Hungry Dragon

Card Text
Battlecry: Summon a random 1-Cost minion for your opponent.
Flavor Text
Hungry Hungry Dragon is NOT a fun game.
Card Sounds
Battlecry: Summon a random 1-Cost minion for your opponent.
Hungry Hungry Dragon is NOT a fun game.
I am curious to see if this card will be as good as predicted. It's certainly an interesting design, and provides good options. It has the Dragon synergy, it can be played before a board clear or MC tech, or simply to reinforce a strong board.
However, Hungry Dragon seems like a bad turn 4 if you don't already control the board. It can be easily removed by cards like Power-Overwhelming, Imp-losion, Fireball, Truesilver Champion, etc. which are often used versus other 4 drops. Giving the 1 drop to the opponent is not something you want to do when he has the board, and the 5 attack is very often overkill at turn 4, especially if your opponent is playing a fast deck. On top of this, the 1 drop can attack immediately after you end your turn, which gives further initiative to your opponent.
To me this card will be interesting because it will snowball games. It'll give you further advantage if you control the board, or accelerate your downfall if you don't. That's not the type of cards I like to play, but it will be fun to watch in action.
Typically, you summon one 1-drop for your foe, and can immediately kill the weakling. In other cases, just give him a 1-drop to show aggressively that you can wipe the board thus simply don't care. In all ways this card cannot be bad in midrange or control decks.
And a good option for Priest, too. Since Priest deck consists of Shadow Madness and Cabal and Mind Control Tech, sometimes your opponent would try everything not to be stolen. That way you just give him a pepper and steal it back.
I like your scrap dragon pic, brings back memories. <3
I think despite its attractiveness, this card is potentially quite bad if you are considering it for control decks because of the health. This is, I believe, an aggressive card. Summoning a 1 mana creature for your opponent is often going to just make this a Brewmaster, and in many cases much worse since if your opponent has a way to remove it with a spell, you basically spent your turn dropping a card for them.
Where I see this getting some interesting play, is as a combo card later in the game. Using this card along with MC Tech could be very strong, for those many moments where you need your opponent to play one more minion. Also, in scenarios where you need something to Shadow Madness. The dream, I think, is turn 10 Hungry Dragon (4 mana) and Cabal Shadowpriest (6), stealing back either the 1 drop or another minion on the board. That last one is really good, but these are just so expensive.
Some exceptions where this could be good would be Paladin, as you can make good use of your Light's Justice charges from Muster, and of course Rogue. I think larger weapons than that and it becomes a bit of a waste just to kill a creature you dropped yourself for them.
Now lets just hope that they don't come up with 1-mana Legendaries.
this or piloted shredder? I'm going with piloted. However great card if a class can deal with 1-2 health minions(ex paladin mage druid etc). I would use this in oil rogue. deals with belches loatheb so nice card with big body and can deal with low health minions. Wont be a staple like how shredder is but will se play in certain decks thats for sure
I think this card is meant to be played on turn 4, with another card on the board to clear it, this would make this card have the most value.
nice card!
I'm surprised that people think this card will be really good. It's got 11 stat points, which is right around what you'd expect for 5 mana from the 2m+1 formula. Then your opponent gets a 1 drop, so you paid 4 mana for a 5 mana body and gave your opponent a 1 mana minion. In a vacuum that's just 4 mana of value.
Now let's compare it for the other competitor for the 4-slot: the ubiquitous Piloted Shredder. It has a 4/3 body, which is generally valued at 3 mana and summons a 2 drop on death: in other words, guaranteed 5 mana value (unless you get a minion with a lot of value in its battlecry, a rarity among 2 drops).
Let's say you have a Shredder on the board and your opponent drops a Hungry Dragon. On your turn, your shredder hits it for 4 and leaves its 2 drop and the free 1 drop you got whacks for 2 damage, killing the dragon. That leaves you with a 2 drop on the board and your opponent with nothing, even though you each spent 1 card and 4 mana.
This assumes you get a 1 drop with at least 2 attack, which is 1/3 of the time. The other 2/3rds of the time it would be an even trade, except against ping classes - although that would cost 2 more mana.
Obviously there are some workarounds, and we're gonna have to see how it all plays out in practice (especially with Dragon synergies vs Mech synergies). The point of this is less that Hungry Dragon is a bad card (it's not, it's pretty sweet) and more that there's already an ultra-value - possibly unbalanced - 4drop sitting it its slot. Remember how everyone thought Spectral Knight was gonna be an auto-include? Sludge Belcher disagreed.
