It's got some potential. Acid Maw is a must-remove minion too. If it sticks, it can trade with anything that can be played and it also makes anything you play die for free.
Sadly if you can't combo it with unleash, it's garbage. So. Pretty hard to build a deck around that..
Personally I don't like the cost of acidmaw at all. It is just way too high. Kinda like the other legendary even more with the same stats and a free whirlwind effect for every turn for 3 mana. Guess it would have been way better if both minions costet 5 mana and not that much. I mean Acidmaw kills your own minions as well and you won't get value more than 1 time ingeneral
Remember though that alone,Poison Seeds is bad. Starfall is bad. Twisting Nether is bad.Lightbomb andShadowflame are decent in the right conditions. Where as Unleash the Hounds is incredible almost every hunter deck alone. Then just one extra slot for a possible insta enemy board clear. I think it has a potential to it.
With Inspire, Hunter doesn't require aggression now. But he can be played as a poking champion that takes advantage of the enemies low health throw out the game with end game burst damage with Lock and Load and giant minions such as Drakonid Crusher
Thing is, and I'm sure some of you experienced this in the newest brawl, but acidmaw is a liability if you also have any other minions. A simple ping will queue acidmaw to destroy your own minions.
10 mana for a full board clear is too much. And all what's left is a shitty 4/2 at the end.
I don't think Control Hunter will be a thing at all, the hero power completely denies that. Hunter has an aggressive style by nature.
Eh, I might disagree with that last point. I think having a 2 damage "poke" is, in a way, a control mechanic. Now obviously you don't want to hero power every turn when you're control hunter (it's better to spend that mana for other things), but being able to control the board while having a 2 mana, 2 damage to the face option (always available each turn), is something that really interests me. Is it the strongest control-esque hero power in the game? Not at all. Is it completely useless for control? Not at all. It applies pressure by keeping your opponent on a clock and it does a great job at chiping them down. After all, 15 hero powers is lethal XD
Remember though that alone,Poison Seeds is bad. Starfall is bad. Twisting Nether is bad.Lightbomb andShadowflame are decent in the right conditions. Where as Unleash the Hounds is incredible almost every hunter deck alone. Then just one extra slot for a possible insta enemy board clear. I think it has a potential to it.
And alone Acidmaw is bad. So you're just furthering the case against it. And it's not just one extra slot, it's a bad card, 10 mana, and a card you'd otherwise be using in other situations. UTH, as you've pointed out, already has important application for Hunters which is why it is already run in every Hunter deck. For this combo to work, you have to either hold UTH until you have 10 mana, or alternatively hope you draw into or otherwise generate it (such as via LnL). And you also have to have Acidmaw. Then you have to have 10 mana available, and an enemy board that will even justify the combo. But people already deliberately play around UTH when they face Hunters.
The combo is not only garbage, it is rarely practical, rarely achievable garbage. The only potential it has is to once in a blue moon be marginally less garbage than usual.
Dreadscale can be an alternative where Acidmaw is no longer a liability. All you have is Dreadscale left on the board when he destroys Acidmaw as well. But you would be left with no other minions.
Acid Maw ist not a must remove minion. It can actually backfire quite badly aswell since it also makes it incredibly easy for your opponent to clear your big minions (As I found out the hard way in tavern brawl => just one ping of the mages hero power and your 5/9 is dead). So if your opponent just floods the board with small minions and you cant get rid of your acidmaw on your turn it actually becomes a liability.
Also after the tavern brawl I find acidmaw to be too expensive for it to make it into coompetitive play (although I like the playstyle of control hunter).
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“My armor is like tenfold shields, my teeth are swords, my claws spears, the shock of my tail a thunderbolt, my wings a hurricane, and my breath death!” - Smaug
Remember though that alone,Poison Seeds is bad. Starfall is bad. Twisting Nether is bad.Lightbomb andShadowflame are decent in the right conditions. Where as Unleash the Hounds is incredible almost every hunter deck alone. Then just one extra slot for a possible insta enemy board clear. I think it has a potential to it.
And alone Acidmaw is bad. So you're just furthering the case against it. And it's not just one extra slot, it's a bad card, 10 mana, and a card you'd otherwise be using in other situations. UTH, as you've pointed out, already has important application for Hunters which is why it is already run in every Hunter deck. For this combo to work, you have to either hold UTH until you have 10 mana, or alternatively hope you draw into or otherwise generate it (such as via LnL). And you also have to have Acidmaw. Then you have to have 10 mana available, and an enemy board that will even justify the combo. But people already deliberately play around UTH when they face Hunters.
The combo is not only garbage, it is rarely practical, rarely achievable garbage. The only potential it has is to once in a blue moon be marginally less garbage than usual.
I want to address the hero power thing with hunter. A lot of people don't see this as a control hero power, but hunter's hero power gets as much long term value as a warrior's (potentially even more since armor only stalls a game outside of armor related removal). Control isn't necessarily about gaining a ton of health as much as it is about being able to get high value while preventing lethal. Ramp druid and handlock are pretty nice examples of this. A control hunter would still need healing of some kind to beat burn decks, but it's hero power can be very strong once you get to the late game especially when an opponent has to both deal with massive threats and a low health total.
