I am much more disappointed about the flavor of the game than its effect. It doesn't feel like Zul'jin at all. With that being said, I think the power of this card is pretty good. It seems unfair to compare Zul'jin to the DKs because 4 of them are really strong (with 2 of them being OP and Rexxar being one of them). The hero power is on the dull side but it does the job that it needs to do.
This card is busted powerful and will definitely put spell hunter over the moon as far as power level goes. With cards like spellstone, animal companion and to my side, this hero battlecry will give you a full board every time not to mention a full Christmas tree of secrets. With any luck you might also be able to pull a couple Huffers that you can use to smOrc or trade as you see fit. This card rivals Bloodreaver Gul'dan in power level.
Everybody is upset about the HP b/c KotFT raised the hero cards bar sky high. HP is not bad but is a bit disappointing compared to the non koft hero cards like Hagatha and Boom. It’s like having perma Steamwheedle Sniper which card saw no play. Combined with only 5 armor,and the battlecry it’s hardly worth the mana cost. I think the card is overall good, just not the right mana cost.
I guarantee that someone will put together the right spells for this to be more of a board swing card that fills your side of the board while clearing your opponents. And 2 damage that can go to minions will be a great assist for overkill cards.
This card is not better than Deathstalker Rexxar. Spell Hunter basically can't win without Rexxar against control, because they can't sustain a long game; Rexxar is the breaker in that matchup, and 2 damage per turn doesn't replace the infinite value from Zombeasts.
Actually it could run both.
There are scenarios where you dont want to give up the Smorc HP or the DK battlecry would be too big of a tempo loss. In these cases you'd rather play Zuldjin.
In any case, it seems odd but Zuldjin (being a 10 mana cost) keep up with the smorc plan, while DK (as a faster 6 drop) goes for the value long run.
Of 1500+ votes a DEFINITIVE amount of you think this will be a great card??? I love Hunter and am so excited for the direction this expansion is turning the class towards, but this card just doesn't add to the value of this expansion. Spell Hunter has the most upside for this card, and even then the spells this will cast probably fill your board with 3/3s and add a handful of secrets which is decently useful (unless of course youre dead to direct damage). Personally I wish this card was more interactive with midrange. Afterall, the expansion is centered around gladiatorial combat.
The hero power: oof. Really I pay out 10 mana and the best I get is 2 damage to something of my choice? I can play odd mage and not surrender my turn 10. Flavor has been tremendous for Hearthstone with card designs that feature new functions. Throw it all away on your only hero card for this expansion and give it a recycled hero power? Definitely lame, definitely fringe useful, definitely not defining.
To add from a lore perspective, all that makes sense is he held the title of Witch Doctor. Spell development from that standpoint alone is the only thing about the card that makes sense. He was given to Hunter however, and has been listed as both a Warrior and a Rogue by lore. Seems like a bit of a reach, though that doesn't necessarily matter in HS.
Aaaaaand yet another card I was super excited for and they focused more on pushing some bs deck than actually trying to satisfy the thematic (looking at you priest cards) this will probably be played yea but this does NOT feel like Zul'jin, the hero power should've damaged yourself but given you or maybe your minions + attack for that turn then it would fit the berserker feel this is just... it feels like they crammed it in for the sake of cramming it in rather than trying to fit the character into the game like they have before most of the other cards I don't have much of a nitpick for in this regard but come on blizzard
I think Z'J is very clearly a powerful card. However, as a server-first clearer of Zul'Aman during the Burning Crusade days of Wow, I am forced to agree with above.
Zul'jin is a warrior. He had many mages under him, but he was not a spell caster. This has bad flavor.
Having said that, honestly that's my only complaint. It isn't relevant to compare this card to Rexxar or Gul'dan, both because they won't be in standard together for long, and because the printing of Z'J, Dr. Boom, and Hagatha seem to indicate Blizzard learned from its mistakes in Knights of the Frozen Throne. We don't desire hero cards as powerful as Gul'dan again. And incidentally, I seem to recall a salt thread full of bitching about Rexxar, so why would you be clamoring for equal game-changing power in a new set?
Good card. I wish it wasn't called Zul'jin, but good card.
