Hobgoblin
Card Text
Whenever you play a 1-Attack minion, give it +2/+2.
Flavor Text
Hobgoblins are meeting next week to discuss union benefits. First on the list: dental plan.
Card Sounds
Whenever you play a 1-Attack minion, give it +2/+2.
Hobgoblins are meeting next week to discuss union benefits. First on the list: dental plan.
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No, Hobgoblin only buffs minions you play from hand
has an interesting effect, yet to get my own
Goblins and Gnommmmmes...
1. This card is useful but ugly as hell
2. Noob question:
If I were to use an originally 1 attack minion but is buffed when on the field like cogmaster with mech on board, right next to direwolf alpha on board, or another hobgoblin is already on the field, would both effects trigger?
I saw someone (in ranked!) using this card in a mage deck. They basically stalled with spells for a few turns, used Echo of Medivh and Duplicate to get a bunch of 1-cost 1-attack minions (such as Argent Squire) into their hand, then played a huge combo. Kinda cool, pretty much the only game I've ever played in ranked where my opponent didn't play Dr. Boom.
GvG have been out for quite some time now, and these poor guys have still not been able to hold their Union meeting. Come on Blizzard, give these guys a week of, they really need that dental plan.
My favorite card in GvG, I made a Hobgoblin Zoo deck here. There is an in-depth explanation for many of the cards in the deck, situational cards, tips for the decks, pictures, and videos. Check it out below:
I was lucky to get 2 of this guy when gvg just launched. It's really fun to play with, but in my experience, overall a hard card to master.
At first, you figure this could go well with so many minions (Northshire Cleric, Annoy-o-Tron,Demolisher, mistress of pain) but the truth is it's a mid game card since it costs 3, and you need at least 4, 5 or 6 mana to make a decent combo with it since it only works out of hand. Needless to say he usually gets killed right in next turn, and its buffed minions aren't always worth the 3 mana effort. By far though the most fun combo is Echoing Ooze
It's hard for me to say this ever got me to win a game, rather the rest of the deck that happened to synchronize well. Would love to hear some thoughts on this
no need to combo just predict op clearing cards and dont put the hopes of your deck in 1 or 2 clearance cards
That's not surprising, since it says "whenever you play a minion". It has to be played directly from the hand. I Am Murloc is a spell, not a minion. Yes, it summons minions, but it isn't itself a minion, so the murlocs are not considered "played".
Also doesn't combo with Muster for Battle either.
I would love to build around this guy. Doubt you can just slam it down on turn three, chances are it will get removed instantly. Maybe on turn five? Hobgoblin into echoing ooze? I guess it might work out, but it sounds more like a midrange already instead of aggro.
I have had good luck waiting until turn 5 for echoing ooze or turn 6 with acolyte of pain. With a paladin deck you can sometimes do it after a divine favor and get huge value.
If you have two Hobgoblins in play does a 1 attach minion get +4/+4 or only one of the buffs? Seems like it should be the former since the buff is based on you playing a 1 attack minion not that the minion have 1 attack when the buff is applied.
The effect does stack. The minion will gain +4/+4.
Has Blizz confirmed this?
It is a common misconception among players as to what the difference between 'Summon' and 'Play' is. Summoning is when you summon a minion, from any cause (Paladin hero power, play from the hand, spells, etc.) but Play means it has to be a minion card you played from your hand, not from voidcaller deathrattle, or anything else.
Was it just me hoping that blizz had finally fixed paladin with this card?
I was super-pumped that paladin might actually be able to compete with warlock and hunter by getting 3/3s from his hero power - but then they clarified that imp master's imps, muster for battle and the hero power won't be affected :(
I think the pally legendary's the second worst in GvG after the shaman, and pally and rogue desperately need some love if you take a look on hearthstats (and mage, but screw mage! :D)
I was hoping the same thing, but we will have to see if paladin get viable in the control version, looking promising so far.
Neptulon is not a weak legendary at all, its one of the things most people just look at and right off murlocs, but you are extending your tempo, card advantage, and late game by giving you 4 card advantage; though they are murlocs, they synergize with each other. shaman tends to go late game and then having 4 more cards matters alot, and shaman tends to not care about thier stats but having a body on the board.
Last I am hopeful for rogue because it tends to stick around once people find out extreme strats like miracle because rogue has a lot of combo potential with strong tempo and clear. I think next meta rouge is around the corner