But u need at least 2 bigger cards in deck. You can't use Hemet and Wrath same turn so 1 Giant will be drew next turn and u will end with empty hand. Best scenario, you have 2 Giants in deck. Worse scenario, you have wrath and giant in deck and 50% to draw wrath. Worst scenario, you have 2 wraths in deck.
Doesn't really work for the Hunter Quest (unless you're going for a plan where you play Tundra Rhino with a bunch of Raptors but I don't know how realistic that is) The thing great about the Hunter Quest isn't really that you can play a bunch of 1 mana 3/2's but that you can fill out your curve very well with them (for example if you're at 8 mana and want to play a 3 mana card and a 2 mana card - you can then play 3 Raptors with them instead of using the Hero Power) - what do I know though, it's one of those cards we will have to see in play before we can tell how good it really is.
Well, I think we should give credit to Blizz for making some interesting and tricky cards (+ balanced and I want to underline this word);
I won't bother naming them all, but many cards from the Un'goro set will provoke imo new play styles, which is what we want. Cards like Hemet, that are not OP in order to be played in every single deck; cards, which come at a price, but will be the key components in SOME decks. Maybe it won't build a top tier one, but that doesn't mean that is completely unplayable or uncompetitive.
I just hope that my opinion doesn't sound naively, when the expansion comes. It would be nice to see decks, that break the status quo way of thinking. Don't know about you, but I am kinda fed up with cards with the same text (summon, deal damage, heal/give health etc), that's why I welcome cards like Hemet - they don't have the effect, you are used to.
Here's the problem with that though: 1. You can't play 6 Raptors and a Rhino in 1 turn because you have 10 mana so it would be 17 damage. 2. You have to make it to turn 10 to do that, Hunters games usually end around turn 7-9 if you build your deck to survive (wether you won or not)
The only good thing I can see is either Stealthing a Rhino a turn before (probably too much set-up?) or playing the combo with Timber Wolf to increase the damage a bit (like Rhino, 4x Raptor, 1x Timber Wolf = 20 damage, Rhino, 3x Raptor, 2x Timber Wolf = 23 damage - but then you might as well use Dragonhawks and Alleycat's because those will do pretty much the same thing, except from the fact that you won't have to complete a Quest first)
Ok back from watching trump's video and I have to say I was not quite ready for that intro.
This is one of the most polarizing cards I have seen on here. Quite a lot of people are saying it is meta defining and even playable and quite a lot of people are saying dust it. I am still not convinced about how useful this card will be, but I guess we'll see how players will try to make this one work.
But u need at least 2 bigger cards in deck. You can't use Hemet and Wrath same turn so 1 Giant will be drew next turn and u will end with empty hand. Best scenario, you have 2 Giants in deck. Worse scenario, you have wrath and giant in deck and 50% to draw wrath. Worst scenario, you have 2 wraths in deck.
But u need at least 2 bigger cards in deck. You can't use Hemet and Wrath same turn so 1 Giant will be drew next turn and u will end with empty hand. Best scenario, you have 2 Giants in deck. Worse scenario, you have wrath and giant in deck and 50% to draw wrath. Worst scenario, you have 2 wraths in deck.
But u need at least 2 bigger cards in deck. You can't use Hemet and Wrath same turn so 1 Giant will be drew next turn and u will end with empty hand. Best scenario, you have 2 Giants in deck. Worse scenario, you have wrath and giant in deck and 50% to draw wrath. Worst scenario, you have 2 wraths in deck.
If u play hemet on 6 It's 50% to draw holy wrath the turn after, then it's 66% to get 25 dmg from the wrath, meaning it will be 33% chance of 25 dmg turn 7. If u drew molten turn 7, u have 66% chance of drawing wrath, and then 50% to deal 25. 33% this turn as well. Hemet turn 6 gives a chance of 56,5%to pull the combo either turn 7 or 8
If u play it turn 9 tho, u can double play wrath, meaning u get 50% chance of 25-30 dmg turn 10. If u draw molten turn 10, u have 66% chance pf combo the turn after. This means that if u play hemet turn 9, u have 83,5% chance of pulling the combo turn 10 or eleven
To sum up, u would probably play hemet turn 9, then combo turn 10-11, but if u absolutely need to, u have 57% to pull the combo turn 7-8
But u need at least 2 bigger cards in deck. You can't use Hemet and Wrath same turn so 1 Giant will be drew next turn and u will end with empty hand. Best scenario, you have 2 Giants in deck. Worse scenario, you have wrath and giant in deck and 50% to draw wrath. Worst scenario, you have 2 wraths in deck.
But u need at least 2 bigger cards in deck. You can't use Hemet and Wrath same turn so 1 Giant will be drew next turn and u will end with empty hand. Best scenario, you have 2 Giants in deck. Worse scenario, you have wrath and giant in deck and 50% to draw wrath. Worst scenario, you have 2 wraths in deck.
