It cannot hit face, and the Zul'jin synergy is really poor, it can hit your own minion, forcing you to hold on Zul'jin when you are ahead, and gives you a random card instead of a discovered card.
I don't see myself play this over Wing Blast honestly. 1 mana deal 4 is premium. 4 mana deal 4 is way below tempo. And I don't see myself playing both because the Zul'jin synergy is bad.
That card doesn't impress my much, but saying that it has antisynergy with Zul'jin is wrong. It gives you one more spell for Zul'jin to cast and even the worst case scenario of dealing 4 damage to one of your minions is largely irrelevant because you fill your board with stuff anyway, and 4 damage to your minion in exchange for a card isn't that bad trade off
It cannot hit face, and the Zul'jin synergy is really poor, it can hit your own minion, forcing you to hold on Zul'jin when you are ahead, and gives you a random card instead of a discovered card.
I don't see myself play this over Wing Blast honestly. 1 mana deal 4 is premium. 4 mana deal 4 is way below tempo. And I don't see myself playing both because the Zul'jin synergy is bad.
That card doesn't impress my much, but saying that it has antisynergy with Zul'jin is wrong. It gives you one more spell for Zul'jin to cast and even the worst case scenario of dealing 4 damage to one of your minions is largely irrelevant because you fill your board with stuff anyway, and 4 damage to your minion in exchange for a card isn't that bad trade off
I didn't say anti synergy, I said bad synergy. Unleash the Beast this is good synergy, and this doesn't want to take 4 damage
A Pseudo Twin Spell effect. Value Spell Hunter. In Arena, this IS very strong. Not as good as Flanking Strike, but the ability to Discover another spell is very useful in Arena.
There are a couple of reasons I think this is very good. Against Secret Heavy or Stealth minion decks, you can get Flare.
Getting a Kill Command for minion killing or face damage is also good.
It really depends on the other spells that Hunter gets.
This getting played with Zul'jin is definitely pretty gross. Especially if you get the dream of infinite value. Gives the 10 mana effect some card generation along with the twinspell (and potentially the 2nd twinspell) you're going to find that you have a 10 card hand after playing Zul'jin a lot of the time.
Only issue is that random spells might not be enough in the late game against some value decks. The new spell damage legendary might help that a bit.
Seems good for a full Control Hunter? I suppose that's more interesting than just jamming Zul'jin into Midrange Hunter after rotation. Still not seeing how Hunter can do it better than true control classes though. It is gonna need some more combo than rushing 5/5s and minion targeted damage.
That card doesn't impress my much, but saying that it has antisynergy with Zul'jin is wrong. It gives you one more spell for Zul'jin to cast and even the worst case scenario of dealing 4 damage to one of your minions is largely irrelevant because you fill your board with stuff anyway, and 4 damage to your minion in exchange for a card isn't that bad trade off
There is going to be a game where you get Marked shot into Marked shot, into Marked shot, into the concede button.
I didn't say anti synergy, I said bad synergy. Unleash the Beast this is good synergy, and this doesn't want to take 4 damage
Oh look, Another spell for spell hunter... Which for sure is going to stay in wild
Why does this art not match hearthstone art?
A Pseudo Twin Spell effect. Value Spell Hunter. In Arena, this IS very strong. Not as good as Flanking Strike, but the ability to Discover another spell is very useful in Arena.
There are a couple of reasons I think this is very good. Against Secret Heavy or Stealth minion decks, you can get Flare.
Getting a Kill Command for minion killing or face damage is also good.
It really depends on the other spells that Hunter gets.
Not even comparable to Flanking Strike . This generates value instead of tempo, which is strictly worse for Hunter in almost every circumstance.
This getting played with Zul'jin is definitely pretty gross. Especially if you get the dream of infinite value. Gives the 10 mana effect some card generation along with the twinspell (and potentially the 2nd twinspell) you're going to find that you have a 10 card hand after playing Zul'jin a lot of the time.
Only issue is that random spells might not be enough in the late game against some value decks. The new spell damage legendary might help that a bit.
Honestly there is some utility here to expand your spell reach.
Its a card that rounds out a spell heavier hunter, but doesnt define it.
Seems good for a full Control Hunter? I suppose that's more interesting than just jamming Zul'jin into Midrange Hunter after rotation. Still not seeing how Hunter can do it better than true control classes though. It is gonna need some more combo than rushing 5/5s and minion targeted damage.
I don't think Control Hunter will be a Tier 1 or even Tier 2 deck this expansion but it will be excellent in Arena.
in wild i run one copy of baited areo in spell hunter this is definetly better :)
Okay-ish. Too reliant on board presence to be top tier. Still likely will see play for hard removal, though.