Combos with freezing trap but really is a stat stick for 7 mana. Assuming hunter's can consistantly make it to turn 7+ this card will go into control hunter (maybe it'll rise from a tier 5 deck?) if that ever becomes a thing with good early tools just for the sake hunter has nothing else to play on turn 7, even then it would barely make the cut. Hunter will need better board clears, taunts and some kind of neutral heal to make a home for this card.
As it's just playable status for control hunter, as expansions get released through out the year it's more likely this will be one of the first cards to cut form the control hunter deck unless those expansions release only early game control tools. All of this assumes there's a counter or a way to stop Jade which without that controls decks are simply out classed and it has no hope.
I'd like to see how this minion interacts with Dirty Rat and if it will kill it turn 9 like twisting nether, but it's highly likely it wouldn't since it says plays a minion. If this is the case it wouldn't work against spell summons like jade either which make the card much worse. I'm glad the effect exists to counter minion combos like leeroy and the dinosize charge combo but putting it on such a high cost minon makes the tech purpose of this card much worse.
At least this card will be great for arena as it controls the board extreme well and you get drakanoid crusher stats for 7 mana guaranteed with a psudo secret effect.
I think this card might see play if the meta slows down. The main advantage to this card is that it disrupts your opponents next turn. This is like a 7 mana shittier Leotheb for Hunters. Your opponents needs to deal with this card before they can pull off their OTK which can save you for a turn to pull your OTK off. Sure it's weak against poison, but your opponent just wasted X mana playing that poison minion, again, saving you for next turn. If they don't have poison or direct removal, then damn, this card just went up in value.
All this being said, the meta needs to slow down first.
IDK if this has been brought up, but it dies to Abyssal Enforcer on curve and trades 1 for 1. Interaction seems niche, but if you're also clearing board with abyssal effect, then it could come out to be a full clear, or something of that sort.
I wonder if the text works when he's frozen? Possibly counters doomsayer + freeze.
I don't know why you'd think any minion could attack while frozen. Don't bet on it.
This would only counter that tactic if the Mage were to foolishly play the Doomsayer before the freeze.
Because it's special text, not a normal attack as such, depends how they programmed "attack it". I can see how ignoring a frozen status could be an oversight.
Well, that would be a bug, in which case all bets are off.
If it did happen, they'd probably fix it right away, but it's hard to imagine something like this hasn't come up in playtesting. It's not exactly a weird corner case. If my opponent dropped a swamp king in front of me, freezing it would be near the top of my list of responses.
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"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
If you play Highmane the turn before, your opponent might not have hard removal. Then his next turn is very difficult. Does he play a minion to chop Dreds health or use up any damage spells he has. This will make for some stressful turns for your opponent....
Just the existence of this card does a very good job of protecting Savannah Highmane from silence / hex / poly / sap -- meaning you are likely to extract full value from one of the best 6 drops in the game (very important in a class that lacks card draw). Previously opponent's could use big removal on Highmane with relative impunity due to the lack of other big threats in Hunter.
Not saying this card is op or anything like that, but I like the theme, design and it fills a gap in the Hunter card pool . Will definitely test it once it comes out and anticipate some funny moments when this is played and your opponent doesn't have big removal.
With the new 2/3 beast that eats pirates, hunters should be slightly more viable (still may not be playable though).
This is a insta-win in arena. You won't tech in your draft against a specific Hunter legendary. You can try to get your battlecry: adapt minions to get poisonous, but there's no guarantee. If you are in topdeck mode, you'll take 9 damage (or more) each turn until you find an answer, or give your minions to be swallowed by it until it eventually dies.
In constructed its only advantage is being in the powerful 7-mana slot (this was also the secret for Dr. Boom success; if it was a 8/8 for 8 it would see *way* less play). 7-mana is the start of the late game, and before CotW was the most powerful slot for midrange. But if hunters get big in constructed, every deck will tech a poisonous minion to counter this for 1, 2, at most 3 mana, generating an insane mana advantage.
Well, considering hunter has no card on the 7 mana slot, this is a good beast, it's overstated and it can at the very least trade for one minion and force a janky turn from your opponent this seems like a pretty good card to me.
It's not gonna break the game but if you play smartly it can just win you the game. Not every deck will have Poisonous effect and you can bait out those minions first. So it will make hunter pretty good on certain matchups while being okay in others.
It trades evenly with [card]Ancient of War[card] btw.
