Hunter's class identity is all about Deathrattle, but we've seen cards like Giant Sand Worm and Knuckles which show a different side to the Hunter class...
New Keyword: Ferocious
By definition this keyword is only active on your turn, as you can attack (and thus interact) only on your turn.
Ironforge Sixgunner: Actually a very persistent threat because it can't take 1 damage or 3.
Missing Marksman: Overstatted because you could hit yourself!
Nightgrove Stalker: This is the art for Steady Shot, did you know?
Outlands Hunter: An example of a deathrattle that's really only useful on your turn.
Pet Whisperer: Slightly understatted for a delayed pretty big benefit.
Posthaste acts as a tech card sort of like Flare, with a similar effect to Upgrade with card draw attached, and the added benefit that it works against Freeze Mage/Freeze Shaman.
Pouncing Sabercat is like Knuckles paired down. It has stealth so it can't be targeted, but it's guaranteed to attack the enemy hero without losing its next attack, bypassing Taunt.
Rain of Arrows: Targeted Hunter AOE that is less effective in mirror-matchups and in Druid-Hunter matchups, but that is more effective than things like Explosive Shot.
Snow Trudger: It's kind of like a reverse Deathrattle Scavenging Hyena.
Speed Tamer: Guaranteed value!
Starving Raptor: Less stats for the cost than Unearthed Raptor because Hunter has a lot more deathrattle synergy than Rogue— if this was a 4/5 it might be pretty broken.
Stranglethorn Viper: A constant source of Hunter pseudo-removal, at the cost of potentially clogging your deck (but also preventing fatigue).
Surging Firehawk: This could do a Blackguard + Truesilver Champion type interaction, wherein you attack a 1-Health minion with it and the effect kills the 1-Health minion, thus giving you your attack back. Plus it has windfury so there's more potential for those kinds of shenanigans.
Tauren Huntress & Tol'vir Guardian provide more support for the 1-Cost minions archetype for Hunter introduced in Journey to Un'Goro.
Trapper's Shot I could very much see this as a Hammer of Wrath style card, because you have no control of the secret you get from it, much like Ambiguous Trap.
Uldum Sands Tamer is like Corpse Widow for full-on Beast decks rather than Deathrattle hunter.
Zangar Marshstalker is very techy, and removes the card directly from your opponent's hand, chosen randomly. It's also not a discard, it's like it 'eats' the Murloc out of the hand when it's played from hand (cuz it's a predatory owl).
Ambiguous Trap: Like Shifter Zerus and Molten Blade but for secrets... only Hunter ones though. It costs (1) because the randomness affects your planning process as well, and it lets your opponent know that it's random. The first turn it's in play it does nothing though, because it won't be anything but Ambiguous Trap.
Blinkwolf: A Weekly card comp. submission. Another kind of 'topdeck' or 'empty-hand' Hunter tool.
Fossilized Bear: Beast Tracking on your turn with clarifications as to when you can get the benefit.
Friends to the End: Good conditional removal that has more utility than Bestial Wrath.
Hunting Provisions is delayed value for card draw. Very good to run two of if you're trying to thin out for a combo deck, as an alternative to Tracking.
Immunizing Shot: Another WCDC card.
Ironforge Sniper: Quite possibly better than Stormpike Commando. It does immediately come out of stealth on your opponent's turn, but it can deal sustained damage if it's hidden behind Taunts.
Plaguetooth Trap: This could target the minion that's been attacked, and could really swing the board state if your opponent chooses to attack with a big minion. Alternative to Snake Trap.
True Shot: Can you imagine an OTK with Lock and Load + True Shot? It seems expensive...
Way of the Wolf: This is either removal, or give a minion the 'damaged' status and Ferocious. I might make it +8 Health because it seems too low a buff (i.e. not really a buff at all).
Barrows Gladiator: Pretty intense synergy with Carnassa's Brood and Raptor Patriarch and a number of 1-Costs. Hunter quest hasn't flourished enough.
