Very Good in C'Thuids and ramp. Certainly will be a good Sludge Belcher replacement, if not the best class card to play on turn 6 for druids. I doubt it won't see any play in Druids in general but I don't get why it isn't a beast. I mean, seriously, ok it is a humanoid according to WoWpedia but so are Moonkins and Jungle Moonkin is a beast, so in my opinion that's the only "bad" thing about the card.
@Almagnus1 I think Skeram Cultist is a card only potentially decent if some changes in the game are made, BGH being one of them. Ancient Harbinger on the other hand is definitely not something you need two of, and I would argue even one of, because the quality of the other minions in a deck like this is just so high that you would rather be playing something that's simply better. A 6-mana 4/6 is definitely below average, it can be easily removed by as simple as a Fireball, and as far as I'm currently concerned, isn't worth fighting for survival or running two of just to draw C'Thun. You'll get him eventually, if you actually end up needing him. Additionally, I find it strange a lot of these decks aren't running Wild Growth and more on-curve/on-tempo ramp. Mire Keeper is great, but not just universally better than Darnassus Aspirant for instance, which has par stats on curve and gets desperately removed by idiots and can be silenced if fully necessary in order to ensure playing the card you want the next turn. Otherwise, a nice take!
I agree with the Skeram Cultist as it's the weakest of the C'Thun cards released thus far. If there's a good C'Thun draw card, then it's getting the boot, as the deck needs as much draw as possible to be consistent.
For Ancient Harbinger, you're probably right, but I want to playtest that first.
Super good card. +1 stat and better distribution than Lord of the Arena. Buffs C'thun heavily so easier to enable C'thun related cards. Good taunt minion replacement for Sludge Belcher and fits perfectly in the ramp druid theme. Decent against aggro decks because you really want earlier taunt minions like Druid of the Claw but it's an auto include in every C'thun deck.
I'm also shocked to see that it appears some classes get two C'thun cards... if there will be only 16 cards for C'thun, every class having two is already 18, so it's not possible that every class will have a common and rare C'thun card. This seems wrong because the C'thun cards won't be in arena, so Druid, perhaps Warrior also, gets one less new card to use in the arena than the other classes. Doesn't that mess up the balance in some way? I guess it could affect the balance positively for Druid (and Warrior?) if they printed common cards that would be really good in arena. They would have a higher chance of getting them with a smaller pool.
Also been looking into a C'Thun deck as well. Only thing I can see as an issue (in druid, at least) is draw, as you need to find the pieces to buff C'Thun so you can play him and win - and do it consistently.
This list is a pretty pure C'thun synergy list. I think C'thun's ability is strong enough that you can build a deck with maybe only a total of 4-8 cultist cards and the rest just purely good spells or minions. Much the same way that Murloc Paladin only plays select Murlocs.
For the list here I would probably cut Skeram Cultists, 1 ancient harbringer and I may consider cutting twilight elders but since druid doesn't really have strong three drops I may just keep em.
I don't like that they seem to be pushing C'Thun to only a few classes? If Druid get two, that almost seems that maybe some classes will get none?
Not very cool with C'Thun being free, kinda screws over people who like to play certain classes.
Meh.
Ever hear the saying, "Beggars can't be choosers"?
You don't get to be a freeloader AND have any deck you want.
Lol tone down the hostility a little geez.
My point is that it's a little weird to make C'Thun the big old god that gets 16 cards specific to it in the set and then not distribute the c'thun cards equally among the classes. The fact that druid gets 2 might even mean that some classes get no C'Thun cards. It just seems a bad way to do it imo, people who want to run C'Thun with their favourite classes won't be able to do it effectively and on the flip side, druids (for example) who don't want to run C'Thun have essentially lost a class card.
It's a little like if they gave out a Rogue legendary for free... ye it's cool, thanks for the free card. But people who don't like to play rogue would be pissed. By making C'Thun free (and tbh I don't care about that, don't give it out at all, doesn't bother me) you would have thought and they kinda led us to believe that there would be an equal distribution of synergy for all classes.
Well every class can still play it.. It's really like mech archtype it was a big theme in GVG but only mage, shaman and a bit of rogue also a bit for priest, got to really go all out mech deck.. So it's not like every class can use a C'thun deck anyway so they might aswell give better candidates better cards.. The bad thing though is that there's probably no more commons for druid and we need good druid cards for druid to have a new identity.. There should be more beast synergy cards for the beast archtype to succeed
My point is that it's a little weird to make C'Thun the big old god that gets 16 cards specific to it in the set and then not distribute the c'thun cards equally among the classes. The fact that druid gets 2 might even mean that some classes get no C'Thun cards. It just seems a bad way to do it imo, people who want to run C'Thun with their favourite classes won't be able to do it effectively and on the flip side, druids (for example) who don't want to run C'Thun have essentially lost a class card.
