Card Clarifications
- Any Feral Gibberers created by the effect and placed in your hand do not come with their buffs. (Source)
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Jesus... To all of you who just can't get yourselfs to read the FIRST line after the card image:
Card Clarifications
Wait...Feral Gibberer....revealed by Brian Kibler....
Looks like a rabid Furby. A Raby, if you will.
Meanwhile... in Twitch reveal
POPOPO POPOW!!! x5
"What have i done to my hand full of Gibberers!!!"
Many people want it to be a Beast, but after this scenario you will regret it somehow:
Build-A-Beast with Feral Gibberer + Stonetusk Boar.
Now you will have to deal with Face Hunter that summons 2/2 Charge Zombeast every turn (They also don't die at the end of your turn btw). Good luck dealing with that.
or just Feral Gibberer with any half-decent beast. That said even without build-a-beast you got tundra rhino letting you just ram 1/1's at you constantly.
even with tundra rhino, it's still mediocre at best. I really wish this card was good because it's so cool, but blizz is too afraid of making mediocre/bad hunter cards somewhat decent, even though jade druid was a thing for months and raza priest is literally the worst meta ive ever played
It's not a beast so you can't pick this in Build-A-Beast. It also won't get charge from Tundra Rhino
Inbefore Quest rogue comeback, (ps the secrets will make you able 2 play these guys again even if they die immediately) Calling it: Quest rogue tier 1!
This is the first time I have ever been sad that they nerfed Warsong Commander. Imagine comboing this, Hobgoblin and the warsong to launch a flurry of 3/3 furballs at your opponent's face (16 burst for 10 mana, comparable to the old patron combo). It would be a hilarious meme deck.
That said, this card could arguably be TERRIFYING if quest rogue becomes a thing again. Before the quest, this is a 1-mana minion that can replicate itself for free unless you can answer it on turn 1. After the quest is completed, it is a 5/5 that cannot be allowed to attack because it creates infinite value. This is even more significant given the new rogue trap that sends things back to your hand.
Imagine:
t1: The Caverns Below + Coin + Feral Gibberer
t2: Cheat Death + attack
t3: play the generated gibberer and and one that your opponent killed last turn and your quest count is up to 3 with two minions on board who auto-bounce if not killed next turn.
The one health makes it really bad for a t1 play but I can imagine this being stronger in the mid to late when youve completed your quest
Fire Fly is confused....
Might be decent next year when Un'Goro rotates out.
K&C will rotate out at the same time as Un'Goro.
true
I know this isn’t what the card means, but the way it is worded makes it sound like you gain a copy of the hero haha.
It would be awesome, You get his deck, health, hand, soul, a dreams.
I know you all are skeptical about this card, but please hear me out.
The common criticism of this card is that "It is just a 1 mana 1/1 and it won't live to attack." As we learned from Vicious Fledgling, cheap and snowball-y cards not only can win games when your opponent fails to draw the right answers, but can force your opponent to use their answers inefficiently. Feral Gibberer is 1 mana, rather than 3, giving your opponent even less time to draw early-game answers.*
If this card is able to connect with the enemy hero, not only do you still have the original 1/1 which your opponent is still obligated to destroy, now you have another which you can play to screw with their turn once again. Should either the original or new 1/1 go unchecked, your opponent may find themselves staring down an endless horde of 1/1s along with the rest of your normal cards. In a deck that loves tokens like Aggro Druid, this critical point can often be synonymous with "game over, Gibberer wins."
*Unless your opponent has a hero power that deals 1 damage. "Ping" hero powers are the greatest threat to this card's viability. However, in decks like Aggro Druid, clever use of buffs like Mark of the Lotus can offset this weakness by increasing this card's health beyond 1. Even failing that, forcing your opponent to hero power at gunpoint can be extremely useful to establish board dominance.
The main reason Fledgling can snowball out of control is the adaptations: if it gets windfury, it will upgrade twice as fast, while getting +3 health, stealth, divine shield or immunity to spells can make it very hard for an opponent to get rid of it. The Gibberers, no matter how many you have, remain weak to AoE.
Also, Fledgling is a one-time investment of 3 mana, while summoning additional Gibberers takes 1 mana each time. In the best case, all you have is an endless supply of 1-mana vanilla 1/1's, not minions that continue to grow for free.
Maybe Gibberer is playable in some kind of zoo deck, but it's not going to win games by itself. Compared to Fire Fly, I think Gibberer is not very appealing. So I would expect it to only appear in decks that also run Fire Fly. I can't really see a use for it yet though: Warlock can easily draw cards, so they'd prefer better stats or abilities over card generation. Hunter does have trouble drawing cards, but since both Fire Fly and Alleycat look like better 1-drops, would there be space in a deck for the Gibberer? Maybe Evolve Shaman could use it? Or possibly Aggro Druid, as you said.