Seems too easy to play around. OTK decks don't give a dam about a 6/6. Aggro decks sometimes want to play 3 cards but they can probably play 2 a turn and be fine. Keep in mind you lose a card and 2 mana tempo when you play this, it's not free.
OTK decks are rare tbh. How many exist? And how many are doing great? OTK decks also need to keep the board clear, not an easy task against a Hunter.
Aggro decks wants to play as may cards as they can to keep up the tempo and advantage. By stopping them to two cards a turn, you cause them tempo loss a whole lot more then you did for yourself with that one turn at the start of the game. And it's not like you stop playing cards after turn two. Clearing two minions a turn against aggro is relatively easy for Hunters, with all the small minion removal they have atm. They over extend, bam, the trap activates.
If a single card manages you to stop your opponent from playing their natural game, then you win. You can't say "I am playing around the card by playing less cards per turn". That's exactly what the card is designed to do and you are playing right into the trap. A very long trap.
The design aspect of the card is amazing. It stops certain playstyles without being a Taunt or AoE.
Cattrick didn't work because it was a 4/2 (still saw some play). 6/6 is a completely different story, the initial statline is stronger then a Highmane.
Even when it never triggers because the opponent plays around it, it constantly limits his options by blocking him from playing more than 2 cards per turn. Not too shabby, for 2 mana.
WHEN it triggers, however, it is just insane value. 2 mana 6/6 no drawbacks, holy shit.
It's a potentially strong secret in the right meta (Rogue, Dude Paladin, etc.), but it's extremely easy to read and very difficult to activate against control and midrange.
Another less obvious benefit is that this secret can put the enemy in a tough spot, seeing as how the payoff is so huge. This makes cards that cares about you having secrets up much more powerful, such as Illuminator or Avian Watcher. Not saying that this synergy matters a lot right now, but it could in the future.
Good one. Mukla with a couple Hoarding Dragons and all of a sudden your opponent has to trigger the secret. You have a bunch of beefy minions for him to kill before you even start dropping Highmanes and Kathrena
Shudderwock means driving a clown car in circles around your opponent while he swings his sword at you. Half the time he chops you and your car to pieces. The other half you park on his legs and 40 clowns come out one by one, trampling him to death.
This card is weird. Because it's not very popular, I never play around it and am always unpleasantly caught off guard when it triggers. However, if it becomes meta, it's really easy to play around, which then makes it a bad card.
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This card is weird. Because it's not very popular, I never play around it and am always unpleasantly caught off guard when it triggers. However, if it becomes meta, it's really easy to play around, which then makes it a bad card.
I played into it twice today when they got it off Rhok'delar. I never expect it. It ended up not mattering because control warlock things, but it was still like "oh yeah, that's a card"
Well, you're technically right, but only way to play around is to maximize number of played cards by you to 2, which slows you down if playing decks with many interactions.
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fits control hunter, like the theme blizz is pushing which is not gonna work..
shaman rising.
Very, very good.
Even when it never triggers because the opponent plays around it, it constantly limits his options by blocking him from playing more than 2 cards per turn. Not too shabby, for 2 mana.
WHEN it triggers, however, it is just insane value. 2 mana 6/6 no drawbacks, holy shit.
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It's a potentially strong secret in the right meta (Rogue, Dude Paladin, etc.), but it's extremely easy to read and very difficult to activate against control and midrange.
Another less obvious benefit is that this secret can put the enemy in a tough spot, seeing as how the payoff is so huge. This makes cards that cares about you having secrets up much more powerful, such as Illuminator or Avian Watcher. Not saying that this synergy matters a lot right now, but it could in the future.
Very good as a mix up, your opponent always must act differently when you drop a secret and this one is as unique as it comes
Rodents of unusual size? I doubt they exist...
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Fire Fly means that sometimes people play two 1-cost cards instead of hero powering.
Mage tries to maximize value out of their short-lived Sorcerer's Apprentice, eg via Primordial Glyph.
Hunters use Candleshot Hunter's Mark removal combo, leaving time to develop a new threat.
Even non-aggro Rogues use Backstab, often the best turn will include two other cards.
Unstable Evolution is a thing.
All that aside, opponents need to both attack face and attack a minion to pop Hunter secrets, sometimes forcing inefficient plays.
Shudderwock means driving a clown car in circles around your opponent while he swings his sword at you. Half the time he chops you and your car to pieces. The other half you park on his legs and 40 clowns come out one by one, trampling him to death.
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This card is weird. Because it's not very popular, I never play around it and am always unpleasantly caught off guard when it triggers. However, if it becomes meta, it's really easy to play around, which then makes it a bad card.
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It ended up not mattering because control warlock things, but it was still like "oh yeah, that's a card"
Well, you're technically right, but only way to play around is to maximize number of played cards by you to 2, which slows you down if playing decks with many interactions.