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astral communion rotate out in standard
But does it trigger deathrattles
This card is one I'm not excited enough to craft with rag/sylvanas dust, but I would not be surprised if it had some kind of ramp-druid style of value, in that sort of Pilfered Power way, which it actually might synergize with. It's also potentially a great OTK synergizer, since if you fill your deck with only low-cost minions and spells, and then your OTK, this card would let you immediately cut to the chase. (Doesn't work with Murloc OTK so well, of course, but with Thaurisan back in wild you've got some proper potential.
In the end, I'm meh on this card, but I'll reserve judgement on it until I've seen it in play.
Finally release a bunch of strong beasts for every class... Hemet no longer kills beasts...
I know this is shitty, (I'm not good at photoshopping).
http://imgur.com/a/8HZgv
nice for late game clearing out any useless garbage cluttering your deck leaving you with the cream of the crop. Might end up being really good, especially for ramp druid once they hit 10 mana.
Seems there is a significant minority of players who look at this card and think "why would I destroy my own deck like that?" Let me explain how this card works so you can make an informed evaluation of this card.
In a card game like Hearthstone, cards in your deck aren't helping you. They don't give you options to play and don't give you board advantage (with the exception of weird "pull out of deck" effects like Patches the Pirate). Most games of Hearthstone come down to who can make the most out of the cards in their hand to win the game, as you very rarely run out of cards in your deck.
Later in the game, to make the most of every draw you get, you would rather draw your large, expensive minions than your cheap, small minions. By the time you play this card, it is late enough in the game that most cards that cost 3 or less are no longer very significant to the board state. Cards like Totem Golem or Wyrmrest Agent are terrifying to stare down on turn two, but later on, they are cannon fodder against late-game cards like Savannah Highmane or Sylvanas Windrunner. By deleting them from your deck, you only have strong cards with a medium-to-high mana cost left in your deck to draw, and you will draw precisely the cards that you want.
Time will tell whether it will see play in constructed. I am not judging this card one way or the other right now. However, this card has potential and adds a specific but useful tool to your deckbuilding toolbox. Give it a chance, that's all I'm asking.
Turn 5 Elise the Trailblazer into Turn 6 Hemet, Jungle Hunter
Insane curve plays
Since the pack that Elise shuffles is actually a 2-cost spell, Hemet would just destroy it.
Weasel Tunneler counter!
don't forget ambush!
Insane synergy with my filter Paladin, Prepare for Molten giants. I play a aggro deck with 1-3 drops 2 holy wrath and 2 Molten giant, rush most enemy down. If I fail, stall for lategame and use double holywrath to end game.
this card is going to be really bad in a control VS control match where both players get to fatigue. probably more of a mid range or combo card. if your combo requires cards that cost 3 mana or less then you will have to draw all of those cards before playing this.
this card has an insane sinergy with Explore Un'Goro
8 mana - delete your deck
For anyone wondering, the card says "Destroy" not "Remove". This means that it might very well activate any deathrattles of (3) cost or less cards in your deck all at once. Hemet plus N'Zoth, the Corruptor might actually bring back all those cards that get destroyed in the process of Hemet's battlecry with zero cost.
Imagine a deck with a lot of (3) cost or less deathrattle minions that suddenly all go off at the same time. This card is insane if it does indeed activate the deathrattles.
Id be careful with that statement.
Its been known that Hearthstone devs are not very good when it comes to wording their cards.
He met a Priest in Un'Goro, and just loved the idea of Shadow Word: Pain. Unfortunately, he hasn't quite gotten the hang of aiming.