This is good for control warrior in a control meta which most of the times will just hero power and pass. So you normally have more than 5 mana to spare.
Underrated card but its super good for its control value.
As i mentioned so many times before
The WOG meta will be a super slow control meta. Without naxx and gvg. We're looking at 15-20 turn games guys.
No, this card is terrible. Stop trying to spray perfume on a turd.
Antique Healbot is a terrible card. It's a 5 mana 3/3 which heals you for 8. It might see some play in a mech heavy deck but I doubt it because there are better options. The body is just too bad to be played.
I'd like Hearthstone to take some mechanics from Magic like scrying, flying, graveyard/discard interactions, transformation, etc. I prefer the card design and art of Magic but overall I like the gameplay, interface, and community of Hearthstone better. These new cards though are so boring that I can't see myself playinng Hearthstone when I can play with cards like this in magic:
If your opponent casts Fall of the Titans using its surge cost of 1 red mana and X where the value of X is 2 will the spell resolve if you attempt to counter it with Disdainful Stroke which counters spells with a converted mana cost of 4 or greater?
It's a worse version of Gruul. This set is looking like the worst they've released. I won't reward failure so I'm keeping my preorder money until they can show me something worth spending money on.
Most of the cards in this set are boring. Outside of the Old Gods and the Shaman legendary the entire set looks uninspired and dull. Discover is an interesting mechanic which they could turn into an evergreen ability and explore the cards they could create with it but instead they decided to give minions divine shield and new stat distributions. If C'thun doesn't work this set will be worse than TgT and one I'll be skipping to play Magic who can make new and interesting cards after 30 years and hundreds of sets released.
Wouldn't it be great if Heartstone game designers took example from MTG mechanics? Oh, wait...
I made a post in the card's official thread pointing out the "inspiration" for the new shaman card. I wish Blizzard would get inspired like this more though. MtG cards are more interesting.
The value of damage per mana spent on the rusty hook is equal to the value of damage per mana on fiery war axe which is a weapon over-budgeted for it's mana cost. The value of the 1/1 tribal token is assumed to be less than 1 but greater than 0 since there is no fractional mana cost in hearthstone. If the value of wisp is .8 then the value of tinyfin is .9 because of the tribal attachment. So the 1/1 pirate token is assumed to be in the range of 0.8/0.9 with tribal synergy. If we assume fiery war axe is overbudgeted for mana spent to damage done and rusty hook's value is equivalent (which it is) then the value of rusty hook is >=1 and the value of the 1/1 token is .8 then the value of the card is >=1.8 damage per mana.
This card is good. It's value comes down because of the potential to overlap durability with fiery war axe and the potential for Harrison Jones. It will be an include in any warrior deck I make starting with one copy but probably adding a second quickly. I expect this card to be ignored by a lot of pro players at first but will eventually make its way into warrior decks. It will probably follow a similar pattern as living roots with most players ignoring it.
Part of the problem is that player's are not used to 1 mana cards being good. They assume that if it costs 1 mana then it's bad without some crazy synergy like secret keeper. This card also fills a niche within warrior decks giving them a way to deal with divine shield and 1 mana cost minions without spending their big resources. It's a great tempo swing, fits the theme of the class, is a cool pirate, and fills out a weakness warriors have for 1 mana.
1
Great card. This is the missing piece Rattlesnake rogues needed for the deck to do really well. Tier 2 in standard at the least.
1
1
This is the worst card in the game. Captain's Parrot has been dethroned.
Warrior's got a nice replacement for Death's Bite.
5
Antique Healbot is a terrible card. It's a 5 mana 3/3 which heals you for 8. It might see some play in a mech heavy deck but I doubt it because there are better options. The body is just too bad to be played.
0
I'd like Hearthstone to take some mechanics from Magic like scrying, flying, graveyard/discard interactions, transformation, etc. I prefer the card design and art of Magic but overall I like the gameplay, interface, and community of Hearthstone better. These new cards though are so boring that I can't see myself playinng Hearthstone when I can play with cards like this in magic:
0
If your opponent casts Fall of the Titans using its surge cost of 1 red mana and X where the value of X is 2 will the spell resolve if you attempt to counter it with Disdainful Stroke which counters spells with a converted mana cost of 4 or greater?
2
It's a worse version of Gruul. This set is looking like the worst they've released. I won't reward failure so I'm keeping my preorder money until they can show me something worth spending money on.
1
Most of the cards in this set are boring. Outside of the Old Gods and the Shaman legendary the entire set looks uninspired and dull. Discover is an interesting mechanic which they could turn into an evergreen ability and explore the cards they could create with it but instead they decided to give minions divine shield and new stat distributions. If C'thun doesn't work this set will be worse than TgT and one I'll be skipping to play Magic who can make new and interesting cards after 30 years and hundreds of sets released.
0
0
And now Hearthstone cards in MTG.
0
This card would be so broken in Hearthstone. There's actually more stats on the MTG card as well but I didn't know how to add trample.
0
2
0
0
The value of damage per mana spent on the rusty hook is equal to the value of damage per mana on fiery war axe which is a weapon over-budgeted for it's mana cost. The value of the 1/1 tribal token is assumed to be less than 1 but greater than 0 since there is no fractional mana cost in hearthstone. If the value of wisp is .8 then the value of tinyfin is .9 because of the tribal attachment. So the 1/1 pirate token is assumed to be in the range of 0.8/0.9 with tribal synergy. If we assume fiery war axe is overbudgeted for mana spent to damage done and rusty hook's value is equivalent (which it is) then the value of rusty hook is >=1 and the value of the 1/1 token is .8 then the value of the card is >=1.8 damage per mana.
This card is good. It's value comes down because of the potential to overlap durability with fiery war axe and the potential for Harrison Jones. It will be an include in any warrior deck I make starting with one copy but probably adding a second quickly. I expect this card to be ignored by a lot of pro players at first but will eventually make its way into warrior decks. It will probably follow a similar pattern as living roots with most players ignoring it.
Part of the problem is that player's are not used to 1 mana cards being good. They assume that if it costs 1 mana then it's bad without some crazy synergy like secret keeper. This card also fills a niche within warrior decks giving them a way to deal with divine shield and 1 mana cost minions without spending their big resources. It's a great tempo swing, fits the theme of the class, is a cool pirate, and fills out a weakness warriors have for 1 mana.