It's definitely an auto include for aggro Hunter, if it becomes seriously viable that is. I don't think this will be enough to put it over the top but it's in a step in the right direction, we will have to see how the list will look after all the cards are revealed to get a proper evaluation.
Other than that it's not worth considering for any other archetype, and Hunter has lots of those. I like the flavor of this card though, I don't care what anybody says SMOrcing with Hunter is so fun and this entices me so much I'm grinning ear to ear.
Aggro can't afford to push the hero button AND NOT play any minions in the early turns. This MIGHT be a mid range card for finishing off other mid range or control decks. You cannot take off 4 turns and expect to win. Hunter has no ability like Quest Druid to fill a board AND heal for full health by skipping the first 4 turns.
As others have said, and where I think this will shine the most is Combo OTK in Wild. This combined with the double damage Mech has alot of potential in Odd Hunter as well.
I do think the new 1 drop that allows you to kill off minions with your hero power might be the way to build the deck. But that sounds more and more like a mid range board deck. Not an aggro face deck.
Spending mana on hero powers is often a sign that things haven't gone great that turn. I don't think the new Inspire minions, as good as they appear, changes this substantially.
And the reward is underwhelming. Seems like too much work for 6 damage.
Spending mana on hero powers is often a sign that things haven't gone great that turn. I don't think the new Inspire minions, as good as they appear, changes this substantially.
And the reward is underwhelming. Seems like too much work for 6 damage.
In TGT, there were a couple of Inspire cards that were actually good and saw regular play.
Phase Stalker and Dragonbane seem playable to me -- the mana cost of the Hero Power seems to have been better accounted for than it was in TGT.
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"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
If you have that 1/3 dwarf that lets your hero power target minions this card is fine. That way you can complete the quest without committing tempo suicide. It's also fine late game when you're floating a bit of mana every turn anyway. There's also other new cards that make it okay to hero power, like the 2 drop that fetches a secret or dragon bane. In a vacuum it's terrible but with the other hero power cards it might be pretty decent.
Very good for combos but for other archetypes with a plan B to hurt the face meh
if you want an aggressive deck I would not put this or two of this
It's definitely an auto include for aggro Hunter, if it becomes seriously viable that is. I don't think this will be enough to put it over the top but it's in a step in the right direction, we will have to see how the list will look after all the cards are revealed to get a proper evaluation.
Other than that it's not worth considering for any other archetype, and Hunter has lots of those. I like the flavor of this card though, I don't care what anybody says SMOrcing with Hunter is so fun and this entices me so much I'm grinning ear to ear.
Aggro can't afford to push the hero button AND NOT play any minions in the early turns. This MIGHT be a mid range card for finishing off other mid range or control decks. You cannot take off 4 turns and expect to win. Hunter has no ability like Quest Druid to fill a board AND heal for full health by skipping the first 4 turns.
As others have said, and where I think this will shine the most is Combo OTK in Wild. This combined with the double damage Mech has alot of potential in Odd Hunter as well.
I do think the new 1 drop that allows you to kill off minions with your hero power might be the way to build the deck. But that sounds more and more like a mid range board deck. Not an aggro face deck.
First, let's remember that it doesn't have to be played on 1. It may not even appear in your opening hand.
I think it's actually a really good midrange tool. It's a lot more flexible than people are giving it credit for.
"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
Spending mana on hero powers is often a sign that things haven't gone great that turn. I don't think the new Inspire minions, as good as they appear, changes this substantially.
And the reward is underwhelming.
Seems like too much work for 6 damage.
maaaaaaaaybe a thing for Unseal the Vault, but I'm doubtful it's a good card at all
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
In TGT, there were a couple of Inspire cards that were actually good and saw regular play.
Phase Stalker and Dragonbane seem playable to me -- the mana cost of the Hero Power seems to have been better accounted for than it was in TGT.
"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
This card is such a huge buff to odd hunter with Dwarven Sharpshooter
If you have that 1/3 dwarf that lets your hero power target minions this card is fine. That way you can complete the quest without committing tempo suicide. It's also fine late game when you're floating a bit of mana every turn anyway. There's also other new cards that make it okay to hero power, like the 2 drop that fetches a secret or dragon bane. In a vacuum it's terrible but with the other hero power cards it might be pretty decent.
uh-oh
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