Both the Hunter legendary and priest clear are 7 mana cards, if you happen to draw and play the weapon first, then adding minions to your deck ceases to be much of an issue.
I think running just Kingsbane, 2 Deadly Poison, 2 Shinyfinders and a Leeching poison will be a justifiable package.
That's only 6 cards, a package you can fit into most rogue decks. You can commit harder with pirates and more weapon buffs if you choose.
This 6 card package works fine. Shinyfinders is a decent play on turn 2 or 3, or any turn really as it will always draw the weapon. Kingsbane is a great combo activater for Rogue and the weapon buff spells are great for Auctioneer, Sherazin and combo's.
I think most people want to be aggressive with this, but I'm thinking in terms of a tempo or control kind of deck, in which this is pretty good. Not to mention both Shinyfinders and the Kingbane will work with the Rogue Spellstone, so maybe even that will see play.
I agree with you in regards to specifically an aggressive Kingsbane deck, probably too inconsistent even with Shinyfinders, but a deck that pushes for Tempo or Control would find much more consistency.
This is all speculation, I can't wait to actually get my hands on this stuff, seems fun.
6 mana summon two animal companions doesn't seem too bad to me. An animal companion is pretty much a 4 mana minion summoned for 3 mana, so already you're getting 2 mana extra value, this is like an 8 mana play for 6 mana. The 'downside' to a normal 3 mana animal companion is the rng, at my side mitigates the rng by summoning 2/3 of the potential minions. You're more likely to get the one you want.
The only bad thing about this card is not the card itself, but the deck it fits into. Spell only hunter seems bad, though Yogg and load decks have been a around before, this fits into that deck just fine, but Yogg has been nerfed pretty severely and I dont think this will bring back Yogg and Load.
I can see two possible viabilities for this card;
1. Spell/Yogg decks get more support in future expansions, if those decks get more support, you'd put in at my side.
2. The new hunter legendary kind of supports this. I'm suprised it's gone kind of unnoticed, but if you were to create a recruit beast deck with the new legendary and say, King Crush and a Highmane, at my side could be a pretty great follow up to playing the legendary while garanteeing the legendary high rolls. I kind of think this is what blizzard were going for.
I don't think the card itself is bad, rather the deck that it fits into is bad...currently.
All it takes is for Blizzard to release more cards to support the spell-only archetype and suddenly we could see to my side being played a lot.
For now, this card is just sort of there. It at least makes a good example of how the community can respond way too passionately about a single card. It's like gnomeferatu all over again.
Great card, imo hindered only by the fact that it's a legendary and we can only add one in the deck...which is actually a problem, building a deck to support this card might end up being too inconsistent. Though Keleseth worked out so maybe is ok?
The recruit mechanic is actually horrendously overstatted if you build your deck correctly.
Take Dragonhatcher for example, what if your deck only had 10 mana dragons? Then this card is effectively minus 1 mana for an extra 2/4 stats.
The trick is building your deck to force good recruits. The design of the mechanic expects you to do so and if you do, these minions turn out to be over-statted.
This is awesome card design. Bouncing this with shadowcasters, shadowstep, Vanish, Valeera, the new rogue legendary, etc could make a kind of deck archtype of its own, a sort of spider rogue deck that just draws free value out thier deck with card draw that the opponent has to constantly keep clearing in the mid to late game until they can't keep up the control and lose, it's like an automatic Zoo that gets faster the more spider combo's you can pull of.
Playing both of these and bouncing them just twice will put 12 spiders in your deck, that's a lot for your opponent to deal with in addition to the normal rogue tempo stuff like Vancleef and SI:7's! If you built you deck specifically to support spiders, I could see rogues easily filling up 15+ spiders in a game.
I don't think the new priest board clear counters this either, that card is played on 7 which delays fatigue and these are still 4 attack minions which inherently counter priest. If I have Valeera on I wouldn't be mad about drawing a 4/4 against a priest, not to mention the deck likley still has automatic spiders in it after the aoe.
Seems like a fun card and I'm crazy enough to try and make a spider archtype work.
Incredibly hard to activate the Devourer, don't think it'll see play, waaayy too slow.
Should be able to make an extremely high risk deck that tries to accelerate the win condition with Cho'gall and those Bloodbloom cards, that might be fun.
1
This isn't too much of a problem.
Both the Hunter legendary and priest clear are 7 mana cards, if you happen to draw and play the weapon first, then adding minions to your deck ceases to be much of an issue.
9
Why is thie brawl not called the 'Yellow-brick Brode'?
10
Why is Matpat here?
Is the Hearthstone Innkeeper actually Ness from Undertale?
It's just a theory...
1
I think running just Kingsbane, 2 Deadly Poison, 2 Shinyfinders and a Leeching poison will be a justifiable package.