Rollback Post to RevisionRollBack
Helpful Clarification on Forbidden Topics for Hearthstone Forums:
Enjoying Americans winning in the Olympics is forbidden because it is political. A 14 plus page discussion of state-sponsored lawsuits against a multi-national corporation based on harassment, discrimination, and wrongful death allegations is apparently not political enough to raise an issue.
think about it as a 10 mana spell that makes your hero power better , summons 5 secrets 2 animal companions 2 by my sides 2 deadly shots 2 spell stones , the 7 mana spell that kills two minions simply a bonkers card ,and if u say rexxar is better then play it after or simply play it before grind you opponent with rexxar and then use it as a finisher.
Congrats, you have successfully built then destroyed your own board depending on cast order. (All targets chosen randomly).
think about it as a 10 mana spell that makes your hero power better , summons 5 secrets 2 animal companions 2 by my sides 2 deadly shots 2 spell stones , the 7 mana spell that kills two minions simply a bonkers card ,and if u say rexxar is better then play it after or simply play it before grind you opponent with rexxar and then use it as a finisher.
Congrats, you have successfully built then destroyed your own board depending on cast order. (All targets chosen randomly).
You couldn't be more wrong. None of the cards he mentioned Target anything
Alright. I've done some thinking, and this is actually really interesting as a design. It's reminiscent of Tess Greymane, with the difference being that you choose the spells you put in your deck, unlike burgling.
So, theoretically, what you want to do is load up your deck with OP spells, and then use Zul'jin as a spell bomb, kind of like you would with Lynessa Sunsorrow.
Obviously, stuff like Wandering Monster or Freezing Trap would be solid, as well as a few other secrets, potentially, but those aren't the exciting ones. The one that gets me interested is Crushing Walls. Run two of those, and you can do massive damage to any board, with a good chance to utterly clear their board. Stack that with Animal Companion, for example, or Call of the Wild, not to mention the spellstones, and you've basically cleared their board, and filled your own, for a single card.
Now, counterpoint for this; you might be a bit limited on direct damage spells, most notably, Kill Command would be a bit of a liability, depending on the board state, and Unleash the Hounds would fill your board with comparative junk, blocking off your chances at better options. And, of course, it's a sizeable deck and mana investment to run all of these cards (Let's be real, this probably won't bring back Call of the Wild), which will, of course, make this a bit of a tricky card to run; considering how rarely I've seen Lynessa, and Tess, this card's future doesn't look too promising. However, hope springs eternal that this time will be different.
Final point: I'm not sure how this would interact, but The Marsh Queenis technically a spell, and if you've already completed it, it's plausible that you'd get a new copy of it (Which would be much easier to complete, with all the raptors now in your deck).
So, when a warrior uses Dead Man's Hand, what does that actually mean in terms of flavor? Is he the dead man? Does he cut off his own hand? Is that why he has Tentacles for Arms? Does he think that tentacles are actually as good as arms?
These reasons and more are why I think warriors are more mysterious than people give them credit for.
technically costs 9 if you went second and played The Coin at some point that game
technically 8 split into dif turns. The Coin is a spell.
But you knew that :D
Rollback Post to RevisionRollBack
The best way to actually do something well is have no idea what you're doing. Then what you're doing will become what you have no idea you're doing, at which point since you're doing what you're doing without knowing what you're doing you're doing what you're doing without knowing you're doing it.
The decks that would want to use this, are the kind of decks that will also be using Deathstalker Rexxar.
However you will want to play Zul'jin first (despite being 10 mana) and Rexxar later (despite being 6 mana). Adding a fat overpowered minion to your hand each turn has a hell of a lot more lasting value than 2 mana deal 2 damage.
I mean, you can consider that DK Rexxar will be rotating next Spring, but so will KaC so all of Spell Hunter's main support will be gone (Greater Emerald Spellstone, To My Side!, Rhok'delar and some others).
Not saying it is a bad card. Just pretty strange. Unless they make some more Spell Hunter support in the next set.
This card is not better than Deathstalker Rexxar. Spell Hunter basically can't win without Rexxar against control, because they can't sustain a long game; Rexxar is the breaker in that matchup, and 2 damage per turn doesn't replace the infinite value from Zombeasts.
Actually it could run both.
There are scenarios where you dont want to give up the Smorc HP or the DK battlecry would be too big of a tempo loss. In these cases you'd rather play Zuldjin.
In any case, it seems odd but Zuldjin (being a 10 mana cost) keep up with the smorc plan, while DK (as a faster 6 drop) goes for the value long run.
