at first glance i was elated, this card would provide a strong 3 mana card slot for contesting the board early which is essential in warlock, then on second thought with only 1 attack there is the simple fact that people would ignore it and build a board so big it could get overwhelmed efficiently when prepared for. But then this struck me. Ancient watcher was a staple in handlock due to its amazing stats despite being only situational with sunfury,argus and ironbeak owl. This card is very akin to ancient watcher's purpose as a powerful wall that despite having little to very situational offensive and aggressive trading potential, makes up for it in its amazing stats and potential to stall out enemy turns as they find a way to effectively deal with it. This would be absolutely brilliant in control warlock decks which lack 3 drops in an imp-gang boss absent meta, and bring handlock a little closer to viability,(My favourite deck). Still, the only true way for handlock to recover is receiving a 22-23 mana molten giant and a strong heal card, but its a start and i love the design of this card, hope more will appear in the future!!!
Same comparison I made. He is similar to ancient watcher/doomsayer in handlock, a quite bad card against control, but a great card against aggro.
I think it's as good as Sludge Belcher, which was used in certain decks and acted as a anti aggro tool. In the decks that have strong win conditions and can allow you to put a card, which might be bad against control, but is gonna be real good against aggro. Handlock, Control Warrior, Control Priest etc.
This card is Meta defining because of cards like these AGGRO will stop, have a harder time to win, and the game will slow down. Maybe this card won't be played, but aggro will slow down just because cards like this exist.
In terms of its ability to hold down aggro, id put this card even more highly rated that belcher simply because of how accessible it is early in the game with its mana cost. With aggressive decks ending you on turn 4-5, usually belcher would have a hard time competing for the board, the enemy has way too much initiative and dictates how the trade goes. On turn 3 however, without a strong enough board aggressive decks find this a huge block, and waste vital resources in taking it down. Belcher was amazing to have against aggression IF you had earlier cards such as darkbomb and coil to slow down the board. With belcher being also relatively strong against control because it survives the strongest board clears and takes multiple hits even from high damage minions in the late game, i find belcher stronger than tar creeper significantly in control matchups, but tar creeper is alot more playable and way more efficient in aggressive matchups. This said, the power level balances out and i definitely agree it is as strong as belcher, just that it serves a slightly different purpose
I think they copied the design of Cleric Lancer from Shadowverse.
It's a 5 cost 1/6 taunt that has +4/+0 during the opponent's turn. It has been around for about 9 months.
Tar creeper is actually very nice since it gets a cheap defensive tool not abusable by zoo decks.
Tbh team doesn't even need to be inventive if they just keep copying other games nd herthstone custom cards the game would get much better. In the past they wouldn't do it and try to be inventive but since they are monkeys irl the game got shitty and we ended with pirate met lol
So now they realize they need to be less arrognt considering their limited capabilities and copy cards made by unpaid fans or smaller companies.
I think it's a great progress and I'm not even ironic. They have a great licence and a large warcraft fanbase they don't need to try to be good just to fail.
I think they copied the design of Cleric Lancer from Shadowverse.
It's a 5 cost 1/6 taunt that has +4/+0 during the opponent's turn. It has been around for about 9 months.
Tar creeper is actually very nice since it gets a cheap defensive tool not abusable by zoo decks.
Tbh team doesn't even need to be inventive if they just keep copying other games nd herthstone custom cards the game would get much better. In the past they wouldn't do it and try to be inventive but since they are monkeys irl the game got shitty and we ended with pirate met lol
So now they realize they need to be less arrognt considering their limited capabilities and copy cards made by unpaid fans or smaller companies.
I think it's a great progress and I'm not even ironic. They have a great licence and a large warcraft fanbase they don't need to try to be good just to fail.
Then shadow verse copied it from fan creations and yugioh and magic and whatnot. The design is really not that unique and has been around forever.
Sadly not so good in Wild; but it's not a bad card. At least we have the Powercreep-Slot full in the Hearthstone-Bingo!
I could definitely see this going in a Wild Renolock. I run Second-Rate Bruiser, which is great against aggro even in Wild, and Tar Creeper seems better than that.
This is going to be very popular and will help to slow down the metagame. I only wish for a 2-resource version of this card, and, probably, even for a 1-resourse version. Something like 0/3, +2 attack on the opponent's turn.
I think they copied the design of Cleric Lancer from Shadowverse.
It's a 5 cost 1/6 taunt that has +4/+0 during the opponent's turn. It has been around for about 9 months.