That's only 6 cards, a package you can fit into most rogue decks. You can commit harder with pirates and more weapon buffs if you choose.
This 6 card package works fine. Shinyfinders is a decent play on turn 2 or 3, or any turn really as it will always draw the weapon. Kingsbane is a great combo activater for Rogue and the weapon buff spells are great for Auctioneer, Sherazin and combo's.
I think most people want to be aggressive with this, but I'm thinking in terms of a tempo or control kind of deck, in which this is pretty good. Not to mention both Shinyfinders and the Kingbane will work with the Rogue Spellstone, so maybe even that will see play.
I agree with you in regards to specifically an aggressive Kingsbane deck, probably too inconsistent even with Shinyfinders, but a deck that pushes for Tempo or Control would find much more consistency.
This is all speculation, I can't wait to actually get my hands on this stuff, seems fun.
0
0
I'm not one to write this one off so hastily.
6 mana summon two animal companions doesn't seem too bad to me. An animal companion is pretty much a 4 mana minion summoned for 3 mana, so already you're getting 2 mana extra value, this is like an 8 mana play for 6 mana. The 'downside' to a normal 3 mana animal companion is the rng, at my side mitigates the rng by summoning 2/3 of the potential minions. You're more likely to get the one you want.
The only bad thing about this card is not the card itself, but the deck it fits into. Spell only hunter seems bad, though Yogg and load decks have been a around before, this fits into that deck just fine, but Yogg has been nerfed pretty severely and I dont think this will bring back Yogg and Load.
I can see two possible viabilities for this card;
1. Spell/Yogg decks get more support in future expansions, if those decks get more support, you'd put in at my side.
2. The new hunter legendary kind of supports this. I'm suprised it's gone kind of unnoticed, but if you were to create a recruit beast deck with the new legendary and say, King Crush and a Highmane, at my side could be a pretty great follow up to playing the legendary while garanteeing the legendary high rolls. I kind of think this is what blizzard were going for.
0
I don't think the card itself is bad, rather the deck that it fits into is bad...currently.
All it takes is for Blizzard to release more cards to support the spell-only archetype and suddenly we could see to my side being played a lot.
For now, this card is just sort of there. It at least makes a good example of how the community can respond way too passionately about a single card. It's like gnomeferatu all over again.
Some cards aren't meta, we get it.
0
Battlecry: You cannot play minions next turn.
0
Great card, imo hindered only by the fact that it's a legendary and we can only add one in the deck...which is actually a problem, building a deck to support this card might end up being too inconsistent. Though Keleseth worked out so maybe is ok?
3
The recruit mechanic is actually horrendously overstatted if you build your deck correctly.
Take Dragonhatcher for example, what if your deck only had 10 mana dragons? Then this card is effectively minus 1 mana for an extra 2/4 stats.
The trick is building your deck to force good recruits. The design of the mechanic expects you to do so and if you do, these minions turn out to be over-statted.
4
This is awesome card design. Bouncing this with shadowcasters, shadowstep, Vanish, Valeera, the new rogue legendary, etc could make a kind of deck archtype of its own, a sort of spider rogue deck that just draws free value out thier deck with card draw that the opponent has to constantly keep clearing in the mid to late game until they can't keep up the control and lose, it's like an automatic Zoo that gets faster the more spider combo's you can pull of.
Playing both of these and bouncing them just twice will put 12 spiders in your deck, that's a lot for your opponent to deal with in addition to the normal rogue tempo stuff like Vancleef and SI:7's! If you built you deck specifically to support spiders, I could see rogues easily filling up 15+ spiders in a game.
I don't think the new priest board clear counters this either, that card is played on 7 which delays fatigue and these are still 4 attack minions which inherently counter priest. If I have Valeera on I wouldn't be mad about drawing a 4/4 against a priest, not to mention the deck likley still has automatic spiders in it after the aoe.
Seems like a fun card and I'm crazy enough to try and make a spider archtype work.
1
I see a huge amount of jade rogue potential with this, rogue has some great deathrattle cards aswell, like sherazin and Xaril.
0
Incredibly hard to activate the Devourer, don't think it'll see play, waaayy too slow.
Should be able to make an extremely high risk deck that tries to accelerate the win condition with Cho'gall and those Bloodbloom cards, that might be fun.
0
It actually would work.
Racketeer into Brewmaster, then use Shadow Reflected Brewmaster to bounce back the original brewmaster.
That's a 9 mana combo which returns all cards back to your hand and summons a 6/6 every turn.
0
Yes, you can play Racketeer, Brewmaster it back to your hand, then Brewmaster the Brewmaster and repeat next turn for a 6/6 every turn. That'd work.