Another anti-synergy is Lesser Emerald Spellstone and Animal Companion. The former is THE powerplay of spellbased hunter decks, but filling the board with Huffers and Leokks to finish off your opponent is what you want for Zul'jin. Not that this strategy would work anyway, as hunter lacks the defensive tools of paladin, and they can run 2x Anyfin Can Happen.
A christmas tree of secrets your opponent know which are is all nice and dandy, but I really can't see this card fit anywyere as long as Deathstalker Rexxar is in standard.
This card is not better than Deathstalker Rexxar. Spell Hunter basically can't win without Rexxar against control, because they can't sustain a long game; Rexxar is the breaker in that matchup, and 2 damage per turn doesn't replace the infinite value from Zombeasts.
Actually it could run both.
There are scenarios where you dont want to give up the Smorc HP or the DK battlecry would be too big of a tempo loss. In these cases you'd rather play Zuldjin.
In any case, it seems odd but Zuldjin (being a 10 mana cost) keep up with the smorc plan, while DK (as a faster 6 drop) goes for the value long run.
Another anti-synergy is Lesser Emerald Spellstone and Animal Companion. The former is THE powerplay of spellbased hunter decks, but filling the board with Huffers and Leokks to finish off your opponent is what you want for Zul'jin. Not that this strategy would work anyway, as hunter lacks the defensive tools of paladin, and they can run 2x Anyfin Can Happen.
A christmas tree of secrets your opponent know which are is all nice and dandy, but I really can't see this card fit anywyere as long as Deathstalker Rexxar is in standard.
ty slyde
I will mention that hunter doesn't have Cat Trick in standard. So you can't punish your opponent for clearing your board with e.g. Flamestrike. Not to mention, that there aren't any spells in standard, that specifically hit the opponent's face. So Zul'jin can't be used as a win-condition atm.
The hunter legendary spell might draw your charge beasts and by the time someone plays Zul'jin, there might not be any good beasts to resurrect with Revenge of the Wild.
Against aggro I don't see how someone will expect to play ALL board clearing spells and cast zul'jin on turn 10.
So I also think this card is weak, but it has potential depending on the spells hunters will get after the rotation. Worth mentioning is that there is still a common card, which hasn't been revealed for that class.
Of 1500+ votes a DEFINITIVE amount of you think this will be a great card??? I love Hunter and am so excited for the direction this expansion is turning the class towards, but this card just doesn't add to the value of this expansion. Spell Hunter has the most upside for this card, and even then the spells this will cast probably fill your board with 3/3s and add a handful of secrets which is decently useful (unless of course youre dead to direct damage). Personally I wish this card was more interactive with midrange. Afterall, the expansion is centered around gladiatorial combat.
The hero power: oof. Really I pay out 10 mana and the best I get is 2 damage to something of my choice? I can play odd mage and not surrender my turn 10. Flavor has been tremendous for Hearthstone with card designs that feature new functions. Throw it all away on your only hero card for this expansion and give it a recycled hero power? Definitely lame, definitely fringe useful, definitely not defining.
To add from a lore perspective, all that makes sense is he held the title of Witch Doctor. Spell development from that standpoint alone is the only thing about the card that makes sense. He was given to Hunter however, and has been listed as both a Warrior and a Rogue by lore. Seems like a bit of a reach, though that doesn't necessarily matter in HS.
3/5 stars.
Think about that for a second. Spell Hunter has to run ONLY spells, that means that this card gets worse and fills your board with 1/1s and randomly targets damage at yourself. No thanks!
I'll run this in Midrange Hunter where I can choose to only play Crushing Walls, Secrets, Deadly Shot, Animal Companions and maybe a couple of card generators. You then save this card as a comeback tool to clear the enemy board, fill your board, equip secrets, and generate cards. Its better than Dk Rexxar as a tempo swing, if not as good in control/value generation.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I am much more disappointed about the flavor of the game than its effect.
It doesn't feel like Zul'jin at all. With that being said, I think the power of this card is pretty good.
It seems unfair to compare Zul'jin to the DKs because 4 of them are really strong (with 2 of them being OP and Rexxar being one of them). The hero power is on the dull side but it does the job that it needs to do.
