Yep, I am going to have to start playing wild. The new hunter cards are just going to be insanely annoying, people will be missing jades and pirates in no time.
Weak by itself. The small raptor is too weak, and drawing the big one will happen quite late, plus it doesn't matter that it costs 1 or 4 when you are in topdeck mode.
Being able to fish it out of your deck might be enough though. It depends on how many other 1-drops you run.
The one thing i was worries about with the hunter quest was that you would have to over saturate your deck with 1 drops. Now with this card and firefly, you can easily complete the quest while only putting around 5 or 6 1 drops in your deck. Pretty sure this Dino deck is going to be insane.
I think this card is only relevant when running the quest, and is really terrible otherwise, except maybe as a 1-drop in a fatigue control hunter which needs cards. The problem is the stat distribution; having 1 health 1 drop is generally terrible. The effect is also mediocre, considering the fact that it is highly unlikely a 1-mana 4/3 is going to be relevant when you draw it. This of course is solved with the new card which draws two 1-drops. People are overhyping this but IMO the real card to be concerned about is the quest. Just the fact that this card costs 1 mana and the token as well may be enough to push it into constructed. Without the quest it's dubious whether or not any hunter would run this over the other options.
tl;dr : Seemingly ok/not broken card, may see lots of play if quest is good.
I voted playable. Despite its powerful deathrattle, it's 1 health 1 drop prone to ping, and the big raptor is horrible to topdeck after turn 3, which is usually going to be the case.
It's for the quest for starters.. I see a lot of the criticism focuses on the fact that it won't be that relevant of a top deck when you pull it.. If you draw it before the quest is complete, it's incredibly relevant.. A 4/3 body is a lot better than any other one drop you are running.. It only becomes bad of you top deck it after the quest is complete.. And still not terrible.. You're just better off with the 3/2 draw ones at that point
I would be willing to bet this card wont see too much play for the same reason White Eyes didn't see too much play. Playing average minions for the sake of getting great ones later isn't worth it unless you are playing control. Tol'vir Warden might be strong enough to change that though.
White Eyes didn't see play because all Shamans were SMOrcing at the time. Do you have any idea what Control Warrior would have given for that card?
Exactly.. Its apples and oranges.. White eyes is a control card.. It didn't see play because control shaman worked better with jaded in the current meta.. This isn't about the hope of getting a better card later.. Its about proccing the new quest.. Who knows, maybe it won't see play.. But if it doesn't see play, it'll be for a completely different reason than white eyes
Not to mention the coming new hunter 1-drop and the netural 1-drop you can put in, e.g. Argent Squire. The Marsh Queen is now absolutely a doable quest.
Besides, these 1 drop beasts should be enough to give Crackling Razormaw a consistent target to adapt. that CURVE man.
Great card for quest hunter or any mid hunter wanting to run tolvir, but I dont think a lot of people in the comments section understand how slow this card is. Either way, really cool design!
In most cases you want to shuffle Jade Idol into your deck really late into the game, because you'd rather draw something to answer the board, but summon a vanilla minion. And JadeGolems are much bigger than 4/3 by then.
People who think this is an aggro card are insane. The hunter quest enables combo's and improves late game draws. Aggro decks rely on very strong or overpowering early game forcing a win by turn 7-8. Playing 7 1 drops by turn 6 and then getting lucky on raptor draws to flood the board is unlikely. It also doesn't fit aggro at all which is about immediate impact now, not drawing a card 4 turns later.
This card is similar, how many aggro decks are going to run a 1 mana 2/1 that does nothing in till turn 7(If you play tol'vir? First tol'vir is slow as all hell, consider that tol'vir is drawn on turn 6 with the raptor in the deck. That means a turn 6 7/8 (3/5 + 4/3) + draw 1 1 mana card. Highmane is 11/10 for 6 mana. If a face deck wouldn't run highmane, why would they run tol'vir? Second why would it be ran without tol'vir? The effect requires a long time to pull the card. most aggro decks have less then 10 draws to work with. Without the second card, this one is vanilla 2/1, in that case why not just run firebat or alley cat instead?
I would be willing to bet this card wont see too much play for the same reason White Eyes didn't see too much play. Playing average minions for the sake of getting great ones later isn't worth it unless you are playing control. Tol'vir Warden might be strong enough to change that though.
White Eyes didn't see play because all Shamans were SMOrcing at the time. Do you have any idea what Control Warrior would have given for that card?
Exactly.. Its apples and oranges.. White eyes is a control card.. It didn't see play because control shaman worked better with jaded in the current meta.. This isn't about the hope of getting a better card later.. Its about proccing the new quest.. Who knows, maybe it won't see play.. But if it doesn't see play, it'll be for a completely different reason than white eyes
But when White Eyes came out, everyone was scared of it in midshaman. Just look at the new card discussion if you need proof.
