ohh i actually forgot i had Stampede when i read your post i literaly went to double check the mastiff's rarity and crossing fingers repeating "please don't be an epic, please don't be an epic"
Interesting card. I'm not convinced that it's the kind of tool that Hunter needs, but hey, it's relatively powerful and it's definitely flexible. If nothing else it is at the very least playable.
One should note that this card falls into the second pick of Build-a-Beast so you can't combine it with poisonous minions or Penguins. You can, however, use it with the cheaper Deathrattle or Battlecry beasts. There's even a pretty fun interaction if you play it alongside a Corpse Widow Imagine playing two Widows and a Plated Beetle fused with this. INFINITE ARMOR, SUCK IT WARRIOR.
Wow I feel like there will definitely be a trolden video with this happening
If they ever get around to adding the new beasts...
I mean they have to now, right? The beast pool's going to be so much smaller.
I like it, but if it had been a 1 drop, Quest Hunter might have finally been a thing. :P
Kidding, but I think this is pretty damn good and would go pretty well in a quest hunter deck anyway since a lot of the card synergies are the same. Now if they can just add an efficient/good way to finish the quest that deck might finally be a thing.
Unleash Ma(stiffs), Giggity. Is a pretty cool design for a class that suffers from lack of board clears, card draw and the ability to deal 1 damage. It is an all in one board clear, repetitive card generation and deal 1 (in this case 2) damage to a minion.
Now we need to look at the logistics of the card first.
1. It is deal 2 damage for 2 mana, 4 for 4, and so forth. The good thing is that this combos well with the minions on board and weapons. It allows you to deal the extra bit of damage to finish off the enemy minion or minions. However, on it's own it becomes weak. Deal X damage for X mana is poor. You spend 8 mana to kill the enemy LK and end up having nothing on board. Not the most brilliant situation to be in.
2. The combo potential is great. It combos well with Stampede and Hyena. Allowing you to quickly fill your hand or buff your Hyena if the enemy has enough minions on board. Powerful effect.
3. It is a comeback mechanic for Hunters! Yes, Hunters have it. Even though it isn't not a Flamestrike dealing 4 damage to all enemy minions for 7 mana (or in some cases lower). It still gives the Hunter that extra bit of push for board control which they severely lacked.
4. It makes DK Rexxar's AoE damage even more powerful if you play this card before the turn or after the turn you play DK, allowing for a very strong board swing again.
5. It makes DK Rexxar's Hero Power more interesting, but not necessarily better. Yes, it gives rush to that poison minion, but won't be able to play a lot of them anyways. The mana cost will be too high, but it does give you the option of removing big enemy minions.
6. It makes handbuffs great! Almost all handbuffs are leaving standard. But maybe Blizz might release some in the future. With a single handbuff, this card is a 2 mana repeatable and stronger Wolf Rider. Very interesting.
7. It will be more successful in Arena and Wild then it will be in Standard. Yes, the tool kit in Wild is bigger and better, Arena it will give the Hunter the surprise swing moment and keep on the pressure without loosing too many minions. Standard, it lacks both tool kit and the surprise element. Your opponent will know when your Stiffs are coming out! Giggity. And play accordingly. The card is too weak to Taunts and slow generally. Even with the new cards, it will be difficult to put this in a Hunter deck, control or otherwise. It needs a combo to work. Hunter is very poor in making a combo deck. It needs heavy card draw to work along with other control tools (the hunter community never had this conversation before)! A card something like "2 mana - Reduce the health of a minion and its adjacent minions to 1" will work well with this card. But then again, you can just use Unleash the original hounds to combo with it.
Overall, the use of this card is very limited in Standard. Yes, yes, different decks and all. But it seriously needs a heavy support/combo card to go with it for a proper effect.
Turn 10 it's "summon 5 2/1 beasts" as well, which isn't terrible. Rush is useful but don't judge the card on that alone. Unlike Unleash you don't need the opponent to have a board either.
Not sure how much play it can see with constructed. but echo and rush is interesting.
In arena this is likely a good card. Early game is mostly trading for board control, and this is just like Bluegill Warrior in the trading department. But during late game its a decent removal tool imo. Being able at 10 mana, to do 10 damage split to the board is solid especially for a class that lacks a lot of removal.
