People complain they are too boring. Remember the C'thun cultists and how there were a bunch of very similar ones? They are giving us options! Here's your couple Warrior ones that target individual minions or taunts. Here's your Paladin options that hit everyone for cheap. Etc.
It could be very good, but since it is a Warrior-only class card, imo it will see almost no play (maybe only in Disneyland Warrior decks or if it can survive behind a wall of taunts).
Almost Shredder stats, possibly better if it hits the right target or gets 2 ticks off. Also it's a must-kill minion. In pure stat value it's the best 4-drop in Warrior, so any midrange or control deck should be able to use it well. It's play will depend on how cheaply decks will be able to deal 3 damage.
Well now, beats the hound master test? check. Potentially better? check. Yeah this is a card to look out for. Not too broken but as bord2heck put it, one buff in the wrong place can end a game for an opponent. Kill this on sight, naturally.
why does it beat houndmaster? Houndmaster buffs a minion on the board so you can make a favorable trade, plus it gives taunt.
They are totally different cards... both have pros and cons. Houndmaster is more like a tempo card while this card is more of a value card, if it sticks on board multiple turns it becomes insane but on the turn you play it it's just a 4 mana 4/3 and that's really bad for tempo.
Well if you play a lot of taunts it might live another turn mostly not but the chances are higher if your deck is taunt heavy his effect is already worth the first time if it works twice you probably are gonna put up a lot of pressure.
Well now, beats the hound master test? check. Potentially better? check. Yeah this is a card to look out for. Not too broken but as bord2heck put it, one buff in the wrong place can end a game for an opponent. Kill this on sight, naturally.
why does it beat houndmaster? Houndmaster buffs a minion on the board so you can make a favorable trade, plus it gives taunt.
They are totally different cards... both have pros and cons. Houndmaster is more like a tempo card while this card is more of a value card, if it sticks on board multiple turns it becomes insane but on the turn you play it it's just a 4 mana 4/3 and that's really bad for tempo.
I said it beat the hound master test, not Houndmaster itself. I mean that it matches Houndmaster, at-least in stat value through out the game so long as you play the buffed minion. Sure it doesn't give taunt & doesn't effect the board as much but that is a natural downside to potential value it can give. I'll agree its far worse tempo wise but that is quite clear and there are plenty cards with less tempo to them that see play. Plus putting down a 4/3 on turn 4 isn't too bad tempo wise especially if the meta slows down, which may or may not happen. The cards shown so far suggest midrange being the norm.
Can't blame people for thinking the RNG buffing is a bit gimmick, and don't know if I'd use it in place of the other 4 drops we have for the class. This can obviously change, though.
Even then, it's the type of card you can play on curve knowing that most of times the opponent will need to have a reactive turn, losing tempo (tl; dr: must be answered). Having such a card in the early~mid stage of the game as a 4 drop puts a lot o pressure.
I am shocked at how low this card was voted. I voted meta-defining. This is warrior's Hound master without the beast requirement.
I feel this will change the meta because it is a perfect card for a tempo warrior/dragon warrior deck to generate some much needed extra pressure/tempo. Even one buff and this thing is budgeted perfectly, will bring tempo/dragon warr back to T1.
The minion that is buffed by this card will definitely be a contender for hard removal, such as a midrange shaman's hex. Which means the bigger cards will survive and win the match, like Grom/Deathwing/Crusher.
Good soft taunt
I can see the salt already. People complaining about not being able to play around this card (and other handbuff effects).
People complain they are too boring. Remember the C'thun cultists and how there were a bunch of very similar ones? They are giving us options! Here's your couple Warrior ones that target individual minions or taunts. Here's your Paladin options that hit everyone for cheap. Etc.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Stahp pushing midrange blizzard pls. I like having viable control decks. ;-;
Extra card cant wait to see more warrior cards!
I like cards that are good pulls with Barnes.
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it is better than Shaky Zipgunner especially with new warrior taunts it will survive 2 turn or it will die by spells
It could be very good, but since it is a Warrior-only class card, imo it will see almost no play (maybe only in Disneyland Warrior decks or if it can survive behind a wall of taunts).
12 wins in ArenA with: Mage and Paladin, first time legend with Rogue
Almost Shredder stats, possibly better if it hits the right target or gets 2 ticks off. Also it's a must-kill minion. In pure stat value it's the best 4-drop in Warrior, so any midrange or control deck should be able to use it well. It's play will depend on how cheaply decks will be able to deal 3 damage.
Look mom, they're feeding the Soggoth the Slitherer
This is a strong yet balanced card. I like it.
Remember playing Control Shaman with Reincarnate shenanigans? No? It was fun, here's a refresher!
this card is OP its atleast guarantees +2/2
i play cubelock and lose 5 games in a row then i play odd paladin and get my stars back wash rinse repeat
Well if you play a lot of taunts it might live another turn mostly not but the chances are higher if your deck is taunt heavy his effect is already worth the first time if it works twice you probably are gonna put up a lot of pressure.
6/5 of stats for 4 mana in the typical case, plus since it's a continuous effect, your opponent can't really ignore it and leave it up. Solid.
Can't blame people for thinking the RNG buffing is a bit gimmick, and don't know if I'd use it in place of the other 4 drops we have for the class. This can obviously change, though.
Even then, it's the type of card you can play on curve knowing that most of times the opponent will need to have a reactive turn, losing tempo (tl; dr: must be answered). Having such a card in the early~mid stage of the game as a 4 drop puts a lot o pressure.
Good card.
Imagine the buff hitting Grommash Hellscream - kill a 6 health minion and leave behind a 12 / x where x > 5 in most cases.
I am shocked at how low this card was voted. I voted meta-defining.
This is warrior's Hound master without the beast requirement.
I feel this will change the meta because it is a perfect card for a tempo warrior/dragon warrior deck to generate some much needed extra pressure/tempo. Even one buff and this thing is budgeted perfectly, will bring tempo/dragon warr back to T1.
The minion that is buffed by this card will definitely be a contender for hard removal, such as a midrange shaman's hex. Which means the bigger cards will survive and win the match, like Grom/Deathwing/Crusher.