Thought the bats had Rush for a second. Seems underwhelming but pretty good in arena. It’s cool to see more cards belonging to the Teams outside of their respective classes. I kind of wished we saw more of that in Boomsday because a lot of the Lab themes felt super underplayed in that expansion. It’s kind of similar to what Gadgetzan did. Say what you will about Gadgetzan. It’s card balance probably made it the worst, most destructive set to ever be added to the game but the class theming and flavor were on point completely and a big part of it was the number of cards in the set corresponding to each gang, including outside of their classes.
I mean it's interesting at the very least. Good luck finding anything with 2 health turn 5 though. Hard to call it pack filler though when it has two keywords and a somewhat interesting effect.
Best comparison is to Grim Necromancer since if you’re triggering the Overkill you need to his something with 2 or less Health which basically makes this a 2/4 on the turn it has Rush. So initially you’re paying 1 mana (and a condition for the 1/1s) in exchange for Rush. After the first turn however this becomes a lot better than Grim Necromancer. For one, you can summon more 1/1s and for another it actually has 3 attack on its center body instead of 2. None of this is good enough for constructed but in Arena I think you would be very happy to pick this up.
The cost is high for the card, had it been 4 mana it might have seen some play. With a cost of 5 mana there might not be minions on board that you can overkill.
Pretty decent tempo 5-drop if you can get the overkill consistently. It really wants a stat buff, even if it's just a +1/+1 from Prince Keleseth. Probably worth including in a deck that can consistently do that.
Anyone getting TGT/Inspire vibes from a lot of the overkill cards?
I could be wrong but I feel like I'm seeing the same problem here as there was back then, things are either understatted or overcosted because the effect itself is overvalued. I've seen a lot of good cards this set but I feel like a lot of the overkill ones are gonna be some of the least played. Maybe blizz will pull some crazy support for it at the end but for now I'll remain sceptical.
Anyone getting TGT/Inspire vibes from a lot of the overkill cards?
I could be wrong but I feel like I'm seeing the same problem here as there was back then, things are either understatted or overcosted because the effect itself is overvalued. I've seen a lot of good cards this set but I feel like a lot of the overkill ones are gonna be some of the least played. Maybe blizz will pull some crazy support for it at the end but for now I'll remain sceptical.
Not necessarily. The key difference is these cards don't really require that extra step of pressing the 2-mana button (under most circumstances). Here, the effect is entirely self-contained. Also, I don't think there's that much of a stat sacrifice with most of the Overkill cards. This card, Sightless Ranger, lines up with other Rush 5-drops with upside (Ghostly Charger), and I'd say most other times the stat discount is just a single point (Ticket Scalper, which to be fair, has card draw attached) or outright vanilla stats (Totemic Smash, Ironhide Direhorn).
Does that make them good? That's to be evaluated on a card-by-card basis. But its design lines up with what minion combat ends up naturally doing sometimes.
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pretty meh
Those who are given more in life, must not cling to it, but risk it all at every moment!
Token druid ? I don't think so, pack filler.
Arena card.
Thought the bats had Rush for a second. Seems underwhelming but pretty good in arena. It’s cool to see more cards belonging to the Teams outside of their respective classes. I kind of wished we saw more of that in Boomsday because a lot of the Lab themes felt super underplayed in that expansion. It’s kind of similar to what Gadgetzan did. Say what you will about Gadgetzan. It’s card balance probably made it the worst, most destructive set to ever be added to the game but the class theming and flavor were on point completely and a big part of it was the number of cards in the set corresponding to each gang, including outside of their classes.
Not great, but drawing from Akali and giving him +5/+5 is definitely something I want to play with.
What? Your version is much worse against chain gang.
3/4 doesn’t Overkill something with 3 health. 4/3 does overkill.
I mean it's interesting at the very least. Good luck finding anything with 2 health turn 5 though. Hard to call it pack filler though when it has two keywords and a somewhat interesting effect.
It's arena viable but not much more
Best comparison is to Grim Necromancer since if you’re triggering the Overkill you need to his something with 2 or less Health which basically makes this a 2/4 on the turn it has Rush. So initially you’re paying 1 mana (and a condition for the 1/1s) in exchange for Rush. After the first turn however this becomes a lot better than Grim Necromancer. For one, you can summon more 1/1s and for another it actually has 3 attack on its center body instead of 2. None of this is good enough for constructed but in Arena I think you would be very happy to pick this up.
Another bad Overkill minion. Really Team 5? You are better than this.
What do you want exactly?
The cost is high for the card, had it been 4 mana it might have seen some play. With a cost of 5 mana there might not be minions on board that you can overkill.
If you are in your first year of playing please read this post.
Dust does not burn a hole in the jar. Be careful what you craft, especially before and right after a rotation.
Pretty decent tempo 5-drop if you can get the overkill consistently. It really wants a stat buff, even if it's just a +1/+1 from Prince Keleseth. Probably worth including in a deck that can consistently do that.
probably is specting somthing broken to cry about it and ask for a nerf later.
Anyone getting TGT/Inspire vibes from a lot of the overkill cards?
I could be wrong but I feel like I'm seeing the same problem here as there was back then, things are either understatted or overcosted because the effect itself is overvalued. I've seen a lot of good cards this set but I feel like a lot of the overkill ones are gonna be some of the least played. Maybe blizz will pull some crazy support for it at the end but for now I'll remain sceptical.
◥·̆◤TO ARMS TOTEMS!◥·̆◤
Choose one: arena card or pack filler
Most common costs are either pack fillers or sleeper hits and not much in between.
This card doesn't do much but I don't expect it to do much.
Not necessarily. The key difference is these cards don't really require that extra step of pressing the 2-mana button (under most circumstances). Here, the effect is entirely self-contained. Also, I don't think there's that much of a stat sacrifice with most of the Overkill cards. This card, Sightless Ranger, lines up with other Rush 5-drops with upside (Ghostly Charger), and I'd say most other times the stat discount is just a single point (Ticket Scalper, which to be fair, has card draw attached) or outright vanilla stats (Totemic Smash, Ironhide Direhorn).
Does that make them good? That's to be evaluated on a card-by-card basis. But its design lines up with what minion combat ends up naturally doing sometimes.