The Question is; is this better than goblin shredder?
better stat than Shadder
but many good minion that cost 1
Fun card and amazing artwork. Happy it's only common so I can more easily craft the golden version! :D
Gives oil Rogue a Tinker's Sharpsword Oil target; would be especially disasterous if you gave them a Dust Devil. Still super tough though and I can see it causing trouble for classes who are not prepared for it to drop. People will probably modify their decks to either work around, or include a Hungry Dragon.
I don't see the big deal about this card - with the right cards, and the help of the 1-drop, most classes could easily take out this big scary dragon the turn it's played. Let's go over it:
For the sake of argument, say the dragon's played right on turn 4, and the dragon and 1-drop are the only things on the board. Let's also assume that the 1-drop's anything other than Shieldbearer - that is to say, it has at least one attack.
-Mages/Shamans can Hex or Polymorph - Mages could even put a Fireball to it if they want to.
-Priests can just SwD the thing, thanks to its 5 attack.
-Warrior, depending on the coin flip, can play/coin out Arcanite Reaver, which will do 5 damage to the dragon, allowing the 1-drop to finish it off. They could even pull out a Death's Bite and the 1-drop might be able to take it out.
-Paladins can Truesilver Champion to smash the big guy open - if the 1-drop has at least 2 attack, it will finish the job.
-Hunters can Kill Command the dragon, again leaving it with an easy-to-finish 1 hp. Admittedly, if the hunter doesn't have a beast on the board, it'll be more difficult for him to take it out in one turn. But honestly, what hunter doesn't have a beast on the board at all times, or at least an emergency Webspinner/Kill Command combo or something?
-Warlocks would probably have a deal of trouble with this guy, i have to admit. Siphon Soul can't be played for another turn, and the only way to take it out would be via double darkbomb (or one darkbomb and sacrifice the 1-drop if it has 3 attack). Thing is, though, out side of this practice scenario, most warlocks will have a flame imp or something on the board already - maybe even a bunch of minions if they're zoolock. They shoudl be able to at least weaken it considerably, if not finish it, with their minions.
-Druids could Starfire or Starfall and take the dragon down to 1 hp, allowing the 1-drop to finish it.
-Finally, Rogues could play/coin Assassinate, use a Sap, or Backstab-Eviscerate it. Heck, if they really wanted to, they could burn both their deadly poisons to bring the dragon down to 1 hp - albeit a wasteful move, but still possible.
Now, admittedly, if the classes aren't fortunate enough to have these cards in their hands, things could get ugly. But really, isn't Hearthstone all about the luck of drawing the right cards from the deck?
This is honestly unreal. If played with a weapon and on curve, this is almost unstoppable. All weapons that are <5 mana (The Coin can enable 'two turn fours' to maintain curve) are:
1 atk: Light's Justice (Muster for Battle), Sword of Justice, Cogmaster's Wrench, Dagger Mastery
2 atk: Glaivezooka, Coghammer, Perdition's Blade, Stormforged Axe, Arathi Weaponsmith (Battle Axe)
3 atk: Eaglehorn Bow, Powermace, Fiery War Axe
4 atk: Truesilver Champion, Ogre Warmaul (unreliable), Death's Bite
And the minion's survivability:
1 hp: Timber Wolf, Webspinner, Shadowbomber, Dust Devil, Blood Imp (stealth), Abusive Sergeant, Angry Chicken, Argent Squire (divine shield), Clockwork Gnome, Elven Archer, Grimscale Oracle, Leper Gnome, Murloc Raider, Southsea Deckhand, Stonetusk Boar, Voodoo Doctor, Worgen Infiltrator (stealth), Young Dragonhawk, Young Priestess, Twilight Whelp
2 hp: Flame Imp, Bloodsail Corsair, Cogmaster, Goldshire Footman, Hungry Crab, Lightwarden, Murloc Tidecaller, Secretkeeper, Undertaker, Dragon Egg
3 hp: Mana Wyrm, Northshire Cleric, Voidwalker, Warbot, Zombie Chow
4 hp: Shieldbearer
I see new scary yeti
IMO [web spinner] is the worst possible thing that could come out of this (nothing threatening). Even then, more RNG involved.
This card seems great!
Good card... anyone else think the body is a bit strong on it?
Let's wait and see, but damn, yeah.
I'm honestly thinking of running this in Zoo