I am afraid that without a taunt creature viable (given that we don't see one later on in this expansion) this is too slow to meet any meta requirements
Another nerf to Evolve. I imagine when they sat down to design this expansion, the devs said "We need to make a bunch of understatted minions to nerf Evolve."
yeah, playing it for 9 mana instead of 10? WOW SO BROKEN WTF PLZ NERF
The point of the recruit mechanic is to make sure you get your win condition onto the board and doesn't get stuck at the bottom of the deck, this isn't just about cheating mana crystals.
Wether this card is good or not has yet to be determined, but you guys certainly want it to be bad
Yeah, I'm totally with you on how recruit works. I just wish this were like a Deathrattle or something with a better statline than a 9-mana 2/4. As it is, the card needs to work at least twice to gain worthwhile value. Which it won't, because it has 4 health.
I'm probably going to get tons of hate for this, but this card is actually super good in Big Priest and Druid and will see play in those decks.
Gonna screenshot this incase I'm right
Right? I mean it acts as a SLIGHTLY BETTER 2nd (and possibly 3rd) copy of Deathwing DL, Deathwing, Ysera. The only one it has really bad synergy with is alex. So If you want to run Alex I'm not sure you run this. and getting the 4/8 is also not bad, since it puts them in a conundrum of having to remove this from behind a taunt.
As people have said; Recruit, like Joust before it, is being overvalued. The only real reason to use this card (so far) is Deathwing, otherwise you're wasting a deck spot to MAYBE add 2/4 of stats to one of your other late game dragons. Woooo. If they add some big late-game dragons with negative battlecries (or some more recruit synergy somewhere) then maybe this'll become more viable, but I doubt it.
This is...quite terrible. Mainly because it's a recruit effect.
If it was something like "Battlecry: Discover a copy of a Dragon in your deck and summon it", maybe it would see some play somewhere. Although it would still be quite bad.
I mean, even if it bought you a Ysera from your deck, you're basically getting a 0 mana 2/4...which Isn't going to have much impact on turn 9.
Theoretically it could survive a turn...and you'll get 2 dragons! Whoooooa. But if your opponent can't remove a 2/4 on turn 9 or 10, chances are they've lost control of the game already and are heading for a loss.
All I'm seeing here is an Evolve nerf. Which I feel indifferent about.
The references to Nozdormu make me think that there may be more depth here than we give credit for. If you have a couple of big threats in you deck, this punishes a slow turn of your opponent's. How do they remove it efficiently?
Say you are facing an empty or roughly balanced board on turn nine and you choose to drop FL Jaina. Your opponent clears your board (leaving the new Frost Elemental up, so the boardstate is the same as if it were empty prior to the DK) and plays Dragonhatcher, which subsequently pulls an 8/8. Nozdormu makes for the most interesting case. You now have 15 seconds to decide your turn: You've got a Fireball a Firelands Portal and a handful of elemental minions. What do you do?
Same thing goes for DK Valeera: you're in top-deck mode after dropping your DK, you pull a vilespine. You can drop one and shadow copy combo kill something. do you take out the dragon, or the wimpy 2/4 that is summoning more dragons?
This card might be a slower Cobalt Scalebane where you often have to take the less efficient trade to prevent your opponent from getting more value.
Not saying that it is going to be OMG TOP TIERZ!1!!11, but up its stats to nine-drop levels, even six drop levels and it could be one of Hearthstone's worst snowball cards. Heck, even one or two more health and you're looking at a real headache. How would you efficiently get rid of a 2/6 summon a 8/8 at the end of each turn? Meteor + ping wouldn't do it. You'd have to sheep + Fireball + ping to completely remove the threat. Which is a fair 2:2 card trade, except that they only had to draw one, while you needed both in hand.
So you fireball the Dragonhatcher and freeze/drop a taunt so as to not take 8 to the face? All of a sudden Ysera is now a viable option, as the Dragonhatcher player just tutored her out of their deck and will be getting value next turn off of her. What if it pulls Malygos? You have to kill him. How do you drop the 4/12 lord of Must Kill Now and the card that'll be pulling more dragons next turn?
Now I want to find videos of tourneys where FLJ or some other slower 9-10 drop card was played and see what their hand/board was like to see how they'd be able to respond to Dragonhatcher pulling Maly on the next turn.
If you recruit Ysera with this minion, does Ysera's effect trigger? If so, it may not be quite as bad as it seems, your opponent has to deal with it immediately or basically lose the game, and it provides a bit of insurance if there's a legendary dragon your deck is banking on getting out, but that dragon sometimes appears in the bottom of your deck.