Bloodpoint Tracker: I'm not gonna explain the wording because 'at the start of your turn' doesn't make enough sense. Conditional in that you need to have Beasts dead last turn. Pretty okay to get 2 damage if you get a Hound the turn after you've Unleashed.
Elekk of the Wilds: It's like Stitched Tracker except only for minions! It's kind of like King's Elekk but very big and with no joust requirement.
Living Longbow: This could get very insane as a turn 10 play, and as pseudo-removal for Hunter. Play this and a 4-Cost card to get a 4/3 weapon. Or you could just equip it on turn 6 and then have an 8/3 the turn after.
Soulfused Crossbow: Basically the only way to trigger the deathrattle on this is Feign Death, Play Dead, Terrorscale Stalker, etc. If you use up all the durability, it just gets destroyed. You can't attack with it this turn because it would kind of powercreep Arcanite Reaper then.
Warpstalker Keeper: RAWR REXXAR HIT MINION MANY TIMES!
Zombified Taxidermist: I've shown this card off before. :P
Fenris Wolfbrother: I made this card as an empty-hand refill for Hunter. It's sorely needed and Hunter doesn't have the right mechanisms for card draw despite all the expansions it's had.
Halduron Brightwing: A fine 10-mana combo with Play Dead, especially as a response to your opponent's N'zoth. The effect scales with the state of the board.
Leoroxx of Mok'nathal: If the last battlecry minion you played was Dispatch Kodo, this can deal 6 damage. The 'newest deathrattle' is the last friendly deathrattle effect that was triggered. So if Sylvanas died, this has her deathrattle, but only until another friendly deathrattle is triggered.
Oondasta: Just an example of what utility Ferocious has as a keyword. At least 6 health restored.
Ursoc and Ursol: Combo with Uldum Sands Tamer to get these out on the same turn?? They both fall out of Zombeast range, but it's pretty good if you get these both up, and they combo well with Bloodpoint Tracker if you need to get them back up together.
Ambiguous trap although hard to control seems like one of those cards that are a tad hit and miss but when it works, it'll really work. Would increase it to two mana though for consistency with the class identity!
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My favourite would be Ambiguous Trap, Blinkwolf, and Elekk of the Wilds.The first being a Secret that remains as a Secret to the opponent and the later two being an alternative card draw mechanics for Hunter that had always been lacking on card draw.
On the other hand, Barrows Gladiator's and Bloodpoint Tracker's effects are too good for an Epic and they should be at least Legendary to remain their effects IMO.
Overall, great job on your custom expansion as usual and keep it up the good work! :)
On the other hand, Barrows Gladiator's and Bloodpoint Tracker's effects are too good for an Epic and they should be at least Legendary to remain their effects IMO.
Overall, great job on your custom expansion as usual and keep it up the good work! :)
I understand how the effects seem too 'epic' for being epic cards... But Fatespinner exists with a kind of keyword-all-to-itself so I feel like this isn't overstepping too badly.
I'm adding the rest of the cards over the next two days, and then I'll release the full Priest expansion before blizzcon. :)
I really love the flavor of a lot of these cards!!! The only issue I have is they seem to be a little bit good and Blizzard doesn't like printing good cards for hunter :(
Forest Ranger should say 'if you control a Beast' not 'if you have a Beast'. Ironforge Sixgunner should not have the word 'exactly' added to it. Call of Undeath should probably not draw a card since that makes it a bit too strong. Apart from that the cards seem pretty good and relatively balanced.
Forest Ranger should say 'if you control a Beast' not 'if you have a Beast'. Ironforge Sixgunner should not have the word 'exactly' added to it. Call of Undeath should probably not draw a card since that makes it a bit too strong. Apart from that the cards seem pretty good and relatively balanced.