Clearly, Hunter won't be some control deck, at most it will be a midrangey list that includes Dred and maybe a Call of the Wild. Far more likely it will be an aggressive deck. And playing a vanilla 2/1 for the chance to draw a 1 mana 4/3 just isn't worth it. Its very possible you play the Small Raptor and then just never draw the mom. So my point was that the card is likely too slow for hunter for the same reasons White Eyes was too slow for midshaman, that is unless there are just too few one drops to complete the quest and then you play this with Tol'vir warden to avoid playing garbage like Timber Wolf or something
Yep, I am going to have to start playing wild. The new hunter cards are just going to be insanely annoying, people will be missing jades and pirates in no time.
Weak by itself. The small raptor is too weak, and drawing the big one will happen quite late, plus it doesn't matter that it costs 1 or 4 when you are in topdeck mode.
Being able to fish it out of your deck might be enough though. It depends on how many other 1-drops you run.
The one thing i was worries about with the hunter quest was that you would have to over saturate your deck with 1 drops. Now with this card and firefly, you can easily complete the quest while only putting around 5 or 6 1 drops in your deck. Pretty sure this Dino deck is going to be insane.
Strong, but you need draw, badly.
Tol'vir Warden is a must, Starving Buzzard also useful.
too god !!!
Great, we suffered through pirate cancer for month, now its going to be hunter. I wish I could delete Hunter, Rogue and Shaman from this game.
I think this card is only relevant when running the quest, and is really terrible otherwise, except maybe as a 1-drop in a fatigue control hunter which needs cards. The problem is the stat distribution; having 1 health 1 drop is generally terrible. The effect is also mediocre, considering the fact that it is highly unlikely a 1-mana 4/3 is going to be relevant when you draw it. This of course is solved with the new card which draws two 1-drops. People are overhyping this but IMO the real card to be concerned about is the quest. Just the fact that this card costs 1 mana and the token as well may be enough to push it into constructed. Without the quest it's dubious whether or not any hunter would run this over the other options.
tl;dr : Seemingly ok/not broken card, may see lots of play if quest is good.
I voted playable. Despite its powerful deathrattle, it's 1 health 1 drop prone to ping, and the big raptor is horrible to topdeck after turn 3, which is usually going to be the case.
i think this card is balance if small raptor is 1/1 ,2/1 is too forcing aggressive at early game in a class already strong at aggro like hunter
meta-defining
Bad. Adding cards to deck is not good.
It's for the quest for starters.. I see a lot of the criticism focuses on the fact that it won't be that relevant of a top deck when you pull it.. If you draw it before the quest is complete, it's incredibly relevant.. A 4/3 body is a lot better than any other one drop you are running.. It only becomes bad of you top deck it after the quest is complete.. And still not terrible.. You're just better off with the 3/2 draw ones at that point
Seems ok.
Seems ok.
So aggro Hunter is back I guess.
Lets make a quick count of 1-drop for hunter quest The Marsh Queen:
Alley Cat, Fiery Bat, Small Raptor, (and Weasel Tunneler and Timber Wolf if you count them viable in hunter)
Not to mention the coming new hunter 1-drop and the netural 1-drop you can put in, e.g. Argent Squire. The Marsh Queen is now absolutely a doable quest.
Besides, these 1 drop beasts should be enough to give Crackling Razormaw a consistent target to adapt. that CURVE man.
"What is the most OP card in hearthstone?"
"Credit Card."
Great card for quest hunter or any mid hunter wanting to run tolvir, but I dont think a lot of people in the comments section understand how slow this card is. Either way, really cool design!
People who think this is an aggro card are insane. The hunter quest enables combo's and improves late game draws. Aggro decks rely on very strong or overpowering early game forcing a win by turn 7-8. Playing 7 1 drops by turn 6 and then getting lucky on raptor draws to flood the board is unlikely. It also doesn't fit aggro at all which is about immediate impact now, not drawing a card 4 turns later.
This card is similar, how many aggro decks are going to run a 1 mana 2/1 that does nothing in till turn 7(If you play tol'vir? First tol'vir is slow as all hell, consider that tol'vir is drawn on turn 6 with the raptor in the deck. That means a turn 6 7/8 (3/5 + 4/3) + draw 1 1 mana card. Highmane is 11/10 for 6 mana. If a face deck wouldn't run highmane, why would they run tol'vir? Second why would it be ran without tol'vir? The effect requires a long time to pull the card. most aggro decks have less then 10 draws to work with. Without the second card, this one is vanilla 2/1, in that case why not just run firebat or alley cat instead?