So, now we have the full set of WOG cards, and with them, all powerful class legends.
In your opinion, what's their order of power (or value, or utility, or whatever), from best to worst? I know, legends from different classes work so differently that it's almost impossible to compare. It's purely speculative, and by worst I don't mean that those legends are crappy cards worth of dust
What is Hearthstone to you? A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
Basically, Tempo and value from an early trigger Deathrattle trigger. The body is good for a 5 mana minion. Besides, it allows some nasty combos with stuff like Sylvanas, Savannah Highmane, etc.
Can someone explain to me why Princess Huhuran is a good card? it seems way too slow to be used
You fill your deck with strong DR minions making it pretty much impossible for your opponent to always clear your board and the turn they don't clear your big DR minion you double-dip it's Deathrattle for insane tempo and value ;)
Best in Wild ofc, haven't really gotten a good grasp on what DR minions we have to play with in standard yet....
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What is Hearthstone to you? A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
Huhuran just feels like a tease to me - compelling effect, but you really already have to be ahead on the board to pull-off dream scenarios like having her proc on Sylvanis or Cairne. I would go with the following:
Xaril, Poisoned Mind - Fits in the Rogue's gameplan well. Poor body is fine if you have tempo, which Rogue has no problem getting. Might not matter much since the new Deathrattle discover card can just generate him.
Cho'gall - Poor synergy with the Warlock's set of spells. Has good potential though.
Fandral Staghelm - The effect is strong, but it needs to stay on the field to be effective. It's almost like a +1/+1 Brann Bronzebeard. Most choose one cards are expensive too.
Herald Volazj - Very strange card. Don't know how this is going to see play in Priest.
Anomalus - The only legendary that is straight up bad. They somehow made Rhonin even more clunky.
Fandral Staghelm - The effect is strong, but it needs to stay on the field to be effective. It's almost like a +1/+1 Brann Bronzebeard. Most choose one cards are expensive too.
I already used to include 1 Sen'Jin in some of my Druid decks, this is so much stronger, I don't think I need to explain why. It's soooo easy to include and the effect is INSANE!
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What is Hearthstone to you? A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
I feel like it's just so hard to say at this point, I see the potential in cards but who's to say what will really work within the meta?
Princess Huhuran and Hallazeal the Ascended seem completely equal, both have the chance to turn around the tempo of a game. Cho'Gall too, with the right spell you can turn the game around.
Fandral Staghelm seems like a solid 4 drop, but hardly game changing, similar to Gormok the Impaler. Xaril is the same, solid midgame play that'll help with combos (as if Rogues were really having that hard a time getting their combos).
Herald Volazj probably won't be a game breaker, but I like the card design a lot. He's what a legendary should be, a very interesting card effect you can build a deck around.
Ragnaros the Lightlord, Malkorok, and Anomalus all seem a little less useful. Ragnaros might help you run away with it in a fatigue matchup you're already winning, but it's hard to believe top deck builders won't find something more useful. Malkorok could provide a great tempo swing, but are there too many poor weapons that could screw things up? Does any Warrior deck desperately need a random tempo swing? And isn't pretty much every weapon a lot more valuable earlier in the game instead of later in the game? Finally, Anomalus would be a great way to clear the board of huge minions if you're losing, and I can see how Mage would be the class who could appreciate that the most, but how many decks are built to play while losing? How do you use him when you're not?
Fandral Staghelm - The effect is strong, but it needs to stay on the field to be effective. It's almost like a +1/+1 Brann Bronzebeard. Most choose one cards are expensive too.
I already used to include 1 Sen'Jin in some of my Druid decks, this is so much stronger, I don't think I need to explain why. It's soooo easy to include and the effect is INSANE!
I might bump it up now that I think about it. Playing it on turn 6 with Wrath is actually really good.