Still overcosted by at least 1 mana, but could have a very specific niche in a deck, maybe.
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I am afraid that without a taunt creature viable (given that we don't see one later on in this expansion) this is too slow to meet any meta requirements
Another nerf to Evolve. I imagine when they sat down to design this expansion, the devs said "We need to make a bunch of understatted minions to nerf Evolve."
The only use different to dust it, is
1. Temporus
2. Pray for not die in 2 turns
3. play Dragonhatcher Recruit Malygos
4. Spend all my burst spell damage and Win 1 over 100 matches :D
Some odd reason when I first saw this I saw 7 mana. now that I know it is 9...just....just bad...terrible...
In Wild:
Turn 10: play Dragonhatcher, play Conceal, profit...
Now you just have to try and survive until then haha
I feel like we're going to get a card that recruits a minion with 2 or less attack, to synergize with this and the Druid Legendary.
I'm probably going to get tons of hate for this, but this card is actually super good in Big Priest and Druid and will see play in those decks.
Gonna screenshot this incase I'm rightPure Gar-bitch
seens bad
I love the art work
As people have said; Recruit, like Joust before it, is being overvalued. The only real reason to use this card (so far) is Deathwing, otherwise you're wasting a deck spot to MAYBE add 2/4 of stats to one of your other late game dragons. Woooo. If they add some big late-game dragons with negative battlecries (or some more recruit synergy somewhere) then maybe this'll become more viable, but I doubt it.
This is...quite terrible. Mainly because it's a recruit effect.
If it was something like "Battlecry: Discover a copy of a Dragon in your deck and summon it", maybe it would see some play somewhere. Although it would still be quite bad.
I mean, even if it bought you a Ysera from your deck, you're basically getting a 0 mana 2/4...which Isn't going to have much impact on turn 9.
Theoretically it could survive a turn...and you'll get 2 dragons! Whoooooa. But if your opponent can't remove a 2/4 on turn 9 or 10, chances are they've lost control of the game already and are heading for a loss.
All I'm seeing here is an Evolve nerf. Which I feel indifferent about.
Nozdormu buff
Trash on its own, but I could see this card work in a Jungle Giants Dragon Druid deck.
EDIT: THIS Jungle Giants Dragon Druid deck.
The references to Nozdormu make me think that there may be more depth here than we give credit for. If you have a couple of big threats in you deck, this punishes a slow turn of your opponent's. How do they remove it efficiently?
Say you are facing an empty or roughly balanced board on turn nine and you choose to drop FL Jaina. Your opponent clears your board (leaving the new Frost Elemental up, so the boardstate is the same as if it were empty prior to the DK) and plays Dragonhatcher, which subsequently pulls an 8/8. Nozdormu makes for the most interesting case. You now have 15 seconds to decide your turn: You've got a Fireball a Firelands Portal and a handful of elemental minions. What do you do?
Same thing goes for DK Valeera: you're in top-deck mode after dropping your DK, you pull a vilespine. You can drop one and shadow copy combo kill something. do you take out the dragon, or the wimpy 2/4 that is summoning more dragons?
This card might be a slower Cobalt Scalebane where you often have to take the less efficient trade to prevent your opponent from getting more value.
Not saying that it is going to be OMG TOP TIERZ!1!!11, but up its stats to nine-drop levels, even six drop levels and it could be one of Hearthstone's worst snowball cards. Heck, even one or two more health and you're looking at a real headache. How would you efficiently get rid of a 2/6 summon a 8/8 at the end of each turn? Meteor + ping wouldn't do it. You'd have to sheep + Fireball + ping to completely remove the threat. Which is a fair 2:2 card trade, except that they only had to draw one, while you needed both in hand.
So you fireball the Dragonhatcher and freeze/drop a taunt so as to not take 8 to the face? All of a sudden Ysera is now a viable option, as the Dragonhatcher player just tutored her out of their deck and will be getting value next turn off of her. What if it pulls Malygos? You have to kill him. How do you drop the 4/12 lord of Must Kill Now and the card that'll be pulling more dragons next turn?
Now I want to find videos of tourneys where FLJ or some other slower 9-10 drop card was played and see what their hand/board was like to see how they'd be able to respond to Dragonhatcher pulling Maly on the next turn.
If you recruit Ysera with this minion, does Ysera's effect trigger? If so, it may not be quite as bad as it seems, your opponent has to deal with it immediately or basically lose the game, and it provides a bit of insurance if there's a legendary dragon your deck is banking on getting out, but that dragon sometimes appears in the bottom of your deck.
Still overcosted by at least 1 mana, but could have a very specific niche in a deck, maybe.