I don't know how everyone is feeling, but I'm personally a little scared of how strong the DK Pally Hero Power is going to be. Paladin has one of, if not, the most stable control decks in the game, so i don't see them having any trouble getting use out of this card. As bad as Anyfin Can Happen was, this can be just as bad.
Its definitely the best DK Hero power we've seen so far.
Even if its impractical, it requires the opponent to have to destroy the horsemen every turn, which means they are wasting resources on your hero power minions (which is always a bad thing to be doing). And since they're 2/2's, they're harder to kill off (Mages can't just ping them off, Rogues and Druids can't just kill them either). So it forces the opponent to run their minions and spells into them, and if they get put behind a Tirion Fordring or Sunkeeper Tarim, or another strong taunt minion, that can make getting rid of them even harder.
The only saving grace is that at 9 mana its gonna take a while to get going. So a quick deck can conceivably kill Uther off before they have a chance to go death Knight. If not though...
Well if it is a wincon i would rather have the Anyfin. Though i can't say that the paladin power will not break something as it is the first 'exodia' of the game.
It just summons 2/2s. Are 2/2s really that scary? There's no way that win condition will ever be met unless you go 4 turns in a row without being able to kill a 2/2.
Realistically, it probably won't be that bad. Unless you cheat them out somehow, you have to rely on your opponent ignoring your minions for four consecutive turns, and if that happens, you can just kill them with attacks. You don't even need the four horsemen. I like the card and think it's decent, but if it wins games, it's more likely to be on the back of the weapon than the hero power.
in my opinion it wont be op since it's a pretty big investment for 9 mana just to spawn 2/2 and even then it's not recommended to make a combo deck for exodia since it requires a lot of cards like auctionmaster brewmaster etc to launch to make it happen and it's still a even if your able to make it happen 2 turn kill and that's bad
It's good in control v control for sure, control warrior can't just ignore dudes anymore. It is one of the weakest deathknight hero powers revealed so far though. It's simply 2 mana summon a 2/2. All the insane otks people are trying to envision are extremely impractical. It seems to me that powerful battlecries equal weaker hero powers and vice versa.
Scared about all of them whining on these boards about their slow mess of a deck getting run down by pirates and face hunter. Boo hoo, I crafted golden, blizz fix now or I go play Gwent.
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Free to try and find a game, dealing cards for sorrow, cards for pain.
Yeah, right? If you get an Emperor discount on Auctionmaster Beardo and 4 Secrets on Wild, then you play the Hero, then on the following turn you can kill your opponent, and it only took you 3 turns and 7 cards!
But seriously now, it's a cool power, it can apply some pressure and maybe force your opponent to waste removal on the tokens. Seems quite hard to snowball out of control though, but if you can manage that then you probably deserve to win anyway.
I love the concept. I'm actually shocked it took them this long to actually implement an "exodia" win condition in the game. Exodia mage is a huge combo that has to have everything go right, which is a far cry from actually winning instantly by simply meeting a requirement. Can't wait to play it.
Honestly if you win because of the DK passive, you were going to win the game anyway. The only exception to that is if there is a consistant combo they can pull off to do it in one turn, which is my guess of what will end up happening. The DK by itself in a control deck is just summoning 2/2s rather than 1/1s.
The thing that people are forgetting is that there's a very key term used in the description, and that term is "ALL four". This denotes that you have to have one of each of the Four Horsemen. And since nobody knows yet how the hero power actually works (it will most likely work like shaman's), the chances of pulling this off are so miniscule that it's not even worth wasting a card slot in a controladin deck to attempt it. Bounces, reusable hero powers, nothing makes this so foolproof that it's a reliable win condition. This is Hearthstone we're talking about.
The only frightening thing about it is that people seem to think this is actually frightening.
I don't know how everyone is feeling, but I'm personally a little scared of how strong the DK Pally Hero Power is going to be. Paladin has one of, if not, the most stable control decks in the game, so i don't see them having any trouble getting use out of this card. As bad as Anyfin Can Happen was, this can be just as bad.
Already love it, gunna craft golden
I like it, still need to Teorycraft something and see if I want to craft it day 1, but it is surely interesting and can be devastating if consistent.
Its definitely the best DK Hero power we've seen so far.
Even if its impractical, it requires the opponent to have to destroy the horsemen every turn, which means they are wasting resources on your hero power minions (which is always a bad thing to be doing). And since they're 2/2's, they're harder to kill off (Mages can't just ping them off, Rogues and Druids can't just kill them either). So it forces the opponent to run their minions and spells into them, and if they get put behind a Tirion Fordring or Sunkeeper Tarim, or another strong taunt minion, that can make getting rid of them even harder.
The only saving grace is that at 9 mana its gonna take a while to get going. So a quick deck can conceivably kill Uther off before they have a chance to go death Knight. If not though...
Well if it is a wincon i would rather have the Anyfin. Though i can't say that the paladin power will not break something as it is the first 'exodia' of the game.
It just summons 2/2s. Are 2/2s really that scary? There's no way that win condition will ever be met unless you go 4 turns in a row without being able to kill a 2/2.
Realistically, it probably won't be that bad. Unless you cheat them out somehow, you have to rely on your opponent ignoring your minions for four consecutive turns, and if that happens, you can just kill them with attacks. You don't even need the four horsemen. I like the card and think it's decent, but if it wins games, it's more likely to be on the back of the weapon than the hero power.
in my opinion it wont be op since it's a pretty big investment for 9 mana just to spawn 2/2 and even then it's not recommended to make a combo deck for exodia since it requires a lot of cards like auctionmaster brewmaster etc to launch to make it happen and it's still a even if your able to make it happen 2 turn kill and that's bad
It's good in control v control for sure, control warrior can't just ignore dudes anymore. It is one of the weakest deathknight hero powers revealed so far though. It's simply 2 mana summon a 2/2. All the insane otks people are trying to envision are extremely impractical. It seems to me that powerful battlecries equal weaker hero powers and vice versa.
Scared about all of them whining on these boards about their slow mess of a deck getting run down by pirates and face hunter. Boo hoo, I crafted golden, blizz fix now or I go play Gwent.
Free to try and find a game, dealing cards for sorrow, cards for pain.
Yeah, right? If you get an Emperor discount on Auctionmaster Beardo and 4 Secrets on Wild, then you play the Hero, then on the following turn you can kill your opponent, and it only took you 3 turns and 7 cards!
But seriously now, it's a cool power, it can apply some pressure and maybe force your opponent to waste removal on the tokens. Seems quite hard to snowball out of control though, but if you can manage that then you probably deserve to win anyway.
I love the concept. I'm actually shocked it took them this long to actually implement an "exodia" win condition in the game. Exodia mage is a huge combo that has to have everything go right, which is a far cry from actually winning instantly by simply meeting a requirement. Can't wait to play it.
Honestly if you win because of the DK passive, you were going to win the game anyway. The only exception to that is if there is a consistant combo they can pull off to do it in one turn, which is my guess of what will end up happening. The DK by itself in a control deck is just summoning 2/2s rather than 1/1s.
The thing that people are forgetting is that there's a very key term used in the description, and that term is "ALL four". This denotes that you have to have one of each of the Four Horsemen. And since nobody knows yet how the hero power actually works (it will most likely work like shaman's), the chances of pulling this off are so miniscule that it's not even worth wasting a card slot in a controladin deck to attempt it. Bounces, reusable hero powers, nothing makes this so foolproof that it's a reliable win condition. This is Hearthstone we're talking about.
The only frightening thing about it is that people seem to think this is actually frightening.
New Hero Card Revealed! - Uther of the Ebon Blade