Acidmaw + Unleash is terrible. Leaves you with a 4/2 on board, enemy kills it and plays something big. If you had another minion on board too that will instantly die to anything like Mage Hero Power.
Twisting Nether is far superior and requires only 1 card and 8 mana.
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.
Im not going to argue against it, the odds for this card are stacked pretty high against it at first glace. Not many Legendaries are blatantly "bad" especially in vanilla. Most or all of them were playable, great cards. Now however we see class legends that are just not playable at all at first glance (Anub'Arak im lookin at you) and that seems wrong to me. Class legends should be undercosted and swingy. It seems a little off that they would throw the legend tag on it, pass it a huge mana cost and shit stats and call it a day.
It is odd that the original class legendaries were all good and all still see play to this day (except Krush) but in the expansions since the additions have been far more mixed in terms of quality.
There's not a single deck type that needs to stall the game with a board clear at turn 10 other than mill.
Control is not THAT slow. Control, at best, is wiaiting for turn 8-10 to start going on the offensive. What they need are board clears pre turn 8. At worst, turn 9-10 they need Tempo gain and board control with healing ot recover from the 8 turns of slamming you got from the opponent.
Now a turn 7 board clear may work, but that means you need a batch of minions and a board you are fighting to drop acidmaw by himself. Control decks don't run a batch of minions.. at all, nevermind enough midrange minions to be fighting for the board at that point.
As such, they can't use Acidmaw at turn 7 and turn 10 is too late even for control decks. It also asks the question: what exactly are you clearing?
Aggro kills you before turn 6.
Tempo kills youby around turn 9 though typically much sooner.
Midrange kills you by turn 7-8 or else uses a final burst that doesn't need a held board.
Combo typically kills from the hand and kills you by turn 7-9 with the exception of malylock
So a turn 10 boardwipe is trying to stop very greedy control and malylock. THIS is when you can make use of acidmay+something else. So if that is the type of meta you are fighting then Acidmay will be useful. Otherwise, it's too slow.
OHH, and also useful against poorly made decks like the brawl decks. No, inspire decks CANNOT be as slow as the brawl deck and be viable. Note that blizzard has insinuated that brawls are meant to be interesting, not balanced or even fair. The brawl is to let us see the new cards and mechanics in a way that lets us actually use them. You're testing the car in a private race track. It's not meant to represent city driving.
Trump was right when he called acidmaw a terrible card. BGH is considered really bad if you don't make use of its battlecry...cause 4/2 stats are awful for a 3 drop. For a 7 drop? Seriously? It also effects your own minions as well, doesn't silence deathrattles. This is a garbage legendary.
The only way to make use of Acidmaw reliably with Hounds/Powershot/brother/Pyromancer or whatever is by using Thaurissan as a set up too. But to use Thaurissan in a hunter deck... you really need more than that single purpose. I can't really imagine him enabling more combos in a hunter midrange or control deck. You'd have to play it with a Houndmaster too or something like that to warrant the cost and make it more than a 1 turn thing. But its stats are so slow because you can keep lategame board control with it when the opponent is out of removal, which isn't uncommon for turn 10. Anything higher than 2 health, and this might be a nightmare to get rid of, and with more attack it could possibly destroy the opponent alone while you spend your tools to keep the board clear. If you run this along with other threats, like most control decks, then you can bait all your opponents removal before playing Acidmaw, and it nearly becomes a win condition. Almost. It's a shit card on it's own. But if you can actually build a proper deck like most control decks... well I think it's becomes viable... And the main problem is that people still have no proper idea or concept for such a hunter deck, which is why Acidmaw is being dismissed (rightfully so). Anub'arak is in a similar situation but I would say still worse than Acidmaw.
Imagine this in a warrior control deck for a second. I really believe Acidmaw will be a key part of many hunter decks, maybe not now with this expansion, but maybe after the next one.
Control Hunter is and will be a thing, but acidmaw will not.
But Acidmaw is a great control card. It turns your entire field into emperor cobras. It's health is low enough that you can suicide it when you no longer need it. It can backfire, but only if you play it haphazardly.
Dr. Boom, Powershot, Snake Trap, Unleash the Hounds, Dreadmaw, all of these cards combo with it. Or just play it on turn 7 and use whatever you have to wipe out your opponents board. It's not a universally good card like say, Dr. Boom, but it's only really useless if you're already losing.
I'm not saying it's guaranteed to be good, but I think there's definitely potential to build your deck and get a lot of use out of it.
While it did win me a game once in the brawl (simply due to format of the game that we were locked to play) - I'd still say this combo is absolutely horrible.
