Forged in the Barrens Cards List & Guide
Summon three 1/1 Webspinners.
"THEY'RE EVERYWHERE GET THEM OFF!!!" - Everyone
Would I want the 6/5 with the deathrattle that summons 2 2/2 Hyenas or 3 1/1 spiders that add a random beast to my hand for 6 mana? THE FUCKING SPIDERS OF COURSE
Idea isn't terrible. Mana cost is pretty bad. @6 mana it's just too slow and has virtually no impact on the board at all.4 Webspinners for 4 mana could be playable.It's also in a hard place because of the relative value of similar cards. UtH is 3 mana for charging 1/1s. That's immediate impact and also turn 5 combo with Knife Juggler. Solo webspinner is a 1 drop (so you're paying 1 extra mana per webspinner for card consolidation, but you're also delaying when you can play it by 5 turns. Just not worth it. Especially considering Hunter games tend to be shorter than most other classes thanks to the Hero power).
And that belief is why Agro dominates.Not to mention even the slowest midrange Hunters are looking for a kill by turn 7 or 8. Giving up turn 6 for 3 1/1s is terrible, especially when next turn is likely to be your opponents Boom. And giving up the turn after that to play an RNG minion. You're likely dead by that time.My comment was about what it would take to make Ball of Spiders viable. And yes, it would take something that puts it on the realm of OP if you look at the alternatives Hunter has in those slots. It has to be in a weak Hunter slot (4 or 5 mana) and it has to do something other cheaper cards don't already do. UtH is better and has more direct impact on the game.Simply put, the consolidation of cards into a more expensive mana cost isn't enough to outweigh the massive Tempo loss from playing a card like this.
The beast synergy isn't what this card is aiming for, it's about deathrattle synergy and card advantage.
With Lock and Load we are seeing more options for a control hunter with emphasis on getting cards for playing cards. The ideal combo on paper with what we know would be - lock and load, this, feign death. You get 3x 1/1, 3 beasts, and 2 spells, all for 10 mana.
Sounds underwhelming vs all the combo finisher decks out there that don't give a fuck about your slow plays, but in a grindy control matchup it would give you a lot more fuel to give you a nice edge.
There's a fine line between "strong cards" and "strong cards, but not for face hunter". This is definitely a decent card to use. It's 3 1/1s to fill your board (synergy with global buffs) and 3 beast cards, which almost all have synergy with hunter. It's VERY SLOW card draw. I think 6 is definitely too much. 5 would be good, but maybe too strong.
Another possibility is that they WANT there to be a choice for turn 6 for hunter. Highmane is the obvious choice, but if you dont have it in your hand, this is a decent alternative
Yuck. Should be costed 5 mana... At 6 there are so many more great options that 3 Webspinners that turn into 3 random beasts..
But that's a spell to lock and load....
6 mana for 3 webspiners, i guess its not okay. So slow and not so value.
I think this card is too slow with what the current hunter meta is. Yes that meta could slow down with this expansion, but slow down so much that hunters can using 6 mana for what will be only 3 1/1's the first turn they come down?
If you compare it to Muster for Battle, this seems like the card it's most similar to, then it seems to be on par with most other cards. Being twice the mana cost does not seem that worth it but look at it this way:
So it could be bad, could be fine, but I guess the more cards we see out of the new expansion the more potential synergy may come out of it.
With Lock and Load, this could work in a Emperor and Feign Death build. It's definitely a very efficient, high value card, but the tempo loss might be too much. Also can't see playing this over Highmane, so there's going to be a bit of logjam at the 6 slot. I don't think it'll see much play in constructed, but there are definitely worse rares in arena.