Well there's ambiguity between "control" and "have". Ram Wrangler used "have", whereas Fossilized Devilsaur uses "control". Another more general instance: Nesting Roc says "If you control at least 2 other minions" rather than "If you have at least 2 other minions". Specifying that you control them is good because saying you just have a Beast might mean you have one in your hand or somesuch. EDIT: Just realized I was arguing against myself there. I'll change it.
Ironforge Sixgunner should have that text because it's not Animated Armor/The Steel Sentinel, in that it's not meant to survive three disparate attacks, but is really immune to anything that doesn't have an attack value of 2.
I suppose you're right about Call of Undeath, but it's one of those 'alluring' cards that if it's printed by Blizzard the rest of the set would be worse to compensate, so you might as well just place it as a good card. 2 mana seems reasonable given that you don't necessarily get the chance to play it unless it's turn 8-10.
Wow! Really well made. I was going through the cards but noticed some totally overpowered and others that needed some buffs. Now I don't want you to think that I'm criticizing your whole expansion. This is great and I can't wait for the Priest one, or maybe it's already out. I'll go check it out if it is.
Commons:
Call of Underneath: So we already know that Rexxar has the hero power of building a Zombeast for 2 mana. Now this card is crafting a Zombeast one time, for only one mana. Drawing a card is around 1 mana too meaning your giving the player a 0 mana craft a Zombeast with an Animal Companion. Most of the time, you only want 2 of the 3 animal companions, Misha and Huffer. Leok is a maybe but doubt it. This is like an instant taunt or charge plus another minion. You are adding two cards to your hand. 1 mana is too little. Increasing it to 3 or at most 4 would be good.
Posthaste:I I've never seen a card that can unfreeze minions but your also giving them +1/+1 and drawing a card. For 2 mana. Thats not that fair. Too much value for 2 mana.
Starving Raptor: There's a card with the same effect but 3 mana 3/4.
Rare
Immunizing shot: Allowing any minion to be immune through an enemy's turn is too good no matter the down fall. Giving this to a taunt and its almost like an upgraded ice block.
Epic
Barrow's Gladiator and Blood Point Tracker cannot be epics. You shouldn't allow 2 in each deck. Really cool concept though.
Legendary:
Fenris WolfBrother tries to solve a problem Hunter's usually have, card draw. BUT, it isn't good enough. Sure drawing a card when your hand is empty is good, and you can use the train effect it offers but the stats aren't good enough. Making it have 4 attack and 6 health would be more balanced because it dodges Priest but can be killed in 2 turns or lower. Having 9 attack is hard to beat on turn 6 giving Hunter a more Miracle type of play style. Gadgetzan Auctioneer has 4 health so that it can't survive more than 2 turns. If it does, the opponent is basically dead.
Ursoc and Ursol: Man this sounds so cool but too good. Anyone smart enough to have them in their hand would play Ursol first. On turn 6, I guess its okay to have 6 health, can be dealt with. However if he stays on the board its an insta-concede. The only counter to it is silence, and not a lot of decks run it. I mean if this came out, silence would be popular but too good.
Most of these are both interesting and balanced...
...and then there's Forest Clearcutter. I think it would singlehandedly propel 1-drop Hunter into S Tier, on account of it completely nullifying the deck's greatest weakness, and providing more value than Prince Keleseth.
But other than that, these are generally very high-quality cards.
Today in my free brawl pack I got Barongeddon, then I had a cup of fresh green tea. As a result of that, I think Priest is OP because my keyboard is not a mechanical one. I hope Blizzard will address this issue.
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Second to last one of these, I promise.
Hunter's class identity is all about Deathrattle, but we've seen cards like Giant Sand Worm and Knuckles which show a different side to the Hunter class...
New Keyword: Ferocious
By definition this keyword is only active on your turn, as you can attack (and thus interact) only on your turn.
Changelog:
October 30th, 2017:
October 29th, 2017:
October 26th, 2017:
Call of Undeath: Craft an even more OP Zombeast than usual and then draw a card. Seems fair for 2 mana.