It saved me a game, sure, but even then it felt incredibly underwhelming to say the least: 10 mana + 2 card combo to try to hang in the game that leaves you with a puny 4/2 on the board? No, thanks.
If anything sparks control Hunter - it definitely won't be because of this particular combo. If Hunters do end up playing Acidmaw for some reason or another - the combo will eventually happen naturally, but it definitely won't be the centre and MVP of the deck.
Lastly - don't get me wrong - I'd love to see control Hunter emerge, it's just I don't think this combo in particular is strong.
Control Hunter is and will be a thing, but acidmaw will not.
But Acidmaw is a great control card. It turns your entire field into emperor cobras. It's health is low enough that you can suicide it when you no longer need it. It can backfire, but only if you play it haphazardly.
The problem is that Acidmaw also turns EVERYTHING on the opponents side into Emperor Cobras, and that it's so expensive that it's hard to combo until really late. Every minion the opponent has autokills your stuff when Acidmaw is up, every damage spell they have kills anything they want on your board.
If you have Acidmaw up, Swipe, Whirlwind, Fan of Knives and similar card kills your entire board except acidmaw. Druid, rogue and Mage hero powers turn into Assassinates. It is a terrible control card since it gives so much power to your opponent, and the really great combo with it, Unleash the Hounds, is a turn 10 play.
If Acidmaw had been cheaper, it would have been a great aggro card to let you punch through taunters or big guys, but as things are now, it's too expensive to play in aggro, and it's an anti-combo with big guys or any kind of big minion strategy in control. Just playing the brawl demonstrates how useless Acidmaw was, since you can't play it with any kind of board because you just give the mage the chance to ping your guys to death.
Control Hunter is and will be a thing, but acidmaw will not.
But Acidmaw is a great control card. It turns your entire field into emperor cobras. It's health is low enough that you can suicide it when you no longer need it. It can backfire, but only if you play it haphazardly.
The problem is that Acidmaw also turns EVERYTHING on the opponents side into Emperor Cobras, and that it's so expensive that it's hard to combo until really late. Every minion the opponent has autokills your stuff when Acidmaw is up, every damage spell they have kills anything they want on your board.
If you have Acidmaw up, Swipe, Whirlwind, Fan of Knives and similar card kills your entire board except acidmaw. Druid, rogue and Mage hero powers turn into Assassinates. It is a terrible control card since it gives so much power to your opponent, and the really great combo with it, Unleash the Hounds, is a turn 10 play.
If Acidmaw had been cheaper, it would have been a great aggro card to let you punch through taunters or big guys, but as things are now, it's too expensive to play in aggro, and it's an anti-combo with big guys or any kind of big minion strategy in control. Just playing the brawl demonstrates how useless Acidmaw is, since you can't play it with any kind of board because you just give the mage the chance to ping your guys to death.
The brawl is a pretty bad example, though. That hunter deck is a Frankenstein monstrosity of three different types of decks that don't go very well together. Also mage is probably the worst matchup for anything involving Acidmaw, due to the aforementioned hero power and the huge number of spell damage cards. The mage deck in the brawl is honestly probably the best case scenario for Acidmaw vs. mage just because the mage deck in the brawl has a lot more big powerful minions than mage decks tend to.
I think potentially the advantage Acidmaw gives your opponent can be mitigated by selecting the right partners for it. Deathrattle,low-health minions in general things that back your opponent into a corner and force a certain kind of behaviour are what Acidmaw can work very well with. But yeah, with Acidmaw in your deck you don't wanna build a field full of big, high health minions. Which I don't think really suits Hunter's style anyway.
One should probably consider the combo needed for Hunter to counter Aviana and Varion shenanigans. Which are both just in time for Acidmaw to clear their disgusting boards.
Snake trap, explosive shot, unleash the hound, the other legendary, every minion with charge below 3 mana with charge, even if only have just 1 opponent u could use bear trap and next turn this one, i think many combo with this guy viable to play
The thing is this guy is not a 7drop minion, think again guys, what is more powerfull in this game in turn 10 compare with the two new legend combo, clear the board, keep pressure opponent with a 4 2 and a 4 1 on board?
The problem is that it dies to everything besides Deathcoil, so you need to already have stuff on the board to trade with, or play something with charge on the same turn.
There are very few scenarios where you are going to draw acidmaw and not wish it was something else. 7 mana gets you Dr Boom.
And he combos very well with Dr. Boom. And almost all of the new hunter cards: Ball of Spiders, Powershot, Dreadscale, King's Elekk, and Unleash the Hounds. As well as Sludge Belcher, Cairne, Sylvanas, Piloted Shredder, etc. There are plenty of decks that allow you to keep a passive board presence while fighting your opponent.
