I've always felt like the original concept for Warrior must have been more about hitting minions with weapons, and that's why the Hero Power made some sense.
But that drifted more and more into OP control spells and fewer weapons because weapons were dealing too much face damage.
Hearthstone would be a much better game today if the original design had been such that weapons cannot hit face by default. Weapons could then be much more powerful, Warriors could still be pretty control-heavy, but at a price, and their removal spells wouldn't need to be quite so OP.
Rollback Post to RevisionRollBack
"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
Is it me or is this one a bit overpowered compared to the other quest rewards of this expansion?
The shaman quest could turn out more powerful, and the warlock quest MIGHT lead to some combo we haven't found yet, bu it's certainly better than druid and at least more generally useful, if not obviously more powerful, then paladin.
I don't know I've tried to build a deck with the druid quest and all the choose one cards in standard then filled the empty space with treant cards, it looked pretty damn powerful and easy to activate.
The only quest that sucks so far is the paladin one in my opinion. Shaman I'm not sure, could be game breaking of borderline trash for all I know. Mage, Warlock, Druid and Warrior all seem crazy to me. But the warrior card i' particular is a lot more draw dependant than the others. You don't draw weapons you don't complete the quest, you just lost 1 card in your opening hand.
First i think this card is trash but I am rethinking it
Summon a 4/3 every turn is very good, even without the refresh part. It gain you huge advantage in slow control matchup. Comparing with Dr.Boom hero power options, it only worse than Mech delivery, but much more consistant
This wont see play, Unless blizzard rotates dr boom, and having no signals of that happening, well, R.I.P. since now, I swear this is the quest that i'll get for free the when the expansion comes out.
unbelievably bad, which is good since warrior is to strong anyways. I think in my last 200 games as warrior i never attacked 5 times in a game, also passing turn 1 also 1 card down, no thx.
Also booms hero power seems still better why bother with this unless Hero cards go to hof.
Wait so with 2x Wrenchcalibur and 2x Weapons Project you never attacked 5 times? I can't remember a Warrior game that went beyond turn 10 in which I _didn't_ attack at least 5 times. Not saying the card is good, just don't agree with your hyperbole.
What a joke, give the class with the most competitive hero power in the game (Dr. Boom) another really strong hero power card lmao.
If Dr. Boom gets Hall of Famed as soon as this comes out then this makes sense. No idea why Warrior seems to be consistently getting the best cards, several expacs in a row. I understand that each class has its day but man, this just seems like a spit in the face considering the warrior fatigue.
Not that it's the best class in the game by win-rate, but it's getting kinda stale.
Because refreshable 4/3s are really really strong.
Boom lasts until the end of the game. This lasts until you have weapons and you are actually able to attack, also discovering a magnetise mech creates a better swing then a 4/3 minion. Generally discovering any mech is far more powerful in the case of Boom since they have rush. Even if you roll into Zap Cannon you are able to deal with a 4/3 statline.
Because refreshable 4/3s are really really strong.
Boom lasts until the end of the game. This lasts until you have weapons and you are actually able to attack, also discovering a magnetise mech creates a better swing then a 4/3 minion. Generally discovering any mech is far more powerful in the case of Boom since they have rush. Even if you roll into Zap Cannon you are able to deal with a 4/3 statline.
Refresh part is just a bonus, a 2 mana 4/3 onboard every turn is a pain in the ass already.
About Dr.Boom, 2 of their hero power worse than a 4/3, 2 is equal, only Drone Delivery is better. So in average, pretty much the same I can tell you that. Yeah Dr.Boom make your make Rush, but at the price of 7 mana first, and if you are unlucky, it happen to be in the last 10 card of your deck. The Quest how ever, very consistant both because it always in your starting hand, and always summon a 4/3 .
