Some are good, some are bad. Overall not super enthusiastic about the keyword but time will tell.
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Some are good, some are bad. Overall not super enthusiastic about the keyword but time will tell.
More or less the mechanic has really came off as unimpressive to me i mean yeah theres maybe 1-2 saving grace cards that might...keyword might actually see play but for most part it may be the first time no cards with the new mechanic see play at all.
I still think it's better than joust, which was based on a coinflip essentially, but none of these cards stand out so far in terms of value honestly. But who knows.
Not fond of the mechanic tbh, seems pretty boring.
I could see ways the mechanic could have been good. But small body minions with really bad stats that cost ridiculous amounts of mana is not it. Alot of the cards are just really bad. I dont think any of them are really good enough that they will make it into a tier 1 deck but a couple might see play in tier 2/3 decks. Please note i said might...cause i honestly am not sure they will see play at all.
2. Kathrena Winterwisp can have her deck manipulated to hit big targets as can Silver Vanguard. They actually group together pretty well, especially when you add in Seeping Oozeling. It'll be a meme deck but I can see some disgusting combos happening.
3. Call to Arms has really good potential in that it saves draws and Shockadin would love to get those little guys out.
Sure most of the cards are pretty lame but it's better than them being oppressive tempo-machines like Bonemare. I like that many of them allow you to target specific types of minions which allows for interesting deckbuilding as opposed to just throwing certain cards into every deck. Plus, it keeps things fresh as new expansions may provide better synergy with these cards.
These recruit cards do not seem boring to me. The theme of the set seems to be deck construction. Recruit is like a type of Kelesth, or Reno Jackson, in that you have to construct your entire deck around the build. But more importantly (and considerably more interesting), the combo isn't all wrapped up in the one card, but instead you have to figure out the combo.
like meat wagon -> dragonhatcher -> Deathwing or Call to arms for divine shield minions -> blood knight
Not saying these combos will be good, but totally fun thing to experiment with. In a month or two don't; be surprised if a couple really powerful combos get figured out and we are all complaining that recruit is way to good.
I'm not saying I like the keyword nor that its strong, but people forget to add the draw mana cost. Like, when you evaluate the new 5 mana 2/2 gnome, it's actually a 3 mana card. A 2/2 that draws costs 3. So even a 3 mana demon out of your deck is a net gain.
These recruit cards do not seem boring to me. The theme of the set seems to be deck construction. Recruit is like a type of Kelesth, or Reno Jackson, in that you have to construct your entire deck around the build. But more importantly (and considerably more interesting), the combo isn't all wrapped up in the one card, but instead you have to figure out the combo.
like meat wagon -> dragonhatcher -> Deathwing or Call to arms for divine shield minions -> blood knight
Not saying these combos will be good, but totally fun thing to experiment with. In a month or two don't; be surprised if a couple really powerful combos get figured out and we are all complaining that recruit is way to good.
Conzago, you took the words right out of my mouth. I agree 110%. It’s all about deck building and hidden combos. Although this meta is incredibly diverse, it’s still “is this better than scalebane/bonemare?” For every 5/7 drop. I constantly hear the pros say that when evaluating the new cards.
I honestly think there will be new interactions found out later than 2 weeks into the meta. People will continue experimenting, and i LOVE how much deck building pays off this expansion. I already have several ideas that i haven’t seen others post in regards to specific cards, and I’m sure plenty of other people do too.
2. Kathrena Winterwisp can have her deck manipulated to hit big targets as can Silver Vanguard. They actually group together pretty well, especially when you add in Seeping Oozeling. It'll be a meme deck but I can see some disgusting combos happening.
3. Call to Arms has really good potential in that it saves draws and Shockadin would love to get those little guys out.
Sure most of the cards are pretty lame but it's better than them being oppressive tempo-machines like Bonemare. I like that many of them allow you to target specific types of minions which allows for interesting deckbuilding as opposed to just throwing certain cards into every deck. Plus, it keeps things fresh as new expansions may provide better synergy with these cards.
Guild Recruiter I have to disagree there because the value you loose drawing and playing a deck that is running that kind of a heavy base line you want to play those minions on curve not playing them on curve they loose the value which means in alot of those cases you are unable to play guild recruited on curve and it could hit minions in a deck like that like your totem golem your flame tongue totem there are lots of ways it could go array. Not to say it would i just dont think its very practical there vs running the deck without it. I would think of it more being run in a new taunt druid running alot of 4 drops for it and the bear if it was run. Dont think its good enough however.