It's a little like if they gave out a Rogue legendary for free... ye it's cool, thanks for the free card. But people who don't like to play rogue would be pissed. By making C'Thun free (and tbh I don't care about that, don't give it out at all, doesn't bother me) you would have thought and they kinda led us to believe that there would be an equal distribution of synergy for all classes.
Sorry, I did mistake the direction of the your comment.
However, I do still disagree. I feel it makes little sense for them to divide C'Thun cards evenly among the classes when not all classes are suited to the C'Thun archetype. Druid clearly is, with its inherent ramping ability, but Hunter (for example) probably is not.
On the other hand, Hunter seems to get a lot of deathrattle synergy this time around, so maybe N'Zoth is the Old God they expect Hunters to take. Similarly, Mage (and possibly Warlock) seem to be the Yogg-Saron classes.
I'm not saying these are definitive, strict divisions, but it just looks like a pattern running through the cards we've seen so far. And I don't think it's such a bad thing if certain Old Gods favor certain classes. All classes are not created equal -- it would be a boring game if they were.
This list is a pretty pure C'thun synergy list. I think C'thun's ability is strong enough that you can build a deck with maybe only a total of 4-8 cultist cards and the rest just purely good spells or minions. Much the same way that Murloc Paladin only plays select Murlocs.
For the list here I would probably cut Skeram Cultists, 1 ancient harbringer and I may consider cutting twilight elders but since druid doesn't really have strong three drops I may just keep em.
But on the other hand, what's worth playing instead of the C'Thun synergy cards?
Not everything needs to be a slight modification of the Force of Nature/Savage Roar deck, as the pure C'Thun synergy is the emergence of another archetype - which is badly needed for the health of the class.
It's not that exciting imo. Basically the Skeram Cultist with weaker stats for an extra +1/+1 on C'thun which I don't think you need. Honestly I think C'thun decks are unlikely to use lategame C'thun buffers. Once you play Beckoner, Twilight Elder and C'thun's Chosen twice your C'thun is already a 16/16.
Also really boring flavour wise as it's so similar to Skeram.
It has 1 more health, 2 less attack and taunt. This is in every way better than Skeram Cultist which should be obvious because Skeram Cultist is a terrible card.
I disagree. It's better, but it's not that much better. You can't say that Skeram is a terrible card and say that this is a great card because this guy is only marginally better than Skeram.
A time comes when you should accept you were wrong and stop trying to defend your non-sensical arguments.
I don't like that they seem to be pushing C'Thun to only a few classes? If Druid get two, that almost seems that maybe some classes will get none?
Not very cool with C'Thun being free, kinda screws over people who like to play certain classes.
Meh.
Ever hear the saying, "Beggars can't be choosers"?
You don't get to be a freeloader AND have any deck you want.
Lol tone down the hostility a little geez.
My point is that it's a little weird to make C'Thun the big old god that gets 16 cards specific to it in the set and then not distribute the c'thun cards equally among the classes. The fact that druid gets 2 might even mean that some classes get no C'Thun cards. It just seems a bad way to do it imo, people who want to run C'Thun with their favourite classes won't be able to do it effectively and on the flip side, druids (for example) who don't want to run C'Thun have essentially lost a class card.
It's a little like if they gave out a Rogue legendary for free... ye it's cool, thanks for the free card. But people who don't like to play rogue would be pissed. By making C'Thun free (and tbh I don't care about that, don't give it out at all, doesn't bother me) you would have thought and they kinda led us to believe that there would be an equal distribution of synergy for all classes.
Well every class can still play it.. It's really like mech archtype it was a big theme in GVG but only mage, shaman and a bit of rogue also a bit for priest, got to really go all out mech deck.. So it's not like every class can use a C'thun deck anyway so they might aswell give better candidates better cards.. The bad thing though is that there's probably no more commons for druid and we need good druid cards for druid to have a new identity.. There should be more beast synergy cards for the beast archtype to succeed
I totally agree with you. If every class got two C'Thun cards then there would just be two cards in most decks which wouldn't be used, and that would be a waste.
Every class can still play C'Tthun but not every class will be able to buff/play CTthun the same way. The same way mechs didn't synergize equally good with all classes.
As far as WotOG goes the four old gods will not synergize equally good with all classes. C’Thun might be better with druid than with other classes and N’Zoth might be better with hunter than other classes.
OT: This card seems very good and I would def try out a druid C'Thun deck as soon as I get enough of the synergy-cards.