Dire Patriarch: It's like Dire Wolf Alpha but even more Alpha.
Double-Scope Rifle: Maybe this is what Firey War Axe could've been as well... But it's pretty good in Hunter.
Forest Ranger: Conditional more powerful Dreadsteed without the silly Defile work-around.
Immolating Trap: It's like a better Snipe with the Explosive Trap trigger! Not quite Vaporize.
Ironforge Sixgunner: Actually a very persistent threat because it can't take 1 damage or 3.
Missing Marksman: Overstatted because you could hit yourself!
Nightgrove Stalker: This is the art for Steady Shot, did you know?
Outlands Hunter: An example of a deathrattle that's really only useful on your turn.
Pet Whisperer: Slightly understatted for a delayed pretty big benefit.
Posthaste acts as a tech card sort of like Flare, with a similar effect to Upgrade with card draw attached, and the added benefit that it works against Freeze Mage/Freeze Shaman.
Pouncing Sabercat is like Knuckles paired down. It has stealth so it can't be targeted, but it's guaranteed to attack the enemy hero without losing its next attack, bypassing Taunt.
Rain of Arrows: Targeted Hunter AOE that is less effective in mirror-matchups and in Druid-Hunter matchups, but that is more effective than things like Explosive Shot.
Snow Trudger: It's kind of like a reverse Deathrattle Scavenging Hyena.
Speed Tamer: Guaranteed value!
Starving Raptor: Less stats for the cost than Unearthed Raptor because Hunter has a lot more deathrattle synergy than Rogue— if this was a 4/5 it might be pretty broken.
Stranglethorn Viper: A constant source of Hunter pseudo-removal, at the cost of potentially clogging your deck (but also preventing fatigue).
Surging Firehawk: This could do a Blackguard + Truesilver Champion type interaction, wherein you attack a 1-Health minion with it and the effect kills the 1-Health minion, thus giving you your attack back. Plus it has windfury so there's more potential for those kinds of shenanigans.
Tauren Huntress & Tol'vir Guardian provide more support for the 1-Cost minions archetype for Hunter introduced in Journey to Un'Goro.
Trapper's Shot I could very much see this as a Hammer of Wrath style card, because you have no control of the secret you get from it, much like Ambiguous Trap.
Triple Shot is like Greater Arcane Missiles except it can also target friendlies.
Uldum Sands Tamer is like Corpse Widow for full-on Beast decks rather than Deathrattle hunter.
Zangar Marshstalker is very techy, and removes the card directly from your opponent's hand, chosen randomly. It's also not a discard, it's like it 'eats' the Murloc out of the hand when it's played from hand (cuz it's a predatory owl).
Ambiguous Trap: Like Shifter Zerus and Molten Blade but for secrets... only Hunter ones though. It costs (1) because the randomness affects your planning process as well, and it lets your opponent know that it's random. The first turn it's in play it does nothing though, because it won't be anything but Ambiguous Trap.
Blinkwolf: A Weekly card comp. submission. Another kind of 'topdeck' or 'empty-hand' Hunter tool.
Brood Recruiter: Unleash the Hounds synergy. Yeeeeee
Charged Shortbow: It's kind of like Shadowblade and Assassin's Blade put together, but the immunity is the turn you choose to use it.
Deathlock Sniper: Hunter healing kind of like Blackguard. Suuuuper cool.
Feral Nightstalker: It's like a weird Dinomancy on steroids.
Firehawk Wrangler: Common tokens, but with added value. Can't really see a deck in which this isn't run.
Forest Clearcutter: Carnassa's Brood.
Fossilized Bear: Beast Tracking on your turn with clarifications as to when you can get the benefit.
Friends to the End: Good conditional removal that has more utility than Bestial Wrath.
Hunting Provisions is delayed value for card draw. Very good to run two of if you're trying to thin out for a combo deck, as an alternative to Tracking.