But u need at least 2 bigger cards in deck. You can't use Hemet and Wrath same turn so 1 Giant will be drew next turn and u will end with empty hand. Best scenario, you have 2 Giants in deck. Worse scenario, you have wrath and giant in deck and 50% to draw wrath. Worst scenario, you have 2 wraths in deck.
If u play hemet on 6 It's 50% to draw holy wrath the turn after, then it's 66% to get 25 dmg from the wrath, meaning it will be 33% chance of 25 dmg turn 7. If u drew molten turn 7, u have 66% chance of drawing wrath, and then 50% to deal 25. 33% this turn as well. Hemet turn 6 gives a chance of 56,5%to pull the combo either turn 7 or 8
If u play it turn 9 tho, u can double play wrath, meaning u get 50% chance of 25-30 dmg turn 10. If u draw molten turn 10, u have 66% chance pf combo the turn after. This means that if u play hemet turn 9, u have 83,5% chance of pulling the combo turn 10 or eleven
To sum up, u would probably play hemet turn 9, then combo turn 10-11, but if u absolutely need to, u have 57% to pull the combo turn 7-8
Is that math accurate?
Also, remember that if you draw both Molten Giants before you hemet, you basically lost the game...
If u play hemet on 6 It's 50% to draw holy wrath the turn after, then it's 66% to get 25 dmg from the wrath, meaning it will be 33% chance of 25 dmg turn 7. If u drew molten turn 7, u have 66% chance of drawing wrath, and then 50% to deal 25. 33% this turn as well. Hemet turn 6 gives a chance of 56,5%to pull the combo either turn 7 or 8
If u play it turn 9 tho, u can double play wrath, meaning u get 50% chance of 25-30 dmg turn 10. If u draw molten turn 10, u have 66% chance pf combo the turn after. This means that if u play hemet turn 9, u have 83,5% chance of pulling the combo turn 10 or eleven
To sum up, u would probably play hemet turn 9, then combo turn 10-11, but if u absolutely need to, u have 57% to pull the combo turn 7-8
Your option has 4 cards in a deck. But u can draw giants or wraths earlier, even turn 1.
I don't know whether this will be viable, but with a midrange deck it doesn't sound so bad. You have 8-10 one-drops, a few 2 and 3 drops and a lot of 4+ mana cards (let's say about 10). When you finish the quest, you play Hemet and a turn later Carnassa. From there on the only card cheaper than 4 mana you can draw is a raptor that cycles.That should give you a lot of pressure to finish the game quickly. Charge or not.
It sounds not bad, even though you can't play your burn like kill command any more. Theoretically. In practise... yeah, probably not. but who knows.
Ok back from watching trump's video and I have to say I was not quite ready for that intro.
This is one of the most polarizing cards I have seen on here. Quite a lot of people are saying it is meta defining and even playable and quite a lot of people are saying dust it. I am still not convinced about how useful this card will be, but I guess we'll see how players will try to make this one work.
Exactly, that's why I love these kind of cards, you see them and you are not sure 100% how to use them. I mean it's not that you see a card and immediately say "That's broken" or "Yet another filler". That's why ppl are so split - some came up with interesting ideas, understood the potential it holds, but others remind us about the existing competitive decks, that toy with niche decks. Like I said in my previous post, I would like to see cards like Hemet, that make the game more diverse.
But u need at least 2 bigger cards in deck. You can't use Hemet and Wrath same turn so 1 Giant will be drew next turn and u will end with empty hand. Best scenario, you have 2 Giants in deck. Worse scenario, you have wrath and giant in deck and 50% to draw wrath. Worst scenario, you have 2 wraths in deck.
But u need at least 2 bigger cards in deck. You can't use Hemet and Wrath same turn so 1 Giant will be drew next turn and u will end with empty hand. Best scenario, you have 2 Giants in deck. Worse scenario, you have wrath and giant in deck and 50% to draw wrath. Worst scenario, you have 2 wraths in deck.
But u need at least 2 bigger cards in deck. You can't use Hemet and Wrath same turn so 1 Giant will be drew next turn and u will end with empty hand. Best scenario, you have 2 Giants in deck. Worse scenario, you have wrath and giant in deck and 50% to draw wrath. Worst scenario, you have 2 wraths in deck.
If u play hemet on 6 It's 50% to draw holy wrath the turn after, then it's 66% to get 25 dmg from the wrath, meaning it will be 33% chance of 25 dmg turn 7. If u drew molten turn 7, u have 66% chance of drawing wrath, and then 50% to deal 25. 33% this turn as well. Hemet turn 6 gives a chance of 56,5%to pull the combo either turn 7 or 8
If u play it turn 9 tho, u can double play wrath, meaning u get 50% chance of 25-30 dmg turn 10. If u draw molten turn 10, u have 66% chance pf combo the turn after. This means that if u play hemet turn 9, u have 83,5% chance of pulling the combo turn 10 or eleven
To sum up, u would probably play hemet turn 9, then combo turn 10-11, but if u absolutely need to, u have 57% to pull the combo turn 7-8
Your maths is incorrect as you haven't factored in drawing Molten Giant on, say, turn 3, but still Jesus Christ I'm actually pretty sure this deck is OP
Yeah, i only factored the rng after hemet, cause draw rng is a little more complex. U could draw i wrath before hemet as well, and be guaranteed the combo turn 10
This doesn't even necessarily require brand new deck archetypes. I think you'd run this in Ramp Druid - hell, why wouldn't you? Ramp Druid typically doesn't run THAT many 3 or below cards (Wrath, Wild Growth, Innervate, Living Roots) - if you're on Turn 6 and playing this, so you're essentially now on Turn 7, you don't really want to draw into any of these cards.