We also have to add the fact that Dr.Boom usually with a package of 2 Omega Asembly, 1 Snip snap, 2 Omega Devastator and 2 Dyomatic. This card only need about 4 weapon (which Mech CW may use anyway if we get a good weapon this expansion ) and 1 Weapon Project (which Mech CW also use). So the control deck use this card as a single card win con may have 3-4 flex slot compare to Mech Warrior to customize things
So I dare to say that if you draw Dr.Boom in the first 10 turn and highroll Delivery Drone few times, you win. Otherwise, you have a pretty high chance of losing.
Nether Portal will be a great card if you control the discarded cards, what always make discardlock an unreliable deck is the random discard, this one require only the hero to attack, to complete the quest and get value, it is not hard for warrior, especially with Gorehowl.
If don't see play will be warrior already have many broken cards and not because this is bad like warlock quest.
You're right. It's better than Nether Portal.
I will admit to being confused by this card.
- If it's something that should fit in an aggressive deck, then starting -1 card and missing turn 1 isn't something an aggressive deck wants to do. - If it's a controlling card (ignoring the fact that Boom outclasses it), it's probably going to take forever to proc, because you are using your weapon swings judiciously. Also, Armor Up is still probably the better hero power in control. - If it's a midrange card....is it? This hero power is certainly better than Armor Up in midrange. But truthfully, I have no idea what that deck looks like right now. Maybe it is. I think you still run into the issue of missing your turn 1 is probably not ideal.
Probably my favourite new quest as I always liked Weapon Warrior with Hobart Grapplehammer & Upgrade!. Also it is exciting that it will create a 3rd possible archetype for Warriors to choose from in the form of Tempo/Aggro (4th counting Taunt Warrior). You can start swinging as soon as turn 2 with Woodcutter's Axe if you run a Rush package to contest the board or Weapons Project.
Probably my favourite new quest as I always liked Weapon Warrior with Hobart Grapplehammer & Upgrade!. Also it is exciting that it will create a 3rd possible archetype for Warriors to choose from in the form of Tempo/Aggro (4th counting Taunt Warrior). You can start swinging as soon as turn 2 with Woodcutter's Axe if you run a Rush package to contest the board or Weapons Project.
I've always felt like the original concept for Warrior must have been more about hitting minions with weapons, and that's why the Hero Power made some sense.
But that drifted more and more into OP control spells and fewer weapons because weapons were dealing too much face damage.
Hearthstone would be a much better game today if the original design had been such that weapons cannot hit face by default. Weapons could then be much more powerful, Warriors could still be pretty control-heavy, but at a price, and their removal spells wouldn't need to be quite so OP.
"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
I see enrage warrior
Terrible in standard, plus why would you ever want to give up your dr boom hero power?
I don't know I've tried to build a deck with the druid quest and all the choose one cards in standard then filled the empty space with treant cards, it looked pretty damn powerful and easy to activate.
The only quest that sucks so far is the paladin one in my opinion. Shaman I'm not sure, could be game breaking of borderline trash for all I know. Mage, Warlock, Druid and Warrior all seem crazy to me. But the warrior card i' particular is a lot more draw dependant than the others. You don't draw weapons you don't complete the quest, you just lost 1 card in your opening hand.
First i think this card is trash but I am rethinking it
Summon a 4/3 every turn is very good, even without the refresh part. It gain you huge advantage in slow control matchup. Comparing with Dr.Boom hero power options, it only worse than Mech delivery, but much more consistant
Put your spoiler here.
This wont see play, Unless blizzard rotates dr boom, and having no signals of that happening, well, R.I.P. since now, I swear this is the quest that i'll get for free the when the expansion comes out.
You run booth quest and weapon, and mechs. Dr. Boom really hero power, rush mechs. And 7 armor. Ideally you complete quest after dr. Boom.
it aight, dr boom is just better
The return of an aggro pirate-warrior-like deck??
Doubtful, but possible.
Wait so with 2x Wrenchcalibur and 2x Weapons Project you never attacked 5 times? I can't remember a Warrior game that went beyond turn 10 in which I _didn't_ attack at least 5 times. Not saying the card is good, just don't agree with your hyperbole.