I think whoever said that Acidmaw is designed as a preemptive counter to big end-game Aviana/Varian plays had it right. But he works in a lot of other situations too and will be a much better card if and when the meta slows down. The key thing to remember is he's meant as a pivot card, a tempo lead. He's not meant to sit on the board for very long. He's meant to give you a big mid-late game advantage and then you sac him. Or you use him for a turn 10 board clear against greedy play. That's the intention.
Whether or not that'll work in practice.. .well, we'll find out soon.
A 10 mana board clear that needs combo. And you ending up with Just the one minion that Will do the same effect over your board. I don't see it being played other than in fun decks. I got a gold one and i dusted it instantly. You want a 7 drop in a hunter deck. Dr boom.
Acidmaw + Unleash is terrible. Leaves you with a 4/2 on board, enemy kills it and plays something big. If you had another minion on board too that will instantly die to anything like Mage Hero Power.
Twisting Nether is far superior and requires only 1 card and 8 mana.
Im not going to argue against it, the odds for this card are stacked pretty high against it at first glace. Not many Legendaries are blatantly "bad" especially in vanilla. Most or all of them were playable, great cards. Now however we see class legends that are just not playable at all at first glance (Anub'Arak im lookin at you) and that seems wrong to me. Class legends should be undercosted and swingy. It seems a little off that they would throw the legend tag on it, pass it a huge mana cost and shit stats and call it a day.
It is odd that the original class legendaries were all good and all still see play to this day (except Krush) but in the expansions since the additions have been far more mixed in terms of quality.
Here's the issue with acidmaw + something combos:
There's not a single deck type that needs to stall the game with a board clear at turn 10 other than mill.
Control is not THAT slow. Control, at best, is wiaiting for turn 8-10 to start going on the offensive. What they need are board clears pre turn 8. At worst, turn 9-10 they need Tempo gain and board control with healing ot recover from the 8 turns of slamming you got from the opponent.
Now a turn 7 board clear may work, but that means you need a batch of minions and a board you are fighting to drop acidmaw by himself. Control decks don't run a batch of minions.. at all, nevermind enough midrange minions to be fighting for the board at that point.
As such, they can't use Acidmaw at turn 7 and turn 10 is too late even for control decks. It also asks the question: what exactly are you clearing?
Aggro kills you before turn 6.
Tempo kills youby around turn 9 though typically much sooner.
Midrange kills you by turn 7-8 or else uses a final burst that doesn't need a held board.
Combo typically kills from the hand and kills you by turn 7-9 with the exception of malylock
So a turn 10 boardwipe is trying to stop very greedy control and malylock. THIS is when you can make use of acidmay+something else. So if that is the type of meta you are fighting then Acidmay will be useful. Otherwise, it's too slow.
OHH, and also useful against poorly made decks like the brawl decks. No, inspire decks CANNOT be as slow as the brawl deck and be viable. Note that blizzard has insinuated that brawls are meant to be interesting, not balanced or even fair. The brawl is to let us see the new cards and mechanics in a way that lets us actually use them. You're testing the car in a private race track. It's not meant to represent city driving.
One does not simply walk into Mordor,
unless they want to be the best they can be.
Trump was right when he called acidmaw a terrible card. BGH is considered really bad if you don't make use of its battlecry...cause 4/2 stats are awful for a 3 drop. For a 7 drop? Seriously? It also effects your own minions as well, doesn't silence deathrattles. This is a garbage legendary.
The only way to make use of Acidmaw reliably with Hounds/Powershot/brother/Pyromancer or whatever is by using Thaurissan as a set up too. But to use Thaurissan in a hunter deck... you really need more than that single purpose. I can't really imagine him enabling more combos in a hunter midrange or control deck. You'd have to play it with a Houndmaster too or something like that to warrant the cost and make it more than a 1 turn thing. But its stats are so slow because you can keep lategame board control with it when the opponent is out of removal, which isn't uncommon for turn 10. Anything higher than 2 health, and this might be a nightmare to get rid of, and with more attack it could possibly destroy the opponent alone while you spend your tools to keep the board clear. If you run this along with other threats, like most control decks, then you can bait all your opponents removal before playing Acidmaw, and it nearly becomes a win condition. Almost. It's a shit card on it's own. But if you can actually build a proper deck like most control decks... well I think it's becomes viable... And the main problem is that people still have no proper idea or concept for such a hunter deck, which is why Acidmaw is being dismissed (rightfully so). Anub'arak is in a similar situation but I would say still worse than Acidmaw.
