So, since one of the main things preventing Hunters from being a good playable Control class is removal, I've been thinking about a tool that would give Hunters actual removal without making it too good for aggro decks. Thematically, I think giving beasts a reliable Poisonous effect that can bounce back could do the trick, provided it is well priced.
As a comparison point, here is a minion Hunters could be given at any moment (imho) :
At 1 mana this is really good. At 2 mana this is kind of weak. The cobra thing is also not that great, but I wouldn't mind it being in the game as a pack filler. High rolling that off a Stampede or Jeweled Macaw deals with alot of issues.
Tbh I don't know how good venom would be at 1. We're getting Rexxar soon so control hunter will at least be tried. The deathrattle is great in a value game vs priests and warriors. I might try this as a 1-of if control is playable. Would be nice to see something like this or any decent removal for the loneliest class :'(
At 1 mana this is really good. At 2 mana this is kind of weak. The cobra thing is also not that great, but I wouldn't mind it being in the game as a pack filler. High rolling that off a Stampede or Jeweled Macaw deals with alot of issues.
3 seems about right for the cobra, cause you can't go past taunt with it, it's much better than deadly shot though, need to consider it would also be part of the build a beast pool though..
I think the spell would be fair at 4 cost, since u can craft your deck to spam bunch of crap and even if u used it like "only" 2-3 times, it costs u one deck slot to get 2-3 cheap Assassinates. Althoug i think for it to be rly playable, it has to be a bit over the top, so it would have to cost 3. Anything less is autoinclude in any hunter deck no matter what, since hunters now still run a 1 mana Hunter's Mark, which technically does the same thing as this spell, minus the bounce back.
I think a good hunter removal that doesn't benefit aggro could scale off the number of cards in your hand. Something like 1 or 2 mana, deal 1 damage to a minion for each other card in your hand. Since hunter has poor draw, it could possibly be balanced out.
Not sure if the poisonous idea would work, because a control deck most likely won't have the board reliably. Charge + poisonous seems fine.
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So, since one of the main things preventing Hunters from being a
goodplayable Control class is removal, I've been thinking about a tool that would give Hunters actual removal without making it too good for aggro decks. Thematically, I think giving beasts a reliable Poisonous effect that can bounce back could do the trick, provided it is well priced.As a comparison point, here is a minion Hunters could be given at any moment (imho) :
Even if it costs 2, it still wouldnt see any play. Explorer's Hat doesn't see too much play, and you'd run out of board quickly.
At 1 mana this is really good. At 2 mana this is kind of weak. The cobra thing is also not that great, but I wouldn't mind it being in the game as a pack filler. High rolling that off a Stampede or Jeweled Macaw deals with alot of issues.
Tbh I don't know how good venom would be at 1. We're getting Rexxar soon so control hunter will at least be tried. The deathrattle is great in a value game vs priests and warriors. I might try this as a 1-of if control is playable. Would be nice to see something like this or any decent removal for the loneliest class :'(
On the third day before Witchwood, Blizzard gave to me,
three Handlock decks,
two Molten Giants
and a winstreak to Legend Rank #3
Disclaimer: This is a fictional poem and this didn't actually happen to me.
3 seems about right for the cobra, cause you can't go past taunt with it, it's much better than deadly shot though, need to consider it would also be part of the build a beast pool though..
I think the spell would be fair at 4 cost, since u can craft your deck to spam bunch of crap and even if u used it like "only" 2-3 times, it costs u one deck slot to get 2-3 cheap Assassinates. Althoug i think for it to be rly playable, it has to be a bit over the top, so it would have to cost 3. Anything less is autoinclude in any hunter deck no matter what, since hunters now still run a 1 mana Hunter's Mark, which technically does the same thing as this spell, minus the bounce back.
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I think a good hunter removal that doesn't benefit aggro could scale off the number of cards in your hand. Something like 1 or 2 mana, deal 1 damage to a minion for each other card in your hand. Since hunter has poor draw, it could possibly be balanced out.
Not sure if the poisonous idea would work, because a control deck most likely won't have the board reliably. Charge + poisonous seems fine.