Remember though that alone,Poison Seeds is bad. Starfall is bad. Twisting Nether is bad.Lightbomb andShadowflame are decent in the right conditions. Where as Unleash the Hounds is incredible almost every hunter deck alone. Then just one extra slot for a possible insta enemy board clear. I think it has a potential to it.
And alone Acidmaw is bad. So you're just furthering the case against it. And it's not just one extra slot, it's a bad card, 10 mana, and a card you'd otherwise be using in other situations. UTH, as you've pointed out, already has important application for Hunters which is why it is already run in every Hunter deck. For this combo to work, you have to either hold UTH until you have 10 mana, or alternatively hope you draw into or otherwise generate it (such as via LnL). And you also have to have Acidmaw. Then you have to have 10 mana available, and an enemy board that will even justify the combo. But people already deliberately play around UTH when they face Hunters.
The combo is not only garbage, it is rarely practical, rarely achievable garbage. The only potential it has is to once in a blue moon be marginally less garbage than usual.
If Acid maw were a mage minion, it could actually be quite playable. As long as it is on board any minion the opponent plays can die to ping (and it synergizes with arcane intellect).
Remember though that alone,Poison Seeds is bad. Starfall is bad. Twisting Nether is bad.Lightbomb andShadowflame are decent in the right conditions. Where as Unleash the Hounds is incredible almost every hunter deck alone. Then just one extra slot for a possible insta enemy board clear. I think it has a potential to it.
And alone Acidmaw is bad. So you're just furthering the case against it. And it's not just one extra slot, it's a bad card, 10 mana, and a card you'd otherwise be using in other situations. UTH, as you've pointed out, already has important application for Hunters which is why it is already run in every Hunter deck. For this combo to work, you have to either hold UTH until you have 10 mana, or alternatively hope you draw into or otherwise generate it (such as via LnL). And you also have to have Acidmaw. Then you have to have 10 mana available, and an enemy board that will even justify the combo. But people already deliberately play around UTH when they face Hunters.
The combo is not only garbage, it is rarely practical, rarely achievable garbage. The only potential it has is to once in a blue moon be marginally less garbage than usual.
This card was more-so made for the hunters smaller spells like Arcane Shot and now the new Powershot for 2 mana which will be a board clear for 9 mana, leaving a 4/2 on the board and the inability for your opponent to drop anything large on the board next turn without spending mana to remove the Acid Maw. People shut this card down, but we need to see it in some decks before judgement is made. Typical though of this community to make assumptions on things like this before actually testing. *slow clap*
Remember though that alone,Poison Seeds is bad. Starfall is bad. Twisting Nether is bad.Lightbomb andShadowflame are decent in the right conditions. Where as Unleash the Hounds is incredible almost every hunter deck alone. Then just one extra slot for a possible insta enemy board clear. I think it has a potential to it.
And alone Acidmaw is bad. So you're just furthering the case against it. And it's not just one extra slot, it's a bad card, 10 mana, and a card you'd otherwise be using in other situations. UTH, as you've pointed out, already has important application for Hunters which is why it is already run in every Hunter deck. For this combo to work, you have to either hold UTH until you have 10 mana, or alternatively hope you draw into or otherwise generate it (such as via LnL). And you also have to have Acidmaw. Then you have to have 10 mana available, and an enemy board that will even justify the combo. But people already deliberately play around UTH when they face Hunters.
The combo is not only garbage, it is rarely practical, rarely achievable garbage. The only potential it has is to once in a blue moon be marginally less garbage than usual.
This card was more-so made for the hunters smaller spells like Arcane Shot and now the new Powershot for 2 mana which will be a board clear for 9 mana, leaving a 4/2 on the board and the inability for your opponent to drop anything large on the board next turn without spending mana to remove the Acid Maw. People shut this card down, but we need to see it in some decks before judgement is made. Typical though of this community to make assumptions on things like this before actually testing. *slow clap*
People shut it down because - on the face of it - it is an absolutely awful card. You could make it 5 mana and I'm still not convinced it'll see play. Yes, we need to test it, yes I'm sure people are wrong about a few cards, but the great thing about... you know, the ability to think, is the ability to realistically judge how we think a card will impact the meta and how it'll fit into prospective decks. In Acidmaw's case, it doesn't, it's an awful awful awful card.
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Hunter has before never had an effective constant board clear. Is a combo like this good enough to spark control hunters? I think so
Acidmaw
Unleash the Hounds
>turn 10, unless you're running thaurissan or something
The answer is probably not, but it'd probably make a cool video
N'zoth Hunter
Malygod Hunter
Acidmaw/UTH is not a 10 mana combo.
It's got some potential. Acid Maw is a must-remove minion too. If it sticks, it can trade with anything that can be played and it also makes anything you play die for free.
Sadly if you can't combo it with unleash, it's garbage. So. Pretty hard to build a deck around that..
