Well considering the hunter has no other 7 mana cards it doesn't stop any drops unless you didn't have highmane on turn 6 it is pretty good. I think of it like a 5 damage charge or effective removal since many 6 drops like black knight, cairne and slyvanas are all 5 health. Overall, keep using it if it works common sense right? :)
I think Kill Command wins me quite a few games so its a great add. Misdirection and freezing trap complete the same goal but one does it by slowing the enemy's pace the other does more direct impact so preference for the most part misdirection really helps versus control warrior ive found (misdirected grom into an enemy gorehowl was awesome). Cairne seems an odd choice since anyone can go around him as they please and he replaces the highmane drop which can be crucial at times.
Personally I think Wild Pyromancer is great due to its synergy with equality and I was just wondering if you end up against a lot of weapons or just like faerie dragon better.
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Well considering the hunter has no other 7 mana cards it doesn't stop any drops unless you didn't have highmane on turn 6 it is pretty good. I think of it like a 5 damage charge or effective removal since many 6 drops like black knight, cairne and slyvanas are all 5 health. Overall, keep using it if it works common sense right? :)
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I think Kill Command wins me quite a few games so its a great add. Misdirection and freezing trap complete the same goal but one does it by slowing the enemy's pace the other does more direct impact so preference for the most part misdirection really helps versus control warrior ive found (misdirected grom into an enemy gorehowl was awesome). Cairne seems an odd choice since anyone can go around him as they please and he replaces the highmane drop which can be crucial at times.
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Personally I think Wild Pyromancer is great due to its synergy with equality and I was just wondering if you end up against a lot of weapons or just like faerie dragon better.