Insane card......Will be a auto include in all Elemental decks....It's a better Sunwalker...The problem with Sunwalker before was that turn 6 was usually to late but the fact you can get this out 2 turns earlier is a huge deal and for -2 mana you only lose 1/1 is stats which once again is better value than Sunwalker because 2 mana for +1/+1 is overpriced. This is defiantly power creep.
Good point! and now it may be clearer why Pyros is a legendary, since you get three elementals from one card enabling the elemental synergy to be triggered on and on
Insane card......Will be a auto include in all Elemental decks....It's a better Sunwalker...The problem with Sunwalker before was that turn 6 was usually to late but the fact you can get this out 2 turns earlier is a huge deal and for -2 mana you only lose 1/1 is stats which once again is better value than Sunwalker because 2 mana for +1/+1 is overpriced. This is defiantly power creep.
Good point! and now it may be clearer why Pyros is a legendary, since you get three elementals from one card enabling the elemental synergy to be triggered on and on
Yeah you quoted before i corrected the typos...It's actually +2 mana for +1 gain in stats which is incredibly overpriced. Which just highlights the power creep and how strong this card actually is...It's basically Sunwalker on turn 4. Against aggro that -1 to attack usually won't matter anyway.
it was also said about the 4/2 cthun boy in the past, but this seems much stronger to me - so maybe he finds a place in a lot of deck - depending on how much elemental synergy we get
That is a fairly fearsome anti-aggro tool; the fact that it naturally follows Tar Creeper seems like you could almost auto-win the game against aggro decks if you pulled them in a row. My only concern is that unlike the Tar Creeper this card is good in every matchup (slightly less beneficial in some) and as people have already commented I don't want to replace Dragon curve-based decks with Elemental curve-based decks.
There will always be aggro decks. There will always be midrange (curve) decks. There will always be control decks.
And there will always be people hating and complaining about every part of the spectrum.
But it's only really a problem when one part of the system oversteps its boundaries and pushes other parts into the dusty, faraway corners of the meta. (Of course, the bigger problem is, that seems to happen a LOT and takes forever to get fixed.)
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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
There will always be aggro decks. There will always be midrange (curve) decks. There will always be control decks.
And there will always be people hating and complaining about every part of the spectrum.
But it's only really a problem when one part of the system oversteps its boundaries and pushes other parts into the dusty, faraway corners of the meta. (Of course, the bigger problem is, that seems to happen a LOT and takes forever to get fixed.)
Well, my hope is that Blizzard makes midrange a bit less auto-curving. Midrange Hunter, the classic example of this, is a playstyle that I find very dull. Dropping powerful minions on curve and hoping that eventually your opponent doesn't have the answer is really not engaging for me. If you get out tempo'd and lose the board, you might as well give up. As much as I am irritated at times by Shaman's incredibly robust toolkit, I do respect that Midrange Shaman decks have a bit more give and take to them by incorporating removal and board clears.
In a sense this reflects my admiration of how Blizzard has moved "control" away from "remove everything they have until they give up" to "focus on spells rather than minions for your early game, but still have a win condition." It softens the boundaries between archetypes, so that it's less "midrange > control > aggro > midrange" and more about the perks of your particular class and deck composition.
So it's my hope that "midrange" is not always synonymous with having to curve out. We shall obviously see.
I really like the idea of more anti-aggro cards. Especially ones that are actually pretty good against the other deck archetypes. However, I'm not a fan of the elemental mechanic in general, even though I think it's better done than previous comparable mechanics. What I mean by this is, when you can get the effect to trigger, the effect is really good. However, those circumstances when you can't get the effect to trigger, then the card is just mediocre at best. At least with Elementals you have much more direct control over whether it will trigger, as opposed to the utterly fallible and terrible Joust mechanic.
It's just, any time you get one of these cards and you just weren't able to play an elemental the previous turn, then they're almost a dead draw. You have to play an elemental and even then it doesn't immediately activate as you have to wait until your next turn to gain the value. This is probably just a personal preference though, overall I think elementals will work out well enough.
I really like the idea of more anti-aggro cards. Especially ones that are actually pretty good against the other deck archetypes. However, I'm not a fan of the elemental mechanic in general, even though I think it's better done than previous comparable mechanics. What I mean by this is, when you can get the effect to trigger, the effect is really good. However, those circumstances when you can't get the effect to trigger, then the card is just mediocre at best. At least with Elementals you have much more direct control over whether it will trigger, as opposed to the utterly fallible and terrible Joust mechanic.
It's just, any time you get one of these cards and you just weren't able to play an elemental the previous turn, then they're almost a dead draw. You have to play an elemental and even then it doesn't immediately activate as you have to wait until your next turn to gain the value. This is probably just a personal preference though, overall I think elementals will work out well enough.
that's likely why they are already thinking ahead about that, and gave us firefly, a 1 mana elemental, that gives us another 1 mana elemental. it's not just a an early game body to help contest board-state, it's an insurance that we have something to keep the elemental requirement active when it's important. in addition, by making non elemental cards that want elementals, it breaks the archtype away from playing complete curvestone style, trying to chain a 1through 10 elemental with rising mana costs.