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Personally I don't like the cost of acidmaw at all. It is just way too high. Kinda like the other legendary even more with the same stats and a free whirlwind effect for every turn for 3 mana. Guess it would have been way better if both minions costet 5 mana and not that much. I mean Acidmaw kills your own minions as well and you won't get value more than 1 time ingeneral
Just remember the good times!
10 mana for a board clear isn't strong. Poison Seeds + Starfall doesn't see play. Twisting Nether doesn't see play. In comparison, Brawl does see play. Equality + Consecration does see play. Lightbomb does see play. Shadowflame does see play. A 2 card 10 mana board clear isn't going to see play.
Sorry, was thinking of the counterpart legendary.
Remember though that alone,Poison Seeds is bad. Starfall is bad. Twisting Nether is bad.Lightbomb andShadowflame are decent in the right conditions. Where as Unleash the Hounds is incredible almost every hunter deck alone. Then just one extra slot for a possible insta enemy board clear. I think it has a potential to it.
With Inspire, Hunter doesn't require aggression now. But he can be played as a poking champion that takes advantage of the enemies low health throw out the game with end game burst damage with Lock and Load and giant minions such as Drakonid Crusher
Thing is, and I'm sure some of you experienced this in the newest brawl, but acidmaw is a liability if you also have any other minions. A simple ping will queue acidmaw to destroy your own minions.
Eh, I might disagree with that last point. I think having a 2 damage "poke" is, in a way, a control mechanic. Now obviously you don't want to hero power every turn when you're control hunter (it's better to spend that mana for other things), but being able to control the board while having a 2 mana, 2 damage to the face option (always available each turn), is something that really interests me. Is it the strongest control-esque hero power in the game? Not at all. Is it completely useless for control? Not at all. It applies pressure by keeping your opponent on a clock and it does a great job at chiping them down. After all, 15 hero powers is lethal XD
And alone Acidmaw is bad. So you're just furthering the case against it. And it's not just one extra slot, it's a bad card, 10 mana, and a card you'd otherwise be using in other situations. UTH, as you've pointed out, already has important application for Hunters which is why it is already run in every Hunter deck. For this combo to work, you have to either hold UTH until you have 10 mana, or alternatively hope you draw into or otherwise generate it (such as via LnL). And you also have to have Acidmaw. Then you have to have 10 mana available, and an enemy board that will even justify the combo. But people already deliberately play around UTH when they face Hunters.
The combo is not only garbage, it is rarely practical, rarely achievable garbage. The only potential it has is to once in a blue moon be marginally less garbage than usual.
Dreadscale can be an alternative where Acidmaw is no longer a liability. All you have is Dreadscale left on the board when he destroys Acidmaw as well. But you would be left with no other minions.
Acid Maw ist not a must remove minion. It can actually backfire quite badly aswell since it also makes it incredibly easy for your opponent to clear your big minions (As I found out the hard way in tavern brawl => just one ping of the mages hero power and your 5/9 is dead). So if your opponent just floods the board with small minions and you cant get rid of your acidmaw on your turn it actually becomes a liability.
Also after the tavern brawl I find acidmaw to be too expensive for it to make it into coompetitive play (although I like the playstyle of control hunter).
“My armor is like tenfold shields, my teeth are swords, my claws spears, the shock of my tail a thunderbolt, my wings a hurricane, and my breath death!” - Smaug
Baloni bro! Unleash the Hounds, if you save it, can also be used with Lock and Load. The control combo hunter can be a thing. If you happen to draw Acidmaw you can always use Explosive Trap or Arcane Shot. There are a lot of things you can do with Acidmaw rather than just use it with Unleash the Hounds.
I want to address the hero power thing with hunter. A lot of people don't see this as a control hero power, but hunter's hero power gets as much long term value as a warrior's (potentially even more since armor only stalls a game outside of armor related removal). Control isn't necessarily about gaining a ton of health as much as it is about being able to get high value while preventing lethal. Ramp druid and handlock are pretty nice examples of this. A control hunter would still need healing of some kind to beat burn decks, but it's hero power can be very strong once you get to the late game especially when an opponent has to both deal with massive threats and a low health total.
And none of those things make Acidmaw good. It's still bad.
If Acid maw were a mage minion, it could actually be quite playable. As long as it is on board any minion the opponent plays can die to ping (and it synergizes with arcane intellect).
This card was more-so made for the hunters smaller spells like Arcane Shot and now the new Powershot for 2 mana which will be a board clear for 9 mana, leaving a 4/2 on the board and the inability for your opponent to drop anything large on the board next turn without spending mana to remove the Acid Maw. People shut this card down, but we need to see it in some decks before judgement is made. Typical though of this community to make assumptions on things like this before actually testing. *slow clap*
People shut it down because - on the face of it - it is an absolutely awful card. You could make it 5 mana and I'm still not convinced it'll see play. Yes, we need to test it, yes I'm sure people are wrong about a few cards, but the great thing about... you know, the ability to think, is the ability to realistically judge how we think a card will impact the meta and how it'll fit into prospective decks. In Acidmaw's case, it doesn't, it's an awful awful awful card.