The comparison of Fandral to Gormok isn't bad. If you're ahead IE have minions on the board or more cards, he's devastating and puts you ahead further. But unlike Gormok, he can actually help dig you out of a hole with Innervate combos. Might lead to cards that previously saw little play (Starfall) coming back. I would go
He pretty much makes a Control Shaman work by himself, and the huge swings he can generate with Lightning Storm/Elemental Destruction are INSANE. Throw in 2 ways to clear Overloaded Crystals now, and you have a huge tool for Midrange and Control Shamans.
This card is a pretty solid body with a pretty good effect, but he can be easily removed and doesn't do much to help when you're way behind. He also has to compete with the God of All Paladin Cards for a slot, or you run them together which pushes you more towards a Control deck. Good card, but has limited uses. Princess Huhuran
Again, good card but has limited uses. She requires a Deathrattle minion and either a Control deck (which remains to be proven for Hunters) or a Midrange deck, where it could be pretty iffy if she will be able to get the Battlecry off ala Raptor Rogues. That's the biggest reason they never became a thing in the meta. Completely useless in Aggro which I still think will be the dominate archetype for Hunters.
Could create a strange new world for Druids with Tempo decks, but he requires cards to be used around him in a combo similar to Brann. Potentially powerful and will win the game if he's ignored or can't be removed just like Brann, but more often than not he's just gonna be a fairly decent play with core cards you run in your Druid decks anyways.
RNGesus be with you. Potentially clogs up your weapon slot when you play him (although that's not a huge issue now with Death's Bite gone), and while he COULD give you great value, odds are he's just gonna be average with a mediocre body. He could also flat out lose the game for you with a Cursed Blade or Charged Hammer. Limited use as it is Control only.
High risk, high reward card for potential combo decks and good ol' fashioned Reno/Handlock. Unfortunately, it's not super useful to be able to fire off DOOM! or Twisting Nether a few turns earlier AND lose Cho'Gall in the process. Siphon Soul is a great combo, as is Bane of Doom, but the rest isn't really game breaking and could get you killed in a world without Healbots. Very risky card.
Hard card to play right, but it could do better in future sets and will certainly be better in Wild with the better Deathrattles. Only avoids the bottom rung because this card has potential.
Tier 4
Anomalus Another expansion, another terrible Mage Legendary. Too slow to help early, too expensive to combo with a spell reliably, too easy to avoid and just smack your face. The only way this works is if you were at nearly full HP or have an Ice Block on the field and they have NO spells left and you can heal (assuming they don't simply silence it). Even then, stuff like Doomsayer/Frost Nova or Flamestrike/Blizzard already can clear the board for you. Offers no new possibilities since you DON'T want N'zoth to rez this thing. Terrible card.
Anomalus is nowhere near as bad as people say. There may be a delay on the effect, but it is a twisting nether on a stick which is nothing to be sniffed at.
I would also argue Hallazeal is one of the better ones, combined with lightning storm and elemental destruction he will be a huge force n midrange/ control shaman (obvs he is terrible in agro shaman)
Anomalus is easily the worst. Kind of disappointed as a Mage player but I really can't complain considering how we didn't get nerfs and how we're getting some really interesting cards.
The problem of Anomalus is the same with Chillmaw: a massive AoE that you can't trigger and your opponent can exploit if you have board superiority. The difference here is the lack of taunt to force your opponent into it or protect you. Besides, it's more expensive with a worse body.
Anomalus is nowhere near as bad as people say. There may be a delay on the effect, but it is a twisting nether on a stick which is nothing to be sniffed at.
I would also argue Hallazeal is one of the better ones, combined with lightning storm and elemental destruction he will be a huge force n midrange/ control shaman (obvs he is terrible in agro shaman)
I don't even think people are calling it bad, it's just that most of the other legendary class cards are pretty insane.
So, now we have the full set of WOG cards, and with them, all powerful class legends.
In your opinion, what's their order of power (or value, or utility, or whatever), from best to worst? I know, legends from different classes work so differently that it's almost impossible to compare. It's purely speculative, and by worst I don't mean that those legends are crappy cards worth of dust
So, what is your guess?