Imagine this in a warrior control deck for a second. I really believe Acidmaw will be a key part of many hunter decks, maybe not now with this expansion, but maybe after the next one.
But Acidmaw is a great control card. It turns your entire field into emperor cobras. It's health is low enough that you can suicide it when you no longer need it. It can backfire, but only if you play it haphazardly.
Dr. Boom, Powershot, Snake Trap, Unleash the Hounds, Dreadmaw, all of these cards combo with it. Or just play it on turn 7 and use whatever you have to wipe out your opponents board. It's not a universally good card like say, Dr. Boom, but it's only really useless if you're already losing.
I'm not saying it's guaranteed to be good, but I think there's definitely potential to build your deck and get a lot of use out of it.
A turn 10 combo is too slow and its standalone states are just so poor.
Check out my fun and innovative decks here:
Beat your opponent to a pulp with Revenant Warrior or outlast them with Demon Reno Warlock.
While it did win me a game once in the brawl (simply due to format of the game that we were locked to play) - I'd still say this combo is absolutely horrible.
It saved me a game, sure, but even then it felt incredibly underwhelming to say the least: 10 mana + 2 card combo to try to hang in the game that leaves you with a puny 4/2 on the board? No, thanks.
If anything sparks control Hunter - it definitely won't be because of this particular combo. If Hunters do end up playing Acidmaw for some reason or another - the combo will eventually happen naturally, but it definitely won't be the centre and MVP of the deck.
Lastly - don't get me wrong - I'd love to see control Hunter emerge, it's just I don't think this combo in particular is strong.
See it like a Twisting Nether that gives you a 4/2.
Not like you'll have other minions in play at the same time as Acidmaw anyway.
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
The brawl is a pretty bad example, though. That hunter deck is a Frankenstein monstrosity of three different types of decks that don't go very well together. Also mage is probably the worst matchup for anything involving Acidmaw, due to the aforementioned hero power and the huge number of spell damage cards. The mage deck in the brawl is honestly probably the best case scenario for Acidmaw vs. mage just because the mage deck in the brawl has a lot more big powerful minions than mage decks tend to.
I think potentially the advantage Acidmaw gives your opponent can be mitigated by selecting the right partners for it. Deathrattle,low-health minions in general things that back your opponent into a corner and force a certain kind of behaviour are what Acidmaw can work very well with. But yeah, with Acidmaw in your deck you don't wanna build a field full of big, high health minions. Which I don't think really suits Hunter's style anyway.
Acidmaw is actually a good card if it works on heroes. Kappa.
Guys, guys... you are missing the point here.
Turn
6
Ball of Spiders
*looses conciousness*
"The light shall burn you!" - heals face.
One should probably consider the combo needed for Hunter to counter Aviana and Varion shenanigans. Which are both just in time for Acidmaw to clear their disgusting boards.
Snake trap, explosive shot, unleash the hound, the other legendary, every minion with charge below 3 mana with charge, even if only have just 1 opponent u could use bear trap and next turn this one, i think many combo with this guy viable to play
I forgot misdirection work verywell with this guy :))
The thing is this guy is not a 7drop minion, think again guys, what is more powerfull in this game in turn 10 compare with the two new legend combo, clear the board, keep pressure opponent with a 4 2 and a 4 1 on board?
Not quite. You'll have a 4/2 and a 4/1. Dreadscale will also do 1 damage to Acidmaw leaving him alive but as a 4/1.
And he combos very well with Dr. Boom. And almost all of the new hunter cards: Ball of Spiders, Powershot, Dreadscale, King's Elekk, and Unleash the Hounds. As well as Sludge Belcher, Cairne, Sylvanas, Piloted Shredder, etc. There are plenty of decks that allow you to keep a passive board presence while fighting your opponent.
I think whoever said that Acidmaw is designed as a preemptive counter to big end-game Aviana/Varian plays had it right. But he works in a lot of other situations too and will be a much better card if and when the meta slows down. The key thing to remember is he's meant as a pivot card, a tempo lead. He's not meant to sit on the board for very long. He's meant to give you a big mid-late game advantage and then you sac him. Or you use him for a turn 10 board clear against greedy play. That's the intention.
Whether or not that'll work in practice.. .well, we'll find out soon.
A 10 mana board clear that needs combo. And you ending up with Just the one minion that Will do the same effect over your board. I don't see it being played other than in fun decks. I got a gold one and i dusted it instantly. You want a 7 drop in a hunter deck. Dr boom.
Doomhammer