Ibn Fahd.
What a joke, give the class with the most competitive hero power in the game (Dr. Boom) another really strong hero power card lmao.
If Dr. Boom gets Hall of Famed as soon as this comes out then this makes sense. No idea why Warrior seems to be consistently getting the best cards, several expacs in a row. I understand that each class has its day but man, this just seems like a spit in the face considering the warrior fatigue.
Not that it's the best class in the game by win-rate, but it's getting kinda stale.
CRUISIN YEEEAH! CRUISIN USA!
It's fine by all means. These cards they give to warrior are playable. But they don't guarantee stopping aggro every game.
And they don't make tempo or control unplayable.
Warrior has choices, but they can't play all different types together. Either they go quest, taunt, bomb, or mech control.
I don't see any cards added that make their current line ups any better.
Dr. Boom will still be Top Tier in all decks. And this quest will see play just like that Bondage Warrior going around.
You will get 4/3 every turn, and sometimes two 4/3. It's op
Yep. A CW can just turle which that what the deck does anyway and pump out 4/3 , sometime 2 as a bonus, every freaking turn.
You just need to cut 2 Omega Asembly for 2 Weapon, high chance is we have a good weapon this expansion
Boom lasts until the end of the game. This lasts until you have weapons and you are actually able to attack, also discovering a magnetise mech creates a better swing then a 4/3 minion. Generally discovering any mech is far more powerful in the case of Boom since they have rush. Even if you roll into Zap Cannon you are able to deal with a 4/3 statline.
love aggro decks
Refresh part is just a bonus, a 2 mana 4/3 onboard every turn is a pain in the ass already.
About Dr.Boom, 2 of their hero power worse than a 4/3, 2 is equal, only Drone Delivery is better. So in average, pretty much the same I can tell you that. Yeah Dr.Boom make your make Rush, but at the price of 7 mana first, and if you are unlucky, it happen to be in the last 10 card of your deck. The Quest how ever, very consistant both because it always in your starting hand, and always summon a 4/3 .
We also have to add the fact that Dr.Boom usually with a package of 2 Omega Asembly, 1 Snip snap, 2 Omega Devastator and 2 Dyomatic. This card only need about 4 weapon (which Mech CW may use anyway if we get a good weapon this expansion ) and 1 Weapon Project (which Mech CW also use). So the control deck use this card as a single card win con may have 3-4 flex slot compare to Mech Warrior to customize things
So I dare to say that if you draw Dr.Boom in the first 10 turn and highroll Delivery Drone few times, you win. Otherwise, you have a pretty high chance of losing.
You're right. It's better than Nether Portal.
I will admit to being confused by this card.
- If it's something that should fit in an aggressive deck, then starting -1 card and missing turn 1 isn't something an aggressive deck wants to do.
- If it's a controlling card (ignoring the fact that Boom outclasses it), it's probably going to take forever to proc, because you are using your weapon swings judiciously. Also, Armor Up is still probably the better hero power in control.
- If it's a midrange card....is it? This hero power is certainly better than Armor Up in midrange. But truthfully, I have no idea what that deck looks like right now. Maybe it is. I think you still run into the issue of missing your turn 1 is probably not ideal.
Probably my favourite new quest as I always liked Weapon Warrior with Hobart Grapplehammer & Upgrade!. Also it is exciting that it will create a 3rd possible archetype for Warriors to choose from in the form of Tempo/Aggro (4th counting Taunt Warrior). You can start swinging as soon as turn 2 with Woodcutter's Axe if you run a Rush package to contest the board or Weapons Project.
Maybe Deadly Arsenal will see play :P
I'M GLAD I'M NOT ALONE IN THIS WORLD TO LOVE THIS QUEST!!!
IT'S NOT A BAD CARD WHEN ANYONE CAN THINK TWICE ABOUT IT.
I like elementals and totems.