IMHO, best to worst are:
Princess Huhuran
Fandral Staghelm
Xaril, Poisoned Mind
Herald Volazj
Ragnaros, Lightlord
Cho'gall
Hallazeal the Ascended
Malkorok
Anomalus
My list would be:
Fandral Staghelm
Xaril, Poisoned Mind
Princess Huhuran
Hallazeal the Ascended
Ragnaros, Lightlord
Malkorok
Cho'gall
Herald Volazj
Anomalus
Malkorok moved up 2 spots after playtesting.
Herald Volazj moved up 1 spot, still pretty bad, but not as useless as first expected.
Haven't tried Cho'Gall or Herald Volazj in Wild yet so they might deserve a spot higher up.
What is Hearthstone to you?
A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
My top 3 are Huhuran, Fandral and Ragnaros
Can someone explain to me why Princess Huhuran is a good card? it seems way too slow to be used
Outside of Wild, its stats are just really solid for a 5 drop.
Basically, Tempo and value from an early trigger Deathrattle trigger. The body is good for a 5 mana minion. Besides, it allows some nasty combos with stuff like Sylvanas, Savannah Highmane, etc.
Best in Wild ofc, haven't really gotten a good grasp on what DR minions we have to play with in standard yet....
What is Hearthstone to you?
A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
Huhuran just feels like a tease to me - compelling effect, but you really already have to be ahead on the board to pull-off dream scenarios like having her proc on Sylvanis or Cairne. I would go with the following:
I think we can all agree Anomalus is a big miss.
Hallazeal the Ascended - Obscene comeback combo when paired with Elemental Destruction or Lightning Storm.
Ragnaros, Lightlord - Very good source of continuous healing.
Malkorok - Tempo play for turn 7. Even getting an Argent Lance is acceptable value. It might actually make Poisoned Blade good for fatigue matchups.
Princess Huhuran - Very good with the new Infested Wolf. Isn't as high since Ram Wrangler has arguably better synergy with the wolf.
Xaril, Poisoned Mind - Fits in the Rogue's gameplan well. Poor body is fine if you have tempo, which Rogue has no problem getting. Might not matter much since the new Deathrattle discover card can just generate him.
Cho'gall - Poor synergy with the Warlock's set of spells. Has good potential though.
Fandral Staghelm - The effect is strong, but it needs to stay on the field to be effective. It's almost like a +1/+1 Brann Bronzebeard. Most choose one cards are expensive too.
Herald Volazj - Very strange card. Don't know how this is going to see play in Priest.
Anomalus - The only legendary that is straight up bad. They somehow made Rhonin even more clunky.
Xaril, Poisoned Mind
Ragnaros, Lightlord
Hallazeal the Ascended
Princess Huhuran
Fandral Staghelm
Malkorok
Cho'Gall
Anomalus
Herald Volazj
Vision without action is a dream. Action without vision is a nightmare.
It's soooo easy to include and the effect is INSANE!
What is Hearthstone to you?
A fun and semi-competitive game with wacky effects and crazy RNG outcomes or just a card game you wanna grind as many wins you can get as fast as possible in?
I feel like it's just so hard to say at this point, I see the potential in cards but who's to say what will really work within the meta?
Princess Huhuran and Hallazeal the Ascended seem completely equal, both have the chance to turn around the tempo of a game. Cho'Gall too, with the right spell you can turn the game around.
Fandral Staghelm seems like a solid 4 drop, but hardly game changing, similar to Gormok the Impaler. Xaril is the same, solid midgame play that'll help with combos (as if Rogues were really having that hard a time getting their combos).
Herald Volazj probably won't be a game breaker, but I like the card design a lot. He's what a legendary should be, a very interesting card effect you can build a deck around.
Ragnaros the Lightlord, Malkorok, and Anomalus all seem a little less useful. Ragnaros might help you run away with it in a fatigue matchup you're already winning, but it's hard to believe top deck builders won't find something more useful. Malkorok could provide a great tempo swing, but are there too many poor weapons that could screw things up? Does any Warrior deck desperately need a random tempo swing? And isn't pretty much every weapon a lot more valuable earlier in the game instead of later in the game? Finally, Anomalus would be a great way to clear the board of huge minions if you're losing, and I can see how Mage would be the class who could appreciate that the most, but how many decks are built to play while losing? How do you use him when you're not?