Immunizing Shot: Another WCDC card.
Ironforge Sniper: Quite possibly better than Stormpike Commando. It does immediately come out of stealth on your opponent's turn, but it can deal sustained damage if it's hidden behind Taunts.
Plaguetooth Trap: This could target the minion that's been attacked, and could really swing the board state if your opponent chooses to attack with a big minion. Alternative to Snake Trap.
True Shot: Can you imagine an OTK with Lock and Load + True Shot? It seems expensive...
Way of the Wolf: This is either removal, or give a minion the 'damaged' status and Ferocious. I might make it +8 Health because it seems too low a buff (i.e. not really a buff at all).
Barrows Gladiator: Pretty intense synergy with Carnassa's Brood and Raptor Patriarch and a number of 1-Costs. Hunter quest hasn't flourished enough.
Bloodpoint Tracker: I'm not gonna explain the wording because 'at the start of your turn' doesn't make enough sense. Conditional in that you need to have Beasts dead last turn. Pretty okay to get 2 damage if you get a Hound the turn after you've Unleashed.
Elekk of the Wilds: It's like Stitched Tracker except only for minions! It's kind of like King's Elekk but very big and with no joust requirement.
Living Longbow: This could get very insane as a turn 10 play, and as pseudo-removal for Hunter. Play this and a 4-Cost card to get a 4/3 weapon. Or you could just equip it on turn 6 and then have an 8/3 the turn after.
Mend Pet: Conditional buff spell for hunter. Divine Strength + Half of Ancestral Healing + Play Dead.
Savage Ravager: Unearthed Raptor, again, but with the potential for double value. Sneed's Old Shredder and Sylvanas Windrunner? No problem.
Shotcaller: Shot spells are (including Wild): Arcane Shot, Multi-Shot, Cobra Shot, Quick Shot, Explosive Shot, Powershot.
Sniper's Sentry: Gladiator's Longbow on a stick for conditional removal.
Soulfused Crossbow: Basically the only way to trigger the deathrattle on this is Feign Death, Play Dead, Terrorscale Stalker, etc. If you use up all the durability, it just gets destroyed. You can't attack with it this turn because it would kind of powercreep Arcanite Reaper then.
Trapminder: Better get rid of this fast, otherwise Freezing Trap after Freezing Trap.
Warpstalker Keeper: RAWR REXXAR HIT MINION MANY TIMES!
Zombified Taxidermist: I've shown this card off before. :P
Fenris Wolfbrother: I made this card as an empty-hand refill for Hunter. It's sorely needed and Hunter doesn't have the right mechanisms for card draw despite all the expansions it's had.
Halduron Brightwing: A fine 10-mana combo with Play Dead, especially as a response to your opponent's N'zoth. The effect scales with the state of the board.
Leoroxx of Mok'nathal: If the last battlecry minion you played was Dispatch Kodo, this can deal 6 damage. The 'newest deathrattle' is the last friendly deathrattle effect that was triggered. So if Sylvanas died, this has her deathrattle, but only until another friendly deathrattle is triggered.
Oondasta: Just an example of what utility Ferocious has as a keyword. At least 6 health restored.
Ursoc and Ursol: Combo with Uldum Sands Tamer to get these out on the same turn?? They both fall out of Zombeast range, but it's pretty good if you get these both up, and they combo well with Bloodpoint Tracker if you need to get them back up together.
Vereesa Windrunner: Shot spells are (including Wild): Arcane Shot, Multi-Shot, Cobra Shot, Quick Shot, Explosive Shot, Powershot. Spell generation is BOSS.
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• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Ambiguous trap although hard to control seems like one of those cards that are a tad hit and miss but when it works, it'll really work. Would increase it to two mana though for consistency with the class identity!
