Terrible card. 1 health can easily be hero powered. People plays around abomination and explosive trap, and this is no different.
Generally you only play this when your opponent have a decent board. But this means you're giving your opponent the tempo back as your play will be playing a weak bat or another minion that your opponent most likely trade in first.
Play bat, your opponent clears, they may have minions on board or play more. Then what? You wasted 4 mana to hand over tempo essentially.
Also, if you're planning to add bad cards to the deck just to make this work then the card is just bad. I rather run unleash or explosive instead, and not use up valuable card slots.
The main advantage over explosive trap is that your can't just not attack and build up a board, though.
I think Deathstalker is probably the best of the three, but it's so much more expensive, you can't wait until turn 6 for a 2-damage AoE. That's not to say Deathstalker is bad, but you need to deal with their mid-game board before turn 6 somehow. I think really the best way to do it is to just run all three. Trap potentially protects your face (acting as a deterrant at the very least), Bloatbat deals with the enemy trying to establish a big murloc board or whatever, then Rexxar finishes off whatever's left.
this is too easily abused by Potion of Madness. Priest is already one of hunter's hardest matchups in the existing meta, and I don't expect it will get any easier given Hunter's very vulnerable front end game and minuscule margin for error.
And of course this could lead us into the discussion about face hunter being the main reason hunter can't escape tier 3 lately, but that's for another day.
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Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
It's basically a marginal better wisp (0.5 mana) with sort of an explosive trap added to it (only worse because the opponent sees it coming) (1,5 mana)
so you pay 4 mana for 2 mana value . It's absolutely the worst man .
Would be bad even at 3 mana .
Most of the time people know you've played explosive trap after little to no testing (depending on the meta) and will often even choose not to proc it. Seeing it coming in no way halves it's mana value.
It's more of a trade off really, because though explosive will always stop incoming face damage immediately, you can decide to trade in or otherwise trigger the bat to deal with a board that your opponent might have built without ever procing the trap. It's relatively proactive, though not by much.
So you could arguably give that effect 2 Mana value; I think 3 mana would have been fine. Not great, but justifiable. Ultimately that doesn't really matter since it's 4 Mana and therefore trash.