Kathrena Winterwisp I think this will see play in a tier 2/tier 3 hunter deck or at least attempted play.
Silver Vanguard what are you smoking and where can i get some because not gonna lie this is argueably the wost card ever printed. Can i have a magma rager instead please. I think this card is just bad. In all honesty your not even cheating a card into play 1 turn early. Because by the time its death rattle goes off cause it doesnt have taunt your already past turn 8 its not a battle cry its a death rattle this card is complete and total garbage. The only reason its not rated worst than dragon hatcher is because people will actually try to play dragon hatcher.
Call to ArmsI honestly do not think this is a bad card but in a meta that will be extremely board clear heavy i dont think it will be as good as could be hoped. Which is the only reason I dont think this will do well. This card is not a bad card but I dont think the value is there to counter the removal priest, warrior, and warlock got.
These recruit cards do not seem boring to me. The theme of the set seems to be deck construction. Recruit is like a type of Kelesth, or Reno Jackson, in that you have to construct your entire deck around the build. But more importantly (and considerably more interesting), the combo isn't all wrapped up in the one card, but instead you have to figure out the combo.
like meat wagon -> dragonhatcher -> Deathwing or Call to arms for divine shield minions -> blood knight
Not saying these combos will be good, but totally fun thing to experiment with. In a month or two don't; be surprised if a couple really powerful combos get figured out and we are all complaining that recruit is way to good.
like meat wagon -> dragonhatcher -> Deathwing
There are less clunky combos....not to mention you need to gain attack on your meat wagon before it dies. This means your talking paladin meatwagon in standard which paladin doesnt have the early game removal to support building it as big paladin style dragon deck.
Vs warrior or priest which have the cards to support playing those minions ahead of curve with the whole fetch the big minion mechanic and board clears better draw and require less pieces to make it work could you run dragon hatcher in those ... yes why would you the best dragon your going to pull with it do you wanna give up ysera's end of turn the turn you play her ... not really for a 2/4. The other dragon options are just not enough value currently to be worth slotting it. People will try to play dragonhatcher this is why this card is the worst card in the set instead of silver vanguard cause people will try to run it. If it wasnt for that it would be silver vanguard which most people are smart enough to just assume that card doesn't exist.
More people are augmenting call to arms for murlocs its not a bad card but I dont think its good enough vs the board removal for murlocs being a thing but that card will see play that katrina and possibly a version of big warrior is what I can see people trying to make work. I dont think either of those 3 decks will get above tier 2/3 however if they make the cut even.
Dragonhatcher seems ok. Many decks only run the big dragons, so if you play this on turn 9 maybe pull a Deathwing or Ysera (unfortunately no dream card). So you have a decent body on board and the threat of another big dragon next turn. Unfortunately it requires some build around but could see it working.
I think the main reason they were introduced is to nerf Evolve and allow for more deck thinning strats in future expansions.
Synergy between Kathrena, and Highmanes, Krush and Swamp King Dred sounds pretty damn strong.
Yeah, it requires a control that avoids early game beasts, but still.
Call to Arms is open to many interesting plays... and others like Posessed Lackey and Guild Recruiter are open to certain deck concepts we are'nt anticipating yet (like trying to cheat Illidan, Voidlord or Mal'Ganis with lackey)
Bear in mind in needs to be sussed out what turns out to be good, and I'm not claiming fore-knowledge. But for example, you might want to give up on Ysera's end of turn ability, if you are playing an inner fire divine spirit deck, with 4x 12 health dragons, 2x dragonhatchers, 1x y'sharg an plenty of resurrect style cards (again.. not saying this is great deck idea, just that combo decks don't use the same system of evaluation as we see in current tempo meta, i.e. it's not 2/4 + 12/12 = x type of formula).
The thing people keep saying about this card (Dragonhatcher) which is.... "Why not play Y'sharg for one more mana..." Misses the point. Why not play 3x Y'sharg mechanic in one deck and triple the chances of cheating a specific win condition out. When you play ysharg, sure expect the twisting nether, when you play dragon hatcher the following turn, it's that much more likely they will not be able to clear both minions again. The problem with Y'sharg is that there is only one, so its unreliable for any 2 turn combo, or that you draw it or get it. But if you can meat wagon or barnes out 3 minions that can bring a 12 health creature... well combo becomes more reliable. for all intensive purposes dragon hatcher could be a 1/1 and still be great at what it can do.
