6 Battlecrys is a thing to do , after that you get a nice hero power.
This hero power will be nice to manipulate, like set it to 0 mana, use it twice, etc. Will test this out in wild.
How can you set the HP to 0? And why should you use it twice a turn? Activating it anyway counts for the whole turn and Battlecries still only trigger twice.
6 Battlecrys is a thing to do , after that you get a nice hero power.
This hero power will be nice to manipulate, like set it to 0 mana, use it twice, etc. Will test this out in wild.
How can you set the HP to 0? And why should you use it twice a turn? Activating it anyway counts for the whole turn and Battlecries still only trigger twice.
In wild you can, there’s a card called fencing coach, which sets you HP to 0 this turn. And also there’s Garrison Commander to double up on your heropowering.
6 Battlecrys is a thing to do , after that you get a nice hero power.
This hero power will be nice to manipulate, like set it to 0 mana, use it twice, etc. Will test this out in wild.
How can you set the HP to 0? And why should you use it twice a turn? Activating it anyway counts for the whole turn and Battlecries still only trigger twice.
In wild you can, there’s a card called fencing coach, which sets you HP to 0 this turn. And also there’s Garrison Commander to double up on your heropowering.
True, I didn't consider wild (didn't read properly). Still, I can't see the benefit. They only count for 1 turn and you have to play bad minions instead of good battlecries. And pay for them instead of the hero power. Nah, not worth it.P.S. auctionmaster beardo also works, but doubling hero power does nothing here.
hum this will be nerfed quite rapidly..it's so broken..I can see shaman decks built around this power...AND we haven't seen the shaman cards yet for the new expansion...this is not good...lifesteal battlecry will be real problem..
but guys shuder costs 9 and this heropower costs 2 so it's not so smooth to play it in one turn. Besides that with this quest you have to play battlecries before quest and also want to play them after completion. I think you need to play this card in some combo deck not so good in others.
I just took a look at the battlecry minions in standard. Lackeys are the only thing that will be really good since they are cheap and have a good effect. But beside Lackeys and maybe a few other cards like Mind Control Tech you have stuff like Dark Iron Dwarf which is nice with a +4 attack buff and a reasonable body, but when you consider the cost of 6 mana (4 for the dwarf and 2 for the hero power) it seems not so great any more. Many good battlecries are even not combineable with Heart of Vir'naal like The Black Knight , Big Game Hunter , Mossy Horror , etc...
With the present card pool (not knowing what will come in the shaman and neutral set of Saviors of Uldum) it seems necessary to me to play at least 2 battlecries to make the HP activation worthwhile in regard to tempo for most battlecry cards. On the plus side, the quest can just be done while playing the game without great effort (unlike the druid who has to deliberately lose tempo), and in the late game you can simply add a little bit of value to each of your cards (kind of upgrade them). Still, the reward does not convince me. In my opinion there need to be some very good battlecries in SoU to make this quest good.
The quest 2/3 card not give extra card. You must play 6 standard battlecry. After that dueble for 2mana
It is a 2/3, normal stats for 2 manas and draw a card (this remove the quest card disavantage issue), you have x4 cheap battlecry minions give you more cheap battlecry minions (lackeys) and the deck is build around battlecrys, you complete fast and have good value for the rest of the game and the most strong aspect of heroes and quests, your opponent can't do anything about it.
A lucky Gepeto or simple keep the coin can make crazy Shudderwock combos.
Control with few battlecry minions still use Hagatha instead the quest but a entire control minion based is possible because this quest.
I just took a look at the battlecry minions in standard. Lackeys are the only thing that will be really good since they are cheap and have a good effect. But beside Lackeys and maybe a few other cards like Mind Control Tech you have stuff like Dark Iron Dwarf which is nice with a +4 attack buff and a reasonable body, but when you consider the cost of 6 mana (4 for the dwarf and 2 for the hero power) it seems not so great any more. Many good battlecries are even not combineable with Heart of Vir'naal like The Black Knight , Big Game Hunter , Mossy Horror , etc...
With the present card pool (not knowing what will come in the shaman and neutral set of Saviors of Uldum) it seems necessary to me to play at least 2 battlecries to make the HP activation worthwhile in regard to tempo for most battlecry cards. On the plus side, the quest can just be done while playing the game without great effort (unlike the druid who has to deliberately lose tempo), and in the late game you can simply add a little bit of value to each of your cards (kind of upgrade them). Still, the reward does not convince me. In my opinion there need to be some very good battlecries in SoU to make this quest good.
Lackeys alone are enough to make it worthwhile, and EVIL Cable Rat will now give you two of them. This suggests a token build, so you might eventually win with something like Bloodlust.
Once the quest is completed, the hero power still has to be used, it is not a passive. If it was passive, you could play very strong minons like Fire Elemental and Swampqueen Hagatha on curve and Shudderwock would be massive, but this way, you need your deck to consist mostly of cheaper cards to get the most out of the effect without sitting on your big stuff. At least it affects all battlecries for the turn, not just the next card. But again, more effective with cheap stuff.