This is absolutey weak deck. You have bunch of low-stat minions, and even 20/20 Cthun will not do anything, it will just get Silence/BGH/Aldor/Twisted Nether etc.
Druid Cthun deck is a ramp. You need only 2 [card]Beckoner of Evil[/card] and 2 Dark Arakkoa. All other cards are just regular ramp stuff, like Druids of the Claw, Ancients, Sylvana/BlackKnight, Soggoth etc.
This is absolutey weak deck. You have bunch of low-stat minions, and even 20/20 Cthun will not do anything, it will just get Silence/BGH/Aldor/Twisted Nether etc.
Druid Cthun deck is a ramp. You need only 2 [card]Beckoner of Evil[/card] and 2 Dark Arakkoa. All other cards are just regular ramp stuff, like Druids of the Claw, Ancients, Sylvana/BlackKnight, Soggoth etc.
Sorry, what? In what way will a 20/20 C'thun do nothing? EVEN IF your opponent has removal left for it, what about it's battlecry? If they have <15 health and not much board, then you win the game. Doing TWENTY damage is pretty ridiculously good. AND it leaves behind something that they have to deal with IMMEDIATELY or you win the next turn.
I'm pretty sure that 'the combo' for druid is now one card, and it's C'thun. Forget 14 damage for 9 mana and 2 cards, with him you get a similar amount of damage AND a >10/10 for ONE card one turn later.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
He doesn't like it therefore it won't be a thing
Very Good in C'Thuids and ramp. Certainly will be a good Sludge Belcher replacement, if not the best class card to play on turn 6 for druids. I doubt it won't see any play in Druids in general but I don't get why it isn't a beast. I mean, seriously, ok it is a humanoid according to WoWpedia but so are Moonkins and Jungle Moonkin is a beast, so in my opinion that's the only "bad" thing about the card.
Tries to put Swamp King Dred in every Hunter deck
Favorite Deck: Spell Damage Druid (Old days)
Favorite card: Ancient of Lore
Least favorite card: Ice Block
I'm interested to try this in a beast druid deck (assuming they add more beast synergy).
I think the splash idea will work well in control warrior too just to activate the new armor minion and give a decent late game 10 drop.
I agree with the Skeram Cultist as it's the weakest of the C'Thun cards released thus far. If there's a good C'Thun draw card, then it's getting the boot, as the deck needs as much draw as possible to be consistent.
For Ancient Harbinger, you're probably right, but I want to playtest that first.
Mire Keeper/Darnassus Aspirant - This is going to depend on the other C'Thun cards released - if we get better cards I may run both =D
This space intentionally left blank.
Super good card. +1 stat and better distribution than Lord of the Arena. Buffs C'thun heavily so easier to enable C'thun related cards. Good taunt minion replacement for Sludge Belcher and fits perfectly in the ramp druid theme. Decent against aggro decks because you really want earlier taunt minions like Druid of the Claw but it's an auto include in every C'thun deck.
I'm also shocked to see that it appears some classes get two C'thun cards... if there will be only 16 cards for C'thun, every class having two is already 18, so it's not possible that every class will have a common and rare C'thun card. This seems wrong because the C'thun cards won't be in arena, so Druid, perhaps Warrior also, gets one less new card to use in the arena than the other classes. Doesn't that mess up the balance in some way? I guess it could affect the balance positively for Druid (and Warrior?) if they printed common cards that would be really good in arena. They would have a higher chance of getting them with a smaller pool.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
This space intentionally left blank.
I wouldn't be at all surprised to see this card find it's way into a few non-C'Thun decks just because the stats are that good.
A 6-drop with 7 health and Taunt is a pretty strong combination that's completely new to Hearthstone.
This card inspired me. Enjoy the pupu platter that is Reno Beast C'thun!
Galavant Animation
Hmm I'm calling turn 9 Bran, Arakkoa. Turn 10 hope Bran is still alive behind taunt and C'thun
Very nice card
I totally agree with you. If every class got two C'Thun cards then there would just be two cards in most decks which wouldn't be used, and that would be a waste.
Every class can still play C'Tthun but not every class will be able to buff/play CTthun the same way. The same way mechs didn't synergize equally good with all classes.
As far as WotOG goes the four old gods will not synergize equally good with all classes. C’Thun might be better with druid than with other classes and N’Zoth might be better with hunter than other classes.
OT: This card seems very good and I would def try out a druid C'Thun deck as soon as I get enough of the synergy-cards.
Just another very good card for ramp druid. Also looks like we have the #1 contender for the C'Thun deck - meet Malfurion :)
one turn 20 damage more BrokeBack