This will probably be one of the most powerful cards of the entire set and prompt players to play elemental tribe cards even after the expansion after this one.
Tar Creeper and Magma Rager are the only neutral 3 drop elementals in standard so far, while this card is really good especially for shaman since they have Unbound Elemental, it's hard to say how this will affect other classes without enough redundancy in the 3 drops.
I posted this in the wrong spot so I'll repeat. I can see players trying to mix jades and elementals in shaman if there's an elemental that has card draw or spell power. Atm, I see mages more likely adopting the elemental archetype because the class does not have a dominant archetype that escapes rotation without heavy losses of important cards.
well it's becoming increasingly evident that late game decks are going to be a thing again. All these low cost taunts are going to work well to slow down the lightning fast aggro decks like PW. Jade is going to be a strong Archetype in the upcoming expansion if you work a little elemental into the mix...............however it's hard to say until we see the remainder of the quests.......this will definitely be played with an elemental splash or in a full tribal deck though......great stats great effect.....easy to activate. This also curves great with Tar Creeper for a solid two turns of taunt.
Somewhere out there The Black Knight sheds a tear of happiness. "None shall pass!" will be relevant again. Looks to be a lot of Taunt in this expansion; not even counting the Adapt ability.
Actually, provided you get the effect off, this is only 1 Attack off Sunwalker. Jeebus, this is a good card.
"The quickest way to 'think outside the box' is to realize the truth: the only real box is the one you create by limiting your thoughts."
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"What is the most OP card in hearthstone?"
"Credit Card."
Great card --- HOWEVER, it is not an Elemental. Therefore, you will need to cast another Elemental to keep your bonus rolling.
just a really great card
it was also said about the 4/2 cthun boy in the past, but this seems much stronger to me - so maybe he finds a place in a lot of deck - depending on how much elemental synergy we get
# Invictus Maneo #
Current Standard Deck: Kolento's Big Shaman:
https://www.hearthpwn.com/decks/1267569-big-shaman
Fun fact, this card can 1-1 vs the 4 mana infamous Shreadder and WIN lolz. New Dr.4?
"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
I will gladly lose to Elementals than some 1 mana 1/3 that balloons into something stupid.
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6
I really like the idea of more anti-aggro cards. Especially ones that are actually pretty good against the other deck archetypes. However, I'm not a fan of the elemental mechanic in general, even though I think it's better done than previous comparable mechanics. What I mean by this is, when you can get the effect to trigger, the effect is really good. However, those circumstances when you can't get the effect to trigger, then the card is just mediocre at best. At least with Elementals you have much more direct control over whether it will trigger, as opposed to the utterly fallible and terrible Joust mechanic.
It's just, any time you get one of these cards and you just weren't able to play an elemental the previous turn, then they're almost a dead draw. You have to play an elemental and even then it doesn't immediately activate as you have to wait until your next turn to gain the value. This is probably just a personal preference though, overall I think elementals will work out well enough.
Taunts for you,taunts for me, taunts for everyone.
That's journy to Un'goro for you.
Malygos
I'm the essence of magic
This will probably be one of the most powerful cards of the entire set and prompt players to play elemental tribe cards even after the expansion after this one.
great card,pure anti aggro tool
and because it dont have elemental tag so if drop on curve that mean it also break the synergy chain
Tar Creeper and Magma Rager are the only neutral 3 drop elementals in standard so far, while this card is really good especially for shaman since they have Unbound Elemental, it's hard to say how this will affect other classes without enough redundancy in the 3 drops.
Jesus. There are more good taunts in the first 28 cards of this set then they've released in pretty much every other set combined.
RIP Psych-o-Tron, we never knew ye
I posted this in the wrong spot so I'll repeat. I can see players trying to mix jades and elementals in shaman if there's an elemental that has card draw or spell power. Atm, I see mages more likely adopting the elemental archetype because the class does not have a dominant archetype that escapes rotation without heavy losses of important cards.
well it's becoming increasingly evident that late game decks are going to be a thing again. All these low cost taunts are going to work well to slow down the lightning fast aggro decks like PW. Jade is going to be a strong Archetype in the upcoming expansion if you work a little elemental into the mix...............however it's hard to say until we see the remainder of the quests.......this will definitely be played with an elemental splash or in a full tribal deck though......great stats great effect.....easy to activate. This also curves great with Tar Creeper for a solid two turns of taunt.
When life gives you lemons, trade'em for limes and get some Coronas!
Somewhere out there The Black Knight sheds a tear of happiness. "None shall pass!" will be relevant again. Looks to be a lot of Taunt in this expansion; not even counting the Adapt ability.
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