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Seems okay. Good stats for a solid effect, but might be too slow for Hunter (assuming Control Hunter is still not a thing).
Combos with freezing trap but really is a stat stick for 7 mana. Assuming hunter's can consistantly make it to turn 7+ this card will go into control hunter (maybe it'll rise from a tier 5 deck?) if that ever becomes a thing with good early tools just for the sake hunter has nothing else to play on turn 7, even then it would barely make the cut. Hunter will need better board clears, taunts and some kind of neutral heal to make a home for this card.
As it's just playable status for control hunter, as expansions get released through out the year it's more likely this will be one of the first cards to cut form the control hunter deck unless those expansions release only early game control tools. All of this assumes there's a counter or a way to stop Jade which without that controls decks are simply out classed and it has no hope.
I'd like to see how this minion interacts with Dirty Rat and if it will kill it turn 9 like twisting nether, but it's highly likely it wouldn't since it says plays a minion. If this is the case it wouldn't work against spell summons like jade either which make the card much worse. I'm glad the effect exists to counter minion combos like leeroy and the dinosize charge combo but putting it on such a high cost minon makes the tech purpose of this card much worse.
At least this card will be great for arena as it controls the board extreme well and you get drakanoid crusher stats for 7 mana guaranteed with a psudo secret effect.
VS
Lol, me no trade, me go face
SMORC
I think this card might see play if the meta slows down. The main advantage to this card is that it disrupts your opponents next turn. This is like a 7 mana shittier Leotheb for Hunters. Your opponents needs to deal with this card before they can pull off their OTK which can save you for a turn to pull your OTK off. Sure it's weak against poison, but your opponent just wasted X mana playing that poison minion, again, saving you for next turn. If they don't have poison or direct removal, then damn, this card just went up in value.
All this being said, the meta needs to slow down first.
I am still waiting for krush to become 8 mana
IDK if this has been brought up, but it dies to Abyssal Enforcer on curve and trades 1 for 1. Interaction seems niche, but if you're also clearing board with abyssal effect, then it could come out to be a full clear, or something of that sort.
Achieved Gold Priest- April 2017
Its entrance animation better be on par with King Krush! Otherwise, we should riot until it is fixed!
At first I thought it was 9 mana. Then I realized it was 7 mana O_O
"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
If you play Highmane the turn before, your opponent might not have hard removal. Then his next turn is very difficult. Does he play a minion to chop Dreds health or use up any damage spells he has. This will make for some stressful turns for your opponent....
Wait..... how does this work if you play jaraxxus? they instantly lose 9 hp?
Just the existence of this card does a very good job of protecting Savannah Highmane from silence / hex / poly / sap -- meaning you are likely to extract full value from one of the best 6 drops in the game (very important in a class that lacks card draw). Previously opponent's could use big removal on Highmane with relative impunity due to the lack of other big threats in Hunter.
Not saying this card is op or anything like that, but I like the theme, design and it fills a gap in the Hunter card pool . Will definitely test it once it comes out and anticipate some funny moments when this is played and your opponent doesn't have big removal.
With the new 2/3 beast that eats pirates, hunters should be slightly more viable (still may not be playable though).
:/
Nice counter with Fire Elemental.
This is a insta-win in arena. You won't tech in your draft against a specific Hunter legendary. You can try to get your battlecry: adapt minions to get poisonous, but there's no guarantee. If you are in topdeck mode, you'll take 9 damage (or more) each turn until you find an answer, or give your minions to be swallowed by it until it eventually dies.
In constructed its only advantage is being in the powerful 7-mana slot (this was also the secret for Dr. Boom success; if it was a 8/8 for 8 it would see *way* less play). 7-mana is the start of the late game, and before CotW was the most powerful slot for midrange. But if hunters get big in constructed, every deck will tech a poisonous minion to counter this for 1, 2, at most 3 mana, generating an insane mana advantage.
Editor of the Heartpwn Legendary Crafting Guide:
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Well, considering hunter has no card on the 7 mana slot, this is a good beast, it's overstated and it can at the very least trade for one minion and force a janky turn from your opponent this seems like a pretty good card to me.
It's not gonna break the game but if you play smartly it can just win you the game. Not every deck will have Poisonous effect and you can bait out those minions first. So it will make hunter pretty good on certain matchups while being okay in others.
It trades evenly with [card]Ancient of War[card] btw.