The comparison of Fandral to Gormok isn't bad. If you're ahead IE have minions on the board or more cards, he's devastating and puts you ahead further. But unlike Gormok, he can actually help dig you out of a hole with Innervate combos. Might lead to cards that previously saw little play (Starfall) coming back. I would go
Tier 1
Xaril, Poisoned Mind
He fits in virtually EVERY Rogue deck currently, and will fit in new ones. This guy is going to see a ton of play.
Hallazeal the Ascended
He pretty much makes a Control Shaman work by himself, and the huge swings he can generate with Lightning Storm/Elemental Destruction are INSANE. Throw in 2 ways to clear Overloaded Crystals now, and you have a huge tool for Midrange and Control Shamans.
Tier 2
Ragnaros, Lightlord
This card is a pretty solid body with a pretty good effect, but he can be easily removed and doesn't do much to help when you're way behind. He also has to compete with the God of All Paladin Cards for a slot, or you run them together which pushes you more towards a Control deck. Good card, but has limited uses.
Princess Huhuran
Again, good card but has limited uses. She requires a Deathrattle minion and either a Control deck (which remains to be proven for Hunters) or a Midrange deck, where it could be pretty iffy if she will be able to get the Battlecry off ala Raptor Rogues. That's the biggest reason they never became a thing in the meta. Completely useless in Aggro which I still think will be the dominate archetype for Hunters.
Fandral Staghelm
Could create a strange new world for Druids with Tempo decks, but he requires cards to be used around him in a combo similar to Brann. Potentially powerful and will win the game if he's ignored or can't be removed just like Brann, but more often than not he's just gonna be a fairly decent play with core cards you run in your Druid decks anyways.
Tier 3
Malkorok
RNGesus be with you. Potentially clogs up your weapon slot when you play him (although that's not a huge issue now with Death's Bite gone), and while he COULD give you great value, odds are he's just gonna be average with a mediocre body. He could also flat out lose the game for you with a Cursed Blade or Charged Hammer. Limited use as it is Control only.
Cho'Gall
High risk, high reward card for potential combo decks and good ol' fashioned Reno/Handlock. Unfortunately, it's not super useful to be able to fire off DOOM! or Twisting Nether a few turns earlier AND lose Cho'Gall in the process. Siphon Soul is a great combo, as is Bane of Doom, but the rest isn't really game breaking and could get you killed in a world without Healbots. Very risky card.
Herald Volazj
Hard card to play right, but it could do better in future sets and will certainly be better in Wild with the better Deathrattles. Only avoids the bottom rung because this card has potential.
Tier 4
Anomalus
Another expansion, another terrible Mage Legendary. Too slow to help early, too expensive to combo with a spell reliably, too easy to avoid and just smack your face. The only way this works is if you were at nearly full HP or have an Ice Block on the field and they have NO spells left and you can heal (assuming they don't simply silence it). Even then, stuff like Doomsayer/Frost Nova or Flamestrike/Blizzard already can clear the board for you. Offers no new possibilities since you DON'T want N'zoth to rez this thing. Terrible card.
Priest and Mages get the worse legendaries and they are my favorite two classes BibleThump
Anomalus is nowhere near as bad as people say. There may be a delay on the effect, but it is a twisting nether on a stick which is nothing to be sniffed at.
I would also argue Hallazeal is one of the better ones, combined with lightning storm and elemental destruction he will be a huge force n midrange/ control shaman (obvs he is terrible in agro shaman)
Anomalus is easily the worst. Kind of disappointed as a Mage player but I really can't complain considering how we didn't get nerfs and how we're getting some really interesting cards.
Shaku, the Collector gave me the Plague
The problem of Anomalus is the same with Chillmaw: a massive AoE that you can't trigger and your opponent can exploit if you have board superiority. The difference here is the lack of taunt to force your opponent into it or protect you. Besides, it's more expensive with a worse body.