*votes as playable*
This card is busted powerful and will definitely put spell hunter over the moon as far as power level goes. With cards like spellstone, animal companion and to my side, this hero battlecry will give you a full board every time not to mention a full Christmas tree of secrets. With any luck you might also be able to pull a couple Huffers that you can use to smOrc or trade as you see fit. This card rivals Bloodreaver Gul'dan in power level.
Everybody is upset about the HP b/c KotFT raised the hero cards bar sky high. HP is not bad but is a bit disappointing compared to the non koft hero cards like Hagatha and Boom. It’s like having perma Steamwheedle Sniper which card saw no play. Combined with only 5 armor,and the battlecry it’s hardly worth the mana cost. I think the card is overall good, just not the right mana cost.
I guarantee that someone will put together the right spells for this to be more of a board swing card that fills your side of the board while clearing your opponents. And 2 damage that can go to minions will be a great assist for overkill cards.
Actually it could run both.
There are scenarios where you dont want to give up the Smorc HP or the DK battlecry would be too big of a tempo loss. In these cases you'd rather play Zuldjin.
In any case, it seems odd but Zuldjin (being a 10 mana cost) keep up with the smorc plan, while DK (as a faster 6 drop) goes for the value long run.
It's not exactly Yogg at all, it doesn't cast Random spells just random targets.
Of 1500+ votes a DEFINITIVE amount of you think this will be a great card??? I love Hunter and am so excited for the direction this expansion is turning the class towards, but this card just doesn't add to the value of this expansion. Spell Hunter has the most upside for this card, and even then the spells this will cast probably fill your board with 3/3s and add a handful of secrets which is decently useful (unless of course youre dead to direct damage). Personally I wish this card was more interactive with midrange. Afterall, the expansion is centered around gladiatorial combat.
The hero power: oof. Really I pay out 10 mana and the best I get is 2 damage to something of my choice? I can play odd mage and not surrender my turn 10. Flavor has been tremendous for Hearthstone with card designs that feature new functions. Throw it all away on your only hero card for this expansion and give it a recycled hero power? Definitely lame, definitely fringe useful, definitely not defining.
To add from a lore perspective, all that makes sense is he held the title of Witch Doctor. Spell development from that standpoint alone is the only thing about the card that makes sense. He was given to Hunter however, and has been listed as both a Warrior and a Rogue by lore. Seems like a bit of a reach, though that doesn't necessarily matter in HS.
3/5 stars.
I think Z'J is very clearly a powerful card. However, as a server-first clearer of Zul'Aman during the Burning Crusade days of Wow, I am forced to agree with above.
Zul'jin is a warrior. He had many mages under him, but he was not a spell caster. This has bad flavor.
Having said that, honestly that's my only complaint. It isn't relevant to compare this card to Rexxar or Gul'dan, both because they won't be in standard together for long, and because the printing of Z'J, Dr. Boom, and Hagatha seem to indicate Blizzard learned from its mistakes in Knights of the Frozen Throne. We don't desire hero cards as powerful as Gul'dan again. And incidentally, I seem to recall a salt thread full of bitching about Rexxar, so why would you be clamoring for equal game-changing power in a new set?
Good card. I wish it wasn't called Zul'jin, but good card.
Helpful Clarification on Forbidden Topics for Hearthstone Forums:
Enjoying Americans winning in the Olympics is forbidden because it is political. A 14 plus page discussion of state-sponsored lawsuits against a multi-national corporation based on harassment, discrimination, and wrongful death allegations is apparently not political enough to raise an issue.
This is brilliant design that was thought up in likely seconds. Get on it Team 5
Congrats, you have successfully built then destroyed your own board depending on cast order. (All targets chosen randomly).
You couldn't be more wrong. None of the cards he mentioned Target anything
Alright. I've done some thinking, and this is actually really interesting as a design. It's reminiscent of Tess Greymane, with the difference being that you choose the spells you put in your deck, unlike burgling.
So, theoretically, what you want to do is load up your deck with OP spells, and then use Zul'jin as a spell bomb, kind of like you would with Lynessa Sunsorrow.
Obviously, stuff like Wandering Monster or Freezing Trap would be solid, as well as a few other secrets, potentially, but those aren't the exciting ones. The one that gets me interested is Crushing Walls. Run two of those, and you can do massive damage to any board, with a good chance to utterly clear their board. Stack that with Animal Companion, for example, or Call of the Wild, not to mention the spellstones, and you've basically cleared their board, and filled your own, for a single card.