I'm not sure how strong such a deck would be, and who knows what other battlecries come with the new set. I'm mildly excited, meaning I wouldn't mind pulling this from a pack, but I'm not going crazy over it.
How can you set the HP to 0? And why should you use it twice a turn? Activating it anyway counts for the whole turn and Battlecries still only trigger twice.
In wild you can, there’s a card called fencing coach, which sets you HP to 0 this turn. And also there’s Garrison Commander to double up on your heropowering.
Release the Kraken!
True, I didn't consider wild (didn't read properly). Still, I can't see the benefit. They only count for 1 turn and you have to play bad minions instead of good battlecries. And pay for them instead of the hero power. Nah, not worth it.P.S. auctionmaster beardo also works, but doubling hero power does nothing here.
hum this will be nerfed quite rapidly..it's so broken..I can see shaman decks built around this power...AND we haven't seen the shaman cards yet for the new expansion...this is not good...lifesteal battlecry will be real problem..
Hero Power (double battlecry) Electra Stormsurge+ Lava Burst = 20 HP
Nope. Twice is twice, no matter how often you repeat the battlecry.
but guys shuder costs 9 and this heropower costs 2 so it's not so smooth to play it in one turn.
Besides that with this quest you have to play battlecries before quest and also want to play them after completion. I think you need to play this card in some combo deck not so good in others.
This is bonkers with lackeys. On demand spirit of the shark in shaman.
Playing this means you don't play Hagatha hero.
Quest shaman vs Hagatha shaman, I think Hagatha carries more value overall.
Has good potential. But I believe it'll only see play in a control heavy meta.
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The quest 2/3 card not give extra card. You must play 6 standard battlecry. After that dueble for 2mana
I just took a look at the battlecry minions in standard. Lackeys are the only thing that will be really good since they are cheap and have a good effect. But beside Lackeys and maybe a few other cards like Mind Control Tech you have stuff like Dark Iron Dwarf which is nice with a +4 attack buff and a reasonable body, but when you consider the cost of 6 mana (4 for the dwarf and 2 for the hero power) it seems not so great any more. Many good battlecries are even not combineable with Heart of Vir'naal like The Black Knight , Big Game Hunter , Mossy Horror , etc...
With the present card pool (not knowing what will come in the shaman and neutral set of Saviors of Uldum) it seems necessary to me to play at least 2 battlecries to make the HP activation worthwhile in regard to tempo for most battlecry cards. On the plus side, the quest can just be done while playing the game without great effort (unlike the druid who has to deliberately lose tempo), and in the late game you can simply add a little bit of value to each of your cards (kind of upgrade them). Still, the reward does not convince me. In my opinion there need to be some very good battlecries in SoU to make this quest good.
It is a 2/3, normal stats for 2 manas and draw a card (this remove the quest card disavantage issue), you have x4 cheap battlecry minions give you more cheap battlecry minions (lackeys) and the deck is build around battlecrys, you complete fast and have good value for the rest of the game and the most strong aspect of heroes and quests, your opponent can't do anything about it.
A lucky Gepeto or simple keep the coin can make crazy Shudderwock combos.
Control with few battlecry minions still use Hagatha instead the quest but a entire control minion based is possible because this quest.
I think it's card in theory is good, but practically build a deck around this will not be viable.
Lackeys alone are enough to make it worthwhile, and EVIL Cable Rat will now give you two of them. This suggests a token build, so you might eventually win with something like Bloodlust.
Other token generators you might use: Former Champ, Whirliglider, Explodinator, Hench-Clan Hag, Silver Hand Knight, Giggling Inventor, and maybe even Portal Keeper and Portal Overfiend.
You probably don't want to pay 2 mana to double a single 1/1 token, so leave out the Razorfen Hunter and the Murloc Tidehunter.
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Battlecry cards, not minions. So it works with Jade claws... scary stuff
Once the quest is completed, the hero power still has to be used, it is not a passive. If it was passive, you could play very strong minons like Fire Elemental and Swampqueen Hagatha on curve and Shudderwock would be massive, but this way, you need your deck to consist mostly of cheaper cards to get the most out of the effect without sitting on your big stuff. At least it affects all battlecries for the turn, not just the next card. But again, more effective with cheap stuff.
I'm not sure how strong such a deck would be, and who knows what other battlecries come with the new set. I'm mildly excited, meaning I wouldn't mind pulling this from a pack, but I'm not going crazy over it.
I am happy this is not an aura effect like quest rogue, this quest combined with Hagatha with so many classes lacking heroes will be waaaaaay strong.
Good battlecries really , card draw and lackeys. Maybe you can do Cthun deck with Jepeto.
given how trash the shaman hero power can be this is worthwhile.
You can argue it has anti-synergy with hagatha but I think they serve very different purposes in a game