you target what you can and if you can't get all the totems. Maybe a couple get leftover behind a taunt like Sludge Belcher. So you kill it and now the Shaman has two totems, a 1/2 taunt. Then they can play a couple 2/3 taunts and suddenly the board is filled with 5 minions. That's my point. Shaman can populate the board really fast with weak crap. Now, one AoE resets this. But is it worth wasting an AoE on a few totems and a few weak taunts? Generally, no. Because the Shaman can repopulate the board just as fast after you do that. But if they have Bloodlust, what was a total of 5 attack (1/2 taunt plus the two 2/3 wolves) becomes 20 (3 * 5 = 15 + 5 = 20) damage. Does that mean you are losing before he played Bloodlust because he had a bunch of weak minions on the board? Not necessarily. Certainly you would at least have a chance to chance momentum on a board with a total of 5 attack power. Flametounge Totem could change this a bit but it wouldn't be a threat to finish you when you have 20+ health. But Bloodlust kills any chance of that because most of the time a Shaman gets 3 or more minions on the field, no matter how insignificant, they are a threat to finish you. It's not win more. It's just win.
I don't know how you could say it makes it slower. Get it for the turn 4-5 combo and it speeds it up. Even if you don't have the advantage, play a couple deathrattles with it and you may get the advantage. Get it on turn 6+ and Hunter is already slowed down anyway. That's generally when you make mid ranged plays like Savannah Highmane.
I understand you don't think the card fits. But new meta cards have always found room if they are good. We have always had 30 slots and somehow room is made. The new meta will likely somewhat change the way the decks are constructed anyway. This card is great for deathrattles and cheap. I don't see how it won't be used.
FD is v powerful, but I like it.
The only issue for me is the weak flavour. To 'Feign Death', by any stretch, is hardly to activate a deathrattle?! I mean Hunters ain't necromancers and this is more along the lines of a magical effect. I know it's kinda ridicules to question the semantics of cards, but I do like to 'get' the relevance to the characteristics associated. Surely FD is obviously some kind of conceal for Hunters, although that's a bit boring.
It's just that they're being a little lazy with this square peg flavour in my spaghetti loops. Maybe it's the problem of having a very limited set of interesting mechanisms to create dept with, at the moment. I do hope this is addressed as now we've got reincarnate/FD being one of a number of similarity-overlaps between classes' spells etc.
Just indulge me and find me a Hunter deck with Nerubian Egg that's either proven effective at legend rank or that was played in a tournament. If it exists at some obscure part of the ladder that does not demonstrate that it's played at a high level, and I've not seen a single copy in the past 200 games or so I've played against a Hunter or seen someone play against one. And if you activate it with Steamwheedle Sniper you're paying 4 mana for a 4/4, not to mention that I don't see the appeal of Steamwheedle in aggro Hunter (neither Beast nor Deathrattle synergy and the effect is board control oriented, suited for midrange/control).
Cult Master is rarely played competitively. It's pretty hit or miss, it's quite awkward.
Yes, decks are built for mana curve, but yours literally used all mana to play a card every turn for 5 turns. This is extremely rare, and even if you do manage it, you rarely manage to make it so minion heavy. Your conception of Hunter openings sounds a lot more like someone who's only ever played against Hunter (and remembers perfect openings a lot more than the ones where they played no 1 drop and only a 2 drop at 3 mana) than someone who's actually played Hunter himself. Your secrets, spells and midrange minions do not disappear from the deck when you mulligan.
Yes, you can deal with the opening, if you have AOE (often 2/30 cards) early. You can answer Undertaker if you have early removal or a Silence (usually around 3-4/30 cards) at hand. Basically, your draw needs to be just as focused on early game with (at least with a lot of slower decks) much fewer early game cards. Unstable Ghoul is sometimes played in 1 deck type (Control Warrior), because it's really weak in most match ups. Also, you've still taken a ton of damage, and you seem to insist that Hunter can't win without cards on the board. A lot of the time though, if a Hunter has a really strong start, they can literally never have a board advantage past about turn 6 and still win. Two Kill Commands and two Eaglehorn Bows are 22 damage, there's the hero power, an Animal Companion might turn out to be Huffer, your opponent might have played a big Taunt and you had an Ironbeak Owl ready. When the opponent catches up on board with <15 health while you have 30, their chances are not good. I'm also amazed you consider Freeze Mage of all things to have an easy time with Hunter.
I won't go into the Bloodlust argument or Shaman in general, since I agree, it's not the point. But you should note that if you think not putting in a Bloodlust is a mistake you're essentially claiming to understand the class better than about 90% of the highest level competitive (tournament and high legend ladder) players.
My point is though, if you're drawing Feign Death late you're not drawing Savannah Highmane, or Kill Command, or any other card you actually want to see then. If you drop it with 2 low cost deathrattles it's fine, but honestly not impressive. It's really good in a strong position, but I'm just underwhelmed by cards that are great when everything else is great.