Now, counterpoint for this; you might be a bit limited on direct damage spells, most notably, Kill Command would be a bit of a liability, depending on the board state, and Unleash the Hounds would fill your board with comparative junk, blocking off your chances at better options. And, of course, it's a sizeable deck and mana investment to run all of these cards (Let's be real, this probably won't bring back Call of the Wild), which will, of course, make this a bit of a tricky card to run; considering how rarely I've seen Lynessa, and Tess, this card's future doesn't look too promising. However, hope springs eternal that this time will be different.
Final point: I'm not sure how this would interact, but The Marsh Queen is technically a spell, and if you've already completed it, it's plausible that you'd get a new copy of it (Which would be much easier to complete, with all the raptors now in your deck).
Of course, that would require you to run The Marsh Queen.
So, when a warrior uses Dead Man's Hand, what does that actually mean in terms of flavor? Is he the dead man? Does he cut off his own hand? Is that why he has Tentacles for Arms? Does he think that tentacles are actually as good as arms?
These reasons and more are why I think warriors are more mysterious than people give them credit for.
technically costs 9 if you went second and played The Coin at some point that game
technically 8 split into dif turns. The Coin is a spell.
But you knew that :D
The best way to actually do something well is have no idea what you're doing. Then what you're doing will become what you have no idea you're doing, at which point since you're doing what you're doing without knowing what you're doing you're doing what you're doing without knowing you're doing it.
No, It doesn't. It plays the same amount of spells you've casted during the game.
Anyways... This card's design os boring as hell... Maybe will see play, but Will only be strong after Rexxar's rotation.
I'm not sure what to think of this one.
The decks that would want to use this, are the kind of decks that will also be using Deathstalker Rexxar.
However you will want to play Zul'jin first (despite being 10 mana) and Rexxar later (despite being 6 mana). Adding a fat overpowered minion to your hand each turn has a hell of a lot more lasting value than 2 mana deal 2 damage.
I mean, you can consider that DK Rexxar will be rotating next Spring, but so will KaC so all of Spell Hunter's main support will be gone (Greater Emerald Spellstone, To My Side!, Rhok'delar and some others).
Not saying it is a bad card. Just pretty strange. Unless they make some more Spell Hunter support in the next set.
You CAN run both Bloodreaver Gul'dan and Lord Jaraxxus, but it is simply too awkward. Giving up Build-A-Beast is a very high price to pay!
Another anti-synergy is Lesser Emerald Spellstone and Animal Companion. The former is THE powerplay of spellbased hunter decks, but filling the board with Huffers and Leokks to finish off your opponent is what you want for Zul'jin. Not that this strategy would work anyway, as hunter lacks the defensive tools of paladin, and they can run 2x Anyfin Can Happen.
A christmas tree of secrets your opponent know which are is all nice and dandy, but I really can't see this card fit anywyere as long as Deathstalker Rexxar is in standard.
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
ty slyde
I will mention that hunter doesn't have Cat Trick in standard. So you can't punish your opponent for clearing your board with e.g. Flamestrike. Not to mention, that there aren't any spells in standard, that specifically hit the opponent's face. So Zul'jin can't be used as a win-condition atm.
The hunter legendary spell might draw your charge beasts and by the time someone plays Zul'jin, there might not be any good beasts to resurrect with Revenge of the Wild.
Against aggro I don't see how someone will expect to play ALL board clearing spells and cast zul'jin on turn 10.
So I also think this card is weak, but it has potential depending on the spells hunters will get after the rotation. Worth mentioning is that there is still a common card, which hasn't been revealed for that class.
So the idea is you Build a Beast for a Stealthed Tundra Rhino and slam it for 1 turn then you play Zul'jin and profit
Think about that for a second. Spell Hunter has to run ONLY spells, that means that this card gets worse and fills your board with 1/1s and randomly targets damage at yourself. No thanks!
I'll run this in Midrange Hunter where I can choose to only play Crushing Walls, Secrets, Deadly Shot, Animal Companions and maybe a couple of card generators. You then save this card as a comeback tool to clear the enemy board, fill your board, equip secrets, and generate cards. Its better than Dk Rexxar as a tempo swing, if not as good in control/value generation.