Think of this card as a hero power. give a minion +1/+1 would be probably the strongest hero power in the game.
This is the best reasoning when it comes to this card. It is almost like you get an additional hero power alongside Steady Shot, and this new Hero Power actually affect the baord significantly, so yes, this is a card for more board oriented Hunter decks.
- Play Lock and Load - Play The Hat - trade - Play the Hat - trade - Play the Hat - trade....
Maybe something like this? Endless L&L activator? Could be a nice push for a non-face-hunter. but shure Needs more Cards to work. I hope each class gets 2 Class Cards again
Having tested a lot of deck types with Lock and Load you still need to build a solid core of minions / tempo cards for it to work. Thaurissan is also a cute idea in theory, but in practice you generally don't have the time to do this except vs Warrior (even then it's unlikely you will be able to play many of the cards you generate).
You want to "go off" with Lock and Load at turn 6 or later, so you still need to be quite active on the board before then. The most reliable Lock and Load variant I've come across does not actually run an over abundance of Hunter spells (it does run a few more than usual) but uses Mechs instead to gather spare parts.
Turns out though that spare parts are a pretty decent way to save up and use to refill your hand later in the game, or you can use them instead to control the board depending on what deck you are facing.
People are really underestimating this card. Players will pay a premium for stickiness. Staring at Dr Boom? Take him down with a piloted shredder and a 1/1 spider token.
People are really underestimating this card. Players will pay a premium for stickiness. Staring at Dr Boom? Take him down with a piloted shredder and a 1/1 spider token.
It isn't providing any stickiness at all but?
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My legendary count excluding adventure legendaries, dupes and old murk eye: 40
I think this card is quite good in Arena at least. I am not sure about constructed. This card really needs some testing first. Of course if you can make this card usefull, it won't be a face hunter deck.
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Who can take your trash out? Stomp it down for you? Shake the plastic bag and do the twisty thingy, too?
It worked surprisingly well, although it's obviously still work in progress. It works by establishing a minion flood while playing around the usual AoEs. I wrote a small guide in its webpage.
The Hat can be great in the early game to force awkward trades from the opponent who calculates trades in one turn & sees that they are no longer immediately possible in the next. Loss of tempo by playing the Hat again & again should be avoided, but overall it's a fun card that might have serious potential.
It worked surprisingly well, although it's obviously still work in progress. It works by establishing a minion flood while playing around the usual AoEs. I wrote a small guide in its webpage.
The Hat can be great in the early game to force awkward trades from the opponent who calculates trades in one turn & sees that they are no longer immediately possible in the next. Loss of tempo by playing the Hat again & again should be avoided, but overall it's a fun card that might have serious potential.
With all those death rattles how does this deck not have baron rivendare?
It worked surprisingly well, although it's obviously still work in progress. It works by establishing a minion flood while playing around the usual AoEs. I wrote a small guide in its webpage.
The Hat can be great in the early game to force awkward trades from the opponent who calculates trades in one turn & sees that they are no longer immediately possible in the next. Loss of tempo by playing the Hat again & again should be avoided, but overall it's a fun card that might have serious potential.
With all those death rattles how does this deck not have baron rivendare?
I thought about it, as I noted down in the small guide in the deck page, but I couldn't find a spot for it since I need all the cards specified. But I can take out a Harvest Golem for it. Or maybe both - that would open up another spot for a card. Maybe Kel Thuzzad, but he will mostly be a "win more" condition since by turn 8 the game should already be swinging towards victory.
Edit: I've changed it and put the Baron back in. It performs very well, although I'm not quite sure if the Hat is really beneficial or not, which is the whole point here...
In a control hunter this is broken on so many levels...
1, T10 Lock and Load + this 4 times= +4/+4 and draw 4 Calss cards.
2, T10 Gadgetzan Auctioneer + this 2 times = 6/6 + draw 2 cards
3, Violet teacher....
Pretty much any late game combo that is fueled by casting spells gets completely out of hand with this.
Made a deck with it, might not be competitive at all but'll be fun to play. If you've got any suggestions I'd love to hear them.
you guys will lose to explorer's hat
Lock and Load synergy
Too slow
My legendary count excluding adventure legendaries, dupes and old murk eye: 40
$$$ spent on this game: 0
Check out my card collection: http://www.hearthpwn.com/members/MCFUser175154/collection
People are really underestimating this card. Players will pay a premium for stickiness. Staring at Dr Boom? Take him down with a piloted shredder and a 1/1 spider token.
It is like a new heropower for Control Hunter.
My legendary count excluding adventure legendaries, dupes and old murk eye: 40
$$$ spent on this game: 0
Check out my card collection: http://www.hearthpwn.com/members/MCFUser175154/collection
I think this card is quite good in Arena at least. I am not sure about constructed. This card really needs some testing first.
Of course if you can make this card usefull, it won't be a face hunter deck.
Who can take your trash out?
Stomp it down for you?
Shake the plastic bag
and do the twisty thingy, too?
This would make a fancy pair of Echoing Oozes.
The curse of the unwanted sig space.
I like this card, even thinking it wont see play competitive wise. Maybe it will help for control hunter archetype.
I can't wait to pull this from a spellslinger in a flamewaker mage deck.
This is like an extra heropower for Hunter , except you need to draw it.
This is the deck I made and tried last night while the Hat was still accessible (it's not today, but no big deal):
It worked surprisingly well, although it's obviously still work in progress. It works by establishing a minion flood while playing around the usual AoEs. I wrote a small guide in its webpage.
The Hat can be great in the early game to force awkward trades from the opponent who calculates trades in one turn & sees that they are no longer immediately possible in the next. Loss of tempo by playing the Hat again & again should be avoided, but overall it's a fun card that might have serious potential.
Has anyone tried running Silent Knight's in their Hatter Deck? I'm not joking, I think it is pretty strong.