I won't pretend to be an expert on card value in any way, shape or form (the best rank I've achieved is 10, although to be fair to myself I've never made a concerted effort to reach a high ranking in ladder), but I must say that I think this card is completely insane. I don't even know why, exactly, but I feel like some clever persons will figure out how best to (ab)use this card to its fullest potential, and then hordes of less-clever persons will copy their ideas, and we will all be cursing it in a month or three... it just seems too good to be true, especially for a class that is currently dominating the meta, and I would feel a lot more comfortable with it if it merely, simply cost 1 or 2 more mana or also activated the opponent's Deathrattles.
But, again, what do I know? :) Maybe it's totally fair. We'll just have to wait and see.
So, so far we have "not enough reasonable counters to Deathrattles", Hunter gets possibly one of the most broken combo cards ever seen in Hearthstone retains one of the most efficient Hero Powers, and can counter any sort of Secret play with flare based off what we've seen. Unless these new "anti-secret" cards we haven't seen so far are anywhere close to as good as feign death (a Loatheb etc minion no longer cuts it). You're dealing with nightmare combo ability. Hell the fact they can get a Thaddius out for 7 Mana is broken already. The fact Savannah Highmane is one of the best DR minions in the game doesn't help. Then that they get a more efficient although Niche "Far-Sight" in "Call Pet", and a possibly game ending Legendary doesn't help either. What the hell are they thinking.
Seriously this card won't be that bad like most people think in the current hunter decks. Yes it is a very powerfull card with great synergies but probably not in deathrattle-rush-hunter decks. Just think it through without just raging around. How many deathrattle cards do a hunter normally have on the board at once? Let's think about a best case scenario for a normal hunter game:
Turn1: Enemy wasn't able to play anything while the hunter is playing Undertaker, Coin + Lepra Gnome (so he has 3 cards left -> 4 in the next turn)
Turn2: Enemy still can't play anything and only plays the hero power (this is already very lucky.. in most games, the enemies will already destroy 1 of the deathrattle minions or the undertaker); Hunter can either play Feign of death for crappy 2 damage or play more deathrattles.. we talked about perfect cards for the hunter so probably it would be a Webspinner and another Lepra gnome for a maximum Undertaker power. (Hunter has 2 cards left -> 3 in the next turn)
Turn 3: No mather how lucky the hunter was until now, the enemy will play in 99% of the games something "annoying" for the hunter now. It is either a tank or more likely a spell of any kind which will destroy at least one of your minions but say it is not that way and it is just a tank.
Hunter: with perfect cards he now plays the second webspinner + feign of dead, resulting in 4 damage + 2 random beasts.
Now compare it to the 0815 round 3 for hunter: just a harvest golem which results in a +1/+1 for the undertaker but no immideately benefits.
Yeah and this sounds really that overpowerd great? In that scenario you need perfect cards for you and shitty cards for your enemy and for that slightly benefit of 2 cards and 3 damage you lose a 2/3 who changes in a 2/1 benefit. If you think the same scenario through with a 2 mana minion instead of the 2 1 mana minions in the second turn, it might be more likely but the benfit from feign dead will be even slimmer. You really have to consider the missing buff for the Undertaker + the missing body in turn 3.
What about if you play it in a later turn? Yes the benefit in theory is probably higher in a later turn but the chance of having a lot of deathrattle minions on the field is very unlikely and you won't have a lot of low mana deathrattle minions on your hand either because you need them on the board to kill of the enemy.
Moreover this card gets weaker for every minion which has been silenced or killed by the enemy. So sometimes this might even be a dead card. (unlike any of the minion cards which you would use instead of feign of death)
Of course this isn't a bad card at all but in my opinion it would even weaken current deathrattle hunters without changing the whole deck. The synergies are great with cairne, sylvanas or even with a knife-juggler + a couple of crawlers but the big fear of the people that current hunter builds would grow stronger because of this is nonsense.
Who can take your trash out?
Stomp it down for you?
Shake the plastic bag
and do the twisty thingy, too?
Guys I have been thinking this for a while but I can't get my head around it:
Web Spinner will get you ANY beast in the game at random, therefore you could do something like turn 4 play 2 web spinners, then play Feign Death and get 2 beast, right? Well with the change on some druids cards turning them in to beast there might be a chance that you play those 2 web spinners, you play feign death and you get 2 Malornes, going even futher on this idea if you play 1 Malorne and then cast another Feign Death you would get a free Malorne in to your deck.
I believe that class exclusive draws from such cards are still going to be restricted to such classes. Otherwise a card like Gazlowe would have its stock go up much higher due to the ability to get a card like Iron Juggernaut off his ability or infinitely cycle spare parts.
But where is the limit to the mech it spawns in the case of Gazlowe?
It can be limited to neutrals and the class you are playing at the moment but is safe to assume that it would spawn neutral mechs (Because is a neutral card).
In the other hand Webspinner is a class card, that's why I think is a reasonable doub (But, you are probably right) that it will draw non-hunter/non-neutral beast.
I think that this mechanic needs confirmation from blizzard.
Actually quite the opposite! Hunters can get webpsinner from malorne. https://twitter.com/CM_Whirthun/status/539877861730304000
Gazlowe should give you any collectible mech just like every other card with a similar effect.
Ty very much Teshtool, your feedback is really helpful
Feign death actually doesn't work how you would think it would with Malorne.
https://twitter.com/CM_Zeriyah/status/540210257524310016