Update 2:07 PM EST: Updated the Hunter card, its Call Pet, not Call for Help.
Update 2:00 PM EST: Added two news cards from Blizzard!
GvG Card Reveals: Call Pet, Mech-Bear-Cat, Toshley
A new card has been revealed from a post on BaixakiJogos.com.br, and it's Call Pet!
We've also got a new Druid minion, Mech-Bear-Cat, and a new Neutral legendary, Toshley, both of which were included in today's Spare Parts blog post.
Discuss this Card
Discuss this Card
Discuss this Card
Spare Parts
Blizzard posted a blog on Spare Parts today. You can find a list of spare parts in our database, and join in on the dedicated spare parts discussion over on our forums.
Quote from BlizzardOnce a goblin or gnome has finished creating their crazy inventions, what do they do with all of the leftover parts? That’s a trick question – to goblins and gnomes, there’s no such thing as leftover parts! When one of their inventions clash on the field of battle, there’s bound to be a screw that comes loose, a rusted over whirling blade that falls off, or a crumpled up reversing switch left on the battlefield when the smoke clears. These spare parts left over from Mechs are just the thing a clever goblin or gnome needs to improve on their next wacky invention.
In Goblins vs Gnomes, these spare parts come in the form of one-mana spells that you can use in a wide variety of situations. What’s better than a Chillwind Yeti? A Chillwind Yeti wielding Whirling Blades! Your Spider Tank not tanky enough? Give him a Rusty Horn upgrade and he’ll tank that incoming damage with Taunt. There’s seven different crazy spare parts that you can use, each gained from goblins or gnomes that bring some spare parts into battle with them, or from the destruction of a once-useful mech.
Keep an eye out for cards that use or create spare parts – since spare parts count as spells and can be used on any minion, not just mechs, they’re more versatile than you may think!
Goblins vs Gnomes: New Cards
We've got all the currently revealed Goblins vs Gnomes expansion cards available in our card database.
Doesn't seem particularly great, mostly because it's too random. It can be good, but it can also be a complete waste and probably will be more often than not.
2 mana draw card that might reduce minion cost it's good deal to me... especially for hunter
This card could be useful for a mid-range or late-game Hunter but as the other comments have stated there is a lack of beast cards over 4 mana that are worth playing. I hope they introduce more late game options for Hunters and introduce some anti-aggro hunter cards.
well...no... 2 and 3 mana minions also benefit from it. If you drew 2 mana minion than you just can play it immidiately with no loss in mana. Same for 3 and 4 mana beasts. But with them you gain profit in tempo (3-4 mana minions for 2? Yes please!)
Even grizzly bear become ok card with it (2 mana for 3/3 with taunt). The only drawback of that card is losing 1 card. But tracking is even worse in that case. And flare against non secret deck is just 1 mana less to cost.
Echoing what I posted already on the card discussion page http://www.hearthpwn.com/cards/12224-call-pet?comment=20
I think what most players are missing here is that it's a card draw + tempo mechanic. At worst it's like an end game Wild Growth where it's 2 mana draw a card. At best it's 2 mana draw a card and play it for free/discount. That's a massive tempo swing assuming the beast is decent. The potential for a Savannah Highmane for only 4 mana total is pretty epic. This card also shares a lot of the appeal as it does with Tracking - it's another way to thin out your deck quickly without having to discard.
As for the comparison to Far Sight - Call Pet is dramatically better. If you value card draw at roughly 1.5 to 2 mana cost Far Sight is spend half the mana on the draw and half the mana on the discount. Comparatively Call Pet is spend only enough mana to justify a draw and possibly get a free discount but at worst you've still only spent the typical card draw mana cost.
That's how I see it at least - YMMV. We'll have to see if this works its way into beast focused decks or if it falls to the side.
I don't feel the loss of one card to be a drawback; quite the contrary. Many a CCG design cards specifically for deck thinning, a tactic that has proven very effective. There are only a handful of decks that consistently go to fatigue.
What you're suggesting is pretty inefficient. You're saying you get a tempo boost by paying 2 mana card to play a 3 mana minion for free (if RNG favors you). That's true but what beasts are you going to include for that purpose?
3 mana: Jungle panther, Emperor Cobra (?), King Mukla (?)
These are the 3 mana beasts that currently exist, that I could conceivably see being included in a hunter deck. The only one I see having any value is King Mukla and that depends on a clear board and against the right match-up. Your chances of drawing him on turn two is 4%. If you try to suggest that your chances improve as the game goes on, his value goes also down and so do the chances of having a clear board. You're playing as a hunter and there are far more efficient plays you could make on turns 2-5. None of these minions are useful later in the game.
As for 4 mana beasts, there aren't any. The best plays on turn 4 for Hunter are neutral cards, like Beastmaster. Look up any hunter deck if you don't believe me. The only beast card that gets played is a 6 mana Savannah Highmane. That's why I said Hunter would need more good 4+ mana cost beasts to make this card viable.
The majority of the value for Call Pet comes from the card draw, but I disagree with TruePoindexter about how much card draw should be valued for Hunter because the cost of Flare and Tracking is 1 mana. Why would you value card draw at 2 mana for Hunter?
Some things to keep in mind:
Hunter I feel has to have some of those 1 drop card draw mechanics due to the overall weakness of the hero ability and how quickly Hunter decks fall behind in terms of card advantage. This *should* help with that in theory. Of course we all know how theories work...
Kind of a lame card name
Far Sight: Hunters Edition
King Mukla in first turn (with coin)
Savannah Highmane on turn 3! that just what hunters needed Kappa
Coin this card on turn 1. Draw savannah Highmane. Play it turn 2. Value.
and then hex on turn three. value.