Tar creeper is actually very nice since it gets a cheap defensive tool not abusable by zoo decks.
Tbh team doesn't even need to be inventive if they just keep copying other games nd herthstone custom cards the game would get much better. In the past they wouldn't do it and try to be inventive but since they are monkeys irl the game got shitty and we ended with pirate met lol
So now they realize they need to be less arrognt considering their limited capabilities and copy cards made by unpaid fans or smaller companies.
I think it's a great progress and I'm not even ironic. They have a great licence and a large warcraft fanbase they don't need to try to be good just to fail.
Assuming this is a joke post.
There's only so many possible card designs on the planet, obviously there's going to be crossover at times between different games (including Yugioh, MTG, etc too) doesn't mean every similar mechanic was stolen.
It's not that amazing, but can be ran in metagame that is super-aggressive. The thing about this is that ti's so low-impact against both control and midrange. But I like it. It's a card that exists to keep aggro in check -- we need those kinds of cards, as proved by how effective Dirty Rat is against combo.
Will probably see some play in classes that don't have access to good taunt minions.
Vs aggro, this taunt protects your face. If enemy doesn't kill the taunt, you can clear their board next turn or play your 4 drop and they just fall further behind. Vs. slower decks, this protects your 1 and 2 drops such as a priest's 1/3 cleric. The 1 attack downside on your turn is seldom relevant since you aren't trying to outrace your opponent. Most aggro decks won't run this taunt, but I can see zoolocks running it to protect their 1-2 drops such as knife juggler. It's a fine replacement for imp gang boss which is rotating out and the 3 drop slot is sparse.
I think it's worth pointing out that it has the elemental tag.. There are bound to be some elemental synergies coming.. Otherwise there is no point making a new tribe
Glad to see a card that's the functional copy of a card designed back in one of the weekly card design competitions in this same forum :) that time it was a hunter's beast, an elemental is still fine i'd say :D
This card is Meta defining because of cards like these AGGRO will stop, have a harder time to win, and the game will slow down. Maybe this card won't be played, but aggro will slow down just because cards like this exist.
In terms of its ability to hold down aggro, id put this card even more highly rated that belcher simply because of how accessible it is early in the game with its mana cost. With aggressive decks ending you on turn 4-5, usually belcher would have a hard time competing for the board, the enemy has way too much initiative and dictates how the trade goes. On turn 3 however, without a strong enough board aggressive decks find this a huge block, and waste vital resources in taking it down. Belcher was amazing to have against aggression IF you had earlier cards such as darkbomb and coil to slow down the board. With belcher being also relatively strong against control because it survives the strongest board clears and takes multiple hits even from high damage minions in the late game, i find belcher stronger than tar creeper significantly in control matchups, but tar creeper is alot more playable and way more efficient in aggressive matchups. This said, the power level balances out and i definitely agree it is as strong as belcher, just that it serves a slightly different purpose
WALOCK ONLY MAIN
FOR THE WIN MOTHER FAKAS
Nice but we also need an answer to jades.
I don't know if it's a powercreep on Silverback Patriarch or Sen'jin Shieldmasta
Brazilian gamer, a joker at free time and lover of Cardgames and RPG.
Part of me, won't agree, cause I don't know if it's for sure.
I think they copied the design of Cleric Lancer from Shadowverse.
It's a 5 cost 1/6 taunt that has +4/+0 during the opponent's turn. It has been around for about 9 months.
Tar creeper is actually very nice since it gets a cheap defensive tool not abusable by zoo decks.
Tbh team doesn't even need to be inventive if they just keep copying other games nd herthstone custom cards the game would get much better. In the past they wouldn't do it and try to be inventive but since they are monkeys irl the game got shitty and we ended with pirate met lol
So now they realize they need to be less arrognt considering their limited capabilities and copy cards made by unpaid fans or smaller companies.
I think it's a great progress and I'm not even ironic. They have a great licence and a large warcraft fanbase they don't need to try to be good just to fail.
This is going to be very popular and will help to slow down the metagame. I only wish for a 2-resource version of this card, and, probably, even for a 1-resourse version. Something like 0/3, +2 attack on the opponent's turn.
I think it's worth pointing out that it has the elemental tag.. There are bound to be some elemental synergies coming.. Otherwise there is no point making a new tribe
Seems ok.
Glad to see a card that's the functional copy of a card designed back in one of the weekly card design competitions in this same forum :) that time it was a hunter's beast, an elemental is still fine i'd say :D