Not that this is perfect analogy, but i remember the days when people begged for a viable pirate deck, and as it happened, all it takes is one or two new cards can take a crap deck and make it tier 1. None of us really know if any recruit card can affect that dramatic of a shift for any existing or new deck. But we do know Barnes and Y'sharg are good cards and have seen plenty of play and all the new recruit cards have something these cards don't.. you can put 2 of them in your deck, not just one.
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Dont know how everyone else feels but thus far i have to say the entire recruit mechanic line looks like it needs to be dusted.
They're terrified of creating another Patches so they nerfed all of the recruit cards before they even released them.
Some are good, some are bad. Overall not super enthusiastic about the keyword but time will tell.
I still think it's better than joust, which was based on a coinflip essentially, but none of these cards stand out so far in terms of value honestly. But who knows.
1. Guild Recruiter is really good in Overload Crusher Shaman. You can pull a Flamewreathed Faceless, Injured Blademaster or Drakkari Defender which is huge value.
2. Kathrena Winterwisp can have her deck manipulated to hit big targets as can Silver Vanguard. They actually group together pretty well, especially when you add in Seeping Oozeling. It'll be a meme deck but I can see some disgusting combos happening.
3. Call to Arms has really good potential in that it saves draws and Shockadin would love to get those little guys out.
Sure most of the cards are pretty lame but it's better than them being oppressive tempo-machines like Bonemare. I like that many of them allow you to target specific types of minions which allows for interesting deckbuilding as opposed to just throwing certain cards into every deck. Plus, it keeps things fresh as new expansions may provide better synergy with these cards.
Call to Arms looks pretty good.
There is potential for Kathrena Winterwisp.
Other than those the rest look pretty bad so far.
These recruit cards do not seem boring to me. The theme of the set seems to be deck construction. Recruit is like a type of Kelesth, or Reno Jackson, in that you have to construct your entire deck around the build. But more importantly (and considerably more interesting), the combo isn't all wrapped up in the one card, but instead you have to figure out the combo.
like meat wagon -> dragonhatcher -> Deathwing
or Call to arms for divine shield minions -> blood knight
Not saying these combos will be good, but totally fun thing to experiment with. In a month or two don't; be surprised if a couple really powerful combos get figured out and we are all complaining that recruit is way to good.
I'm not saying I like the keyword nor that its strong, but people forget to add the draw mana cost. Like, when you evaluate the new 5 mana 2/2 gnome, it's actually a 3 mana card. A 2/2 that draws costs 3. So even a 3 mana demon out of your deck is a net gain.
Dragonhatcher seems ok. Many decks only run the big dragons, so if you play this on turn 9 maybe pull a Deathwing or Ysera (unfortunately no dream card). So you have a decent body on board and the threat of another big dragon next turn. Unfortunately it requires some build around but could see it working.
I think the main reason they were introduced is to nerf Evolve and allow for more deck thinning strats in future expansions.
Keyword looks cool, but man... They are using it really, really badly.
Just look at Dragonhatcher or Guild Recruiter.
Synergy between Kathrena, and Highmanes, Krush and Swamp King Dred sounds pretty damn strong.
Yeah, it requires a control that avoids early game beasts, but still.
Call to Arms is open to many interesting plays... and others like Posessed Lackey and Guild Recruiter are open to certain deck concepts we are'nt anticipating yet (like trying to cheat Illidan, Voidlord or Mal'Ganis with lackey)
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Bear in mind in needs to be sussed out what turns out to be good, and I'm not claiming fore-knowledge. But for example, you might want to give up on Ysera's end of turn ability, if you are playing an inner fire divine spirit deck, with 4x 12 health dragons, 2x dragonhatchers, 1x y'sharg an plenty of resurrect style cards (again.. not saying this is great deck idea, just that combo decks don't use the same system of evaluation as we see in current tempo meta, i.e. it's not 2/4 + 12/12 = x type of formula).
The thing people keep saying about this card (Dragonhatcher) which is.... "Why not play Y'sharg for one more mana..." Misses the point. Why not play 3x Y'sharg mechanic in one deck and triple the chances of cheating a specific win condition out. When you play ysharg, sure expect the twisting nether, when you play dragon hatcher the following turn, it's that much more likely they will not be able to clear both minions again. The problem with Y'sharg is that there is only one, so its unreliable for any 2