Charge and Joust doesn't seem like it fits together well. Charge feels very aggro-y, Joust seems very Control-y since you obviously want more high cost minions.
A vanilla 5/3 isn't terrible if you don't win the Joust, but not great either. Kind of wish this could survive against Shield Masta or Sludge, Thumb in the middle. Feels like 'good but not good enough' for constructed play.
I like some of the combos people have thought of - especially in handlock. A lot of these cards sound like they would work well in handlock..... *goes to start playing Handlock >_>*
I guess it would be handy to take out immediate threads as well - assuming you get the charge. Otherwise 3 HP is leaving it vulnerable to 2-3 drops.
hopefully they just make "Joust" a keyword, so that way the card text isn't so crowded with "reveal a minion from each deck..."
I doubt they'll bother. Joust is a flavourful name, it wouldn't surprise me if at some point in the future they reuse the mechanic but with a different keyword just so it makes sense on other cards.
There's several pseudo-mechanics they've said they may end up naming if more minions are created with those effects. Eg the ability to not be targeted by spells or hero powers.
It might be fun to throw one in combo handlock and run your combo off of this if you get the charge. You would still need the golem though just in case you lose the joust.
I don't think it can be played in face hunter, but a slightly slower hybrid hunter, like the one that's already becoming popular on ladder and tournaments? Yes, I think it could see play in that deck, definitely. Even though it would lose the joust the majority of the time, the 20-30% of the time it wins the joust it basically wins the game.
Think about it this way: if Lost Tallstrider had a 20-30% chance to randomly gain charge, it would be in every hunter deck. So only question is: is the difference between a 5/4 and a 5/3 that significant? Not really. A 4 health creature in constructed dies to a lot of the same things a 3 health creature does (Shredder, Truesilver, Swipe, Eviscerate, Flamecannon, etc). So, worst case scenario it's basically a Tallstrider; best case it's a ridiculously OP charge minion that just wins you the game on the spot.
I also think this could see play in some control decks as a "neutral Fireball", though the inconsistency may be too much of a drawback, we'll see.
I got two if these in my 50 packs and I was really happy, because I have been dying to experiment with it in hunter.
I was NOT disappointed.
Out of all the classes, hunter has the most spells that summon creatures that don't influence the joust chances, Bear Trap was added to that list this expansion. Combine those with a bunch of control spells/ secrets, an Eaglehorn Bow and 4 giants of your choice. (I put in Molten Giant and Mountain Giant, but it seems a good idea to replace at least some of them with Frost Giant and or Sea Giant, but I don't have those yet) And you have a chance of almost 100% to get Armored Warhorse to go off. The rest of the damage can be done with the Eaglehorn Bow and hero power, and if you are lucky, the giants. It's not a deck that will go to legend or even past rank 13 (I think,) but it does work and is a whole lot of fun to play.
New Hunter card: Horsemaster confirmed? =)
Charge and Joust doesn't seem like it fits together well. Charge feels very aggro-y, Joust seems very Control-y since you obviously want more high cost minions.
A vanilla 5/3 isn't terrible if you don't win the Joust, but not great either. Kind of wish this could survive against Shield Masta or Sludge, Thumb in the middle. Feels like 'good but not good enough' for constructed play.
It is a beast so it might see some play in a beast druid or hunter deck
mediocre stats + unreliable traits = bad card.
sorry facehunters. this probably won't work in your favor too often. suckas
I like some of the combos people have thought of - especially in handlock. A lot of these cards sound like they would work well in handlock..... *goes to start playing Handlock >_>*
I guess it would be handy to take out immediate threads as well - assuming you get the charge. Otherwise 3 HP is leaving it vulnerable to 2-3 drops.
horrible
hopefully they just make "Joust" a keyword, so that way the card text isn't so crowded with "reveal a minion from each deck..."
"Your pain shall be legendary!"
I doubt they'll bother. Joust is a flavourful name, it wouldn't surprise me if at some point in the future they reuse the mechanic but with a different keyword just so it makes sense on other cards.
There's several pseudo-mechanics they've said they may end up naming if more minions are created with those effects. Eg the ability to not be targeted by spells or hero powers.
Nope.
It might be fun to throw one in combo handlock and run your combo off of this if you get the charge. You would still need the golem though just in case you lose the joust.
You are not prepared!
Buff to Webspinner
I don't think it can be played in face hunter, but a slightly slower hybrid hunter, like the one that's already becoming popular on ladder and tournaments? Yes, I think it could see play in that deck, definitely. Even though it would lose the joust the majority of the time, the 20-30% of the time it wins the joust it basically wins the game.
Think about it this way: if Lost Tallstrider had a 20-30% chance to randomly gain charge, it would be in every hunter deck. So only question is: is the difference between a 5/4 and a 5/3 that significant? Not really. A 4 health creature in constructed dies to a lot of the same things a 3 health creature does (Shredder, Truesilver, Swipe, Eviscerate, Flamecannon, etc). So, worst case scenario it's basically a Tallstrider; best case it's a ridiculously OP charge minion that just wins you the game on the spot.
I also think this could see play in some control decks as a "neutral Fireball", though the inconsistency may be too much of a drawback, we'll see.
I got two if these in my 50 packs and I was really happy, because I have been dying to experiment with it in hunter.
I was NOT disappointed.
Out of all the classes, hunter has the most spells that summon creatures that don't influence the joust chances, Bear Trap was added to that list this expansion. Combine those with a bunch of control spells/ secrets, an Eaglehorn Bow and 4 giants of your choice. (I put in Molten Giant and Mountain Giant, but it seems a good idea to replace at least some of them with Frost Giant and or Sea Giant, but I don't have those yet) And you have a chance of almost 100% to get Armored Warhorse to go off. The rest of the damage can be done with the Eaglehorn Bow and hero power, and if you are lucky, the giants. It's not a deck that will go to legend or even past rank 13 (I think,) but it does work and is a whole lot of fun to play.