I don't think it's nearly as powerful as people seem to think but it is a pretty good card, it's a good card for when you are running out of gas, but Hunter lists are always very tight for deck slots so you'll have to run one of these. Besides having two of these in your hand would be pretty clunky and you could just get another off of Zul'jin.
I don't think it's nearly as powerful as people seem to think but it is a pretty good card, it's a good card for when you are running out of gas, but Hunter lists are always very tight for deck slots so you'll have to run one of these. Besides having two of these in your hand would be pretty clunky and you could just get another off of Zul'jin.
Right, I might NOT run 2 copies of this, but the fact that Zul'jin gives you 3 more cards AND more if you played 2 copies of this, is absolutely crazy. For that fact alone, I would at minimum run 1 in almost all of my spell focused Zul'jin decks, if not 2 outright.
Its a good card, this I wouldnt call it OP. 3 mana to draw 2 (Arcane Intellect) is pretty much the same as 3 mana for 3 random cards. Master's Call is way better than this, even if it restricts your deckbuilding, you will always draw good cards with it.
Anyways it will probably see play, its just not broken or anything like that.
3 mana draw 3 would be op. We've seen that with raiding party. This is not that but still pretty good. Hunter secrets and weapons are decent and beasts are good more often than bad.
This card IS very powerful because it does not require you to build your deck in a specific way. Also, why not both? Imagine a Hunter deck that has the ability to draw a bunch of cards (beasts) AND generate more resources directly to hand that will almost always be useful.
The fact that this card is value no matter what.
Weapons in Standard (without any new ones being released):
Headhunter's Hatchet. Since you get a beast in your hand with this card, you CAN get the +1 durability every time.
Eaglehorn Bow. You get a secret with this spell. Meaning you can almost assure yourself your opponent will trigger the +1 durability effect.
Galdiator's Longbow. Immune while attacking? Yes, please. Normally it's too expensive to put in your deck, but getting it for 3 mana is fine with me. Later in the game, saving face damage is a huge deal. Also, it can go face to finish games out.
Are you telling these weapons are bad to get in your hand? You do NOT have to play weapons in your deck anymore. You save space in your deck. You are getting a good choice of weapons every single time you play this card.
What about Secrets then?
Snipe. On turn 4, this can do work after you get it from this spell.
Snake Trap is good against board focused decks who worry about Explosive Trap.
Explosive is good to weaken minions already on board on turn 4. kills aggro decks.
Freezing Trap is really good against Giants.
Rat Trap is good against Mage spell spam fest.
Misdirection is probably the weakest, but good if you dont have minions and the opponent has at least 2.
I would take any of these without question.
And the best part is all of these randomly generated cards work well with each other.
In Wild, this is NOT as good, but still very playable. The card pool is too varied and you can get bad secrets and bad beasts and bad weapons.
Something tells me we're going to get a shitty weapon and secret in this expansion though.
If Gladiator's Longbow and Rat Trap/Misdirection are the worst outcome this card have some serious competitive RNG range, that's unusual for Blizzard to do that
Hey! One more good card to add to my wild reno hunter.
3 cards, wink wink. Yeah, this card fits into at least 2 decks in Wild without any real sacrifice.
I don't think it's nearly as powerful as people seem to think but it is a pretty good card, it's a good card for when you are running out of gas, but Hunter lists are always very tight for deck slots so you'll have to run one of these. Besides having two of these in your hand would be pretty clunky and you could just get another off of Zul'jin.
Right, I might NOT run 2 copies of this, but the fact that Zul'jin gives you 3 more cards AND more if you played 2 copies of this, is absolutely crazy. For that fact alone, I would at minimum run 1 in almost all of my spell focused Zul'jin decks, if not 2 outright.
Sure the card is good, but what deck needs 3 random cards when Master's Call exists?
Blizzard never learns
They contradict themselves in class identity
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Haha! Well now we DO have both!
a lot of variance but the type of value a control hunter needs to stay in the game, the hunter kit is looking quite nice (outside of brann)
Its a good card, this I wouldnt call it OP. 3 mana to draw 2 (Arcane Intellect) is pretty much the same as 3 mana for 3 random cards. Master's Call is way better than this, even if it restricts your deckbuilding, you will always draw good cards with it.
Anyways it will probably see play, its just not broken or anything like that.
3 mana draw 3 would be op. We've seen that with raiding party. This is not that but still pretty good. Hunter secrets and weapons are decent and beasts are good more often than bad.
Carpe Diem - Seize the day
we all know they removed vanish and mind blast because they're actually just retarded.
I'm here to kick ass and play cards, and I'm all out of ass.
Limitations: Card draw and generation, they said.
This card IS very powerful because it does not require you to build your deck in a specific way. Also, why not both? Imagine a Hunter deck that has the ability to draw a bunch of cards (beasts) AND generate more resources directly to hand that will almost always be useful.
The fact that this card is value no matter what.
Weapons in Standard (without any new ones being released):
Headhunter's Hatchet. Since you get a beast in your hand with this card, you CAN get the +1 durability every time.
Eaglehorn Bow. You get a secret with this spell. Meaning you can almost assure yourself your opponent will trigger the +1 durability effect.
Galdiator's Longbow. Immune while attacking? Yes, please. Normally it's too expensive to put in your deck, but getting it for 3 mana is fine with me. Later in the game, saving face damage is a huge deal. Also, it can go face to finish games out.
Are you telling these weapons are bad to get in your hand? You do NOT have to play weapons in your deck anymore. You save space in your deck. You are getting a good choice of weapons every single time you play this card.
What about Secrets then?
Snipe. On turn 4, this can do work after you get it from this spell.
Snake Trap is good against board focused decks who worry about Explosive Trap.
Explosive is good to weaken minions already on board on turn 4. kills aggro decks.
Freezing Trap is really good against Giants.
Rat Trap is good against Mage spell spam fest.
Misdirection is probably the weakest, but good if you dont have minions and the opponent has at least 2.
I would take any of these without question.
And the best part is all of these randomly generated cards work well with each other.
In Wild, this is NOT as good, but still very playable. The card pool is too varied and you can get bad secrets and bad beasts and bad weapons.
r/woosh
fotm !!!11
The average weapon will be very good. Average Secret or Beast will be iffy.
Yep, called it. It was an easy guess though
We still have the hunter plague coming up, let’s hope for a big aoe
Dire Frenzy and Vicious Scalehide is already a thing, combine that with this new card Hunter will do some outlasting in a control matter.