So many people are going on about fatigue but the point is if you can guarantee your strong late game drops then you win the game easier and fatigue doesn't become an issue.
Such a potentially powerful card. Just glad Anyfin Can Happen is gone from Standard after the rotation, and hope there aren't any more "I Win" cards in this expansion.
This is one legendary I hope I don't get from a pack. I see some people arguing that it is a great card, but I'm very skeptical. It might find a place in some special deck, but I don't think it will work out.
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Doesn't really work for the Hunter Quest (unless you're going for a plan where you play Tundra Rhino with a bunch of Raptors but I don't know how realistic that is)
The thing great about the Hunter Quest isn't really that you can play a bunch of 1 mana 3/2's but that you can fill out your curve very well with them (for example if you're at 8 mana and want to play a 3 mana card and a 2 mana card - you can then play 3 Raptors with them instead of using the Hero Power) - what do I know though, it's one of those cards we will have to see in play before we can tell how good it really is.
In the lucky case you get him in the first 5-6 turns of the game
Honestly it might be a viable tactic if we end up with a meta with few aoe effects.
if he'd discard instead of destroy those 3-cost cards it would've be an awesome Warlock legendary.
Well, I think we should give credit to Blizz for making some interesting and tricky cards (+ balanced and I want to underline this word);
I won't bother naming them all, but many cards from the Un'goro set will provoke imo new play styles, which is what we want. Cards like Hemet, that are not OP in order to be played in every single deck; cards, which come at a price, but will be the key components in SOME decks. Maybe it won't build a top tier one, but that doesn't mean that is completely unplayable or uncompetitive.
I just hope that my opinion doesn't sound naively, when the expansion comes. It would be nice to see decks, that break the status quo way of thinking. Don't know about you, but I am kinda fed up with cards with the same text (summon, deal damage, heal/give health etc), that's why I welcome cards like Hemet - they don't have the effect, you are used to.
Here's the problem with that though:
1. You can't play 6 Raptors and a Rhino in 1 turn because you have 10 mana so it would be 17 damage.
2. You have to make it to turn 10 to do that, Hunters games usually end around turn 7-9 if you build your deck to survive (wether you won or not)
The only good thing I can see is either Stealthing a Rhino a turn before (probably too much set-up?) or playing the combo with Timber Wolf to increase the damage a bit (like Rhino, 4x Raptor, 1x Timber Wolf = 20 damage, Rhino, 3x Raptor, 2x Timber Wolf = 23 damage - but then you might as well use Dragonhawks and Alleycat's because those will do pretty much the same thing, except from the fact that you won't have to complete a Quest first)
Ok back from watching trump's video and I have to say I was not quite ready for that intro.
This is one of the most polarizing cards I have seen on here. Quite a lot of people are saying it is meta defining and even playable and quite a lot of people are saying dust it. I am still not convinced about how useful this card will be, but I guess we'll see how players will try to make this one work.
Editor of the Heartpwn Legendary Crafting Guide:
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I don't know whether this will be viable, but with a midrange deck it doesn't sound so bad. You have 8-10 one-drops, a few 2 and 3 drops and a lot of 4+ mana cards (let's say about 10). When you finish the quest, you play Hemet and a turn later Carnassa. From there on the only card cheaper than 4 mana you can draw is a raptor that cycles.That should give you a lot of pressure to finish the game quickly. Charge or not.
It sounds not bad, even though you can't play your burn like kill command any more. Theoretically. In practise... yeah, probably not. but who knows.
Like I said in my previous post, I would like to see cards like Hemet, that make the game more diverse.
Yeah, i only factored the rng after hemet, cause draw rng is a little more complex. U could draw i wrath before hemet as well, and be guaranteed the combo turn 10
This doesn't even necessarily require brand new deck archetypes. I think you'd run this in Ramp Druid - hell, why wouldn't you? Ramp Druid typically doesn't run THAT many 3 or below cards (Wrath, Wild Growth, Innervate, Living Roots) - if you're on Turn 6 and playing this, so you're essentially now on Turn 7, you don't really want to draw into any of these cards.
So many people are going on about fatigue but the point is if you can guarantee your strong late game drops then you win the game easier and fatigue doesn't become an issue.
Such a potentially powerful card. Just glad Anyfin Can Happen is gone from Standard after the rotation, and hope there aren't any more "I Win" cards in this expansion.
This is one legendary I hope I don't get from a pack. I see some people arguing that it is a great card, but I'm very skeptical. It might find a place in some special deck, but I don't think it will work out.