Yes
Love it. a 2 drop that isnt garbage when topdecked!
Why u hav to be mad? is only card gaem.
Interesting card. I'm not convinced that it's the kind of tool that Hunter needs, but hey, it's relatively powerful and it's definitely flexible. If nothing else it is at the very least playable.
Galavant Animation
Is this card go- YES!
... od for hunter? Nah
Scavenging Hyena Approves !
I mean they have to now, right? The beast pool's going to be so much smaller.
I like it, but if it had been a 1 drop, Quest Hunter might have finally been a thing. :P
Kidding, but I think this is pretty damn good and would go pretty well in a quest hunter deck anyway since a lot of the card synergies are the same. Now if they can just add an efficient/good way to finish the quest that deck might finally be a thing.
It's a doggy-dog world.
Free to try and find a game, dealing cards for sorrow, cards for pain.
Unleash Ma(stiffs), Giggity. Is a pretty cool design for a class that suffers from lack of board clears, card draw and the ability to deal 1 damage. It is an all in one board clear, repetitive card generation and deal 1 (in this case 2) damage to a minion.
Now we need to look at the logistics of the card first.
1. It is deal 2 damage for 2 mana, 4 for 4, and so forth. The good thing is that this combos well with the minions on board and weapons. It allows you to deal the extra bit of damage to finish off the enemy minion or minions. However, on it's own it becomes weak. Deal X damage for X mana is poor. You spend 8 mana to kill the enemy LK and end up having nothing on board. Not the most brilliant situation to be in.
2. The combo potential is great. It combos well with Stampede and Hyena. Allowing you to quickly fill your hand or buff your Hyena if the enemy has enough minions on board. Powerful effect.
3. It is a comeback mechanic for Hunters! Yes, Hunters have it. Even though it isn't not a Flamestrike dealing 4 damage to all enemy minions for 7 mana (or in some cases lower). It still gives the Hunter that extra bit of push for board control which they severely lacked.
4. It makes DK Rexxar's AoE damage even more powerful if you play this card before the turn or after the turn you play DK, allowing for a very strong board swing again.
5. It makes DK Rexxar's Hero Power more interesting, but not necessarily better. Yes, it gives rush to that poison minion, but won't be able to play a lot of them anyways. The mana cost will be too high, but it does give you the option of removing big enemy minions.
6. It makes handbuffs great! Almost all handbuffs are leaving standard. But maybe Blizz might release some in the future. With a single handbuff, this card is a 2 mana repeatable and stronger Wolf Rider. Very interesting.
7. It will be more successful in Arena and Wild then it will be in Standard. Yes, the tool kit in Wild is bigger and better, Arena it will give the Hunter the surprise swing moment and keep on the pressure without loosing too many minions. Standard, it lacks both tool kit and the surprise element. Your opponent will know when your Stiffs are coming out! Giggity. And play accordingly. The card is too weak to Taunts and slow generally. Even with the new cards, it will be difficult to put this in a Hunter deck, control or otherwise. It needs a combo to work. Hunter is very poor in making a combo deck. It needs heavy card draw to work along with other control tools (the hunter community never had this conversation before)! A card something like "2 mana - Reduce the health of a minion and its adjacent minions to 1" will work well with this card. But then again, you can just use Unleash the original hounds to combo with it.
Overall, the use of this card is very limited in Standard. Yes, yes, different decks and all. But it seriously needs a heavy support/combo card to go with it for a proper effect.
Name a single card that can both kill a Lich King AND put a minion on board, when don't have one, for 8 mana.
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Turn 10 it's "summon 5 2/1 beasts" as well, which isn't terrible. Rush is useful but don't judge the card on that alone. Unlike Unleash you don't need the opponent to have a board either.
Ibn Fahd.
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Not sure how much play it can see with constructed. but echo and rush is interesting.
In arena this is likely a good card. Early game is mostly trading for board control, and this is just like Bluegill Warrior in the trading department. But during late game its a decent removal tool imo. Being able at 10 mana, to do 10 damage split to the board is solid especially for a class that lacks a lot of removal.
Funny enough Bluegill saw/sees competetive play with Murloc Paladin. Maybe second Hunter Legendary is a N/Zoth for Rush minions :D
Control Hunter needs a finisher card.
Good card. I want to see more support for spell hunter though!