My favourite would be Ambiguous Trap, Blinkwolf, and Elekk of the Wilds. The first being a Secret that remains as a Secret to the opponent and the later two being an alternative card draw mechanics for Hunter that had always been lacking on card draw.
On the other hand, Barrows Gladiator's and Bloodpoint Tracker's effects are too good for an Epic and they should be at least Legendary to remain their effects IMO.
Overall, great job on your custom expansion as usual and keep it up the good work! :)
WCD #8.06: Curse of the Flesh WCD #8.05: Pet Egg
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I really love the flavor of a lot of these cards!!! The only issue I have is they seem to be a little bit good and Blizzard doesn't like printing good cards for hunter :(
Forest Ranger should say 'if you control a Beast' not 'if you have a Beast'. Ironforge Sixgunner should not have the word 'exactly' added to it. Call of Undeath should probably not draw a card since that makes it a bit too strong. Apart from that the cards seem pretty good and relatively balanced.
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LAST CARDS ADDED. PRIEST EXPANSION COMING NEXT.
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Mid-Kobolds & Catacombs update:
I guess you could say... I called the Shots.
Albeit Volley is very slow (like Cabalist's Tome) so I'm not surprised Deadeye was chosen.
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Wow! Really well made. I was going through the cards but noticed some totally overpowered and others that needed some buffs. Now I don't want you to think that I'm criticizing your whole expansion. This is great and I can't wait for the Priest one, or maybe it's already out. I'll go check it out if it is.
Commons:
Call of Underneath: So we already know that Rexxar has the hero power of building a Zombeast for 2 mana. Now this card is crafting a Zombeast one time, for only one mana. Drawing a card is around 1 mana too meaning your giving the player a 0 mana craft a Zombeast with an Animal Companion. Most of the time, you only want 2 of the 3 animal companions, Misha and Huffer. Leok is a maybe but doubt it. This is like an instant taunt or charge plus another minion. You are adding two cards to your hand. 1 mana is too little. Increasing it to 3 or at most 4 would be good.
Posthaste:I I've never seen a card that can unfreeze minions but your also giving them +1/+1 and drawing a card. For 2 mana. Thats not that fair. Too much value for 2 mana.
Starving Raptor: There's a card with the same effect but 3 mana 3/4.
Rare
Immunizing shot: Allowing any minion to be immune through an enemy's turn is too good no matter the down fall. Giving this to a taunt and its almost like an upgraded ice block.
Epic
Barrow's Gladiator and Blood Point Tracker cannot be epics. You shouldn't allow 2 in each deck. Really cool concept though.
Legendary:
Fenris WolfBrother tries to solve a problem Hunter's usually have, card draw. BUT, it isn't good enough. Sure drawing a card when your hand is empty is good, and you can use the train effect it offers but the stats aren't good enough. Making it have 4 attack and 6 health would be more balanced because it dodges Priest but can be killed in 2 turns or lower. Having 9 attack is hard to beat on turn 6 giving Hunter a more Miracle type of play style. Gadgetzan Auctioneer has 4 health so that it can't survive more than 2 turns. If it does, the opponent is basically dead.
Ursoc and Ursol: Man this sounds so cool but too good. Anyone smart enough to have them in their hand would play Ursol first. On turn 6, I guess its okay to have 6 health, can be dealt with. However if he stays on the board its an insta-concede. The only counter to it is silence, and not a lot of decks run it. I mean if this came out, silence would be popular but too good.
Other than that great job!
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*SCREAMS* is that a druid card in there?
I just saw this, and it's quite late at night. I promise to give a review along with a haiku or two tomorrow.
Wished to be pink.
Then did.
Then fired myself.
Then did again.
Most of these are both interesting and balanced...
...and then there's Forest Clearcutter. I think it would singlehandedly propel 1-drop Hunter into S Tier, on account of it completely nullifying the deck's greatest weakness, and providing more value than Prince Keleseth.
But other than that, these are generally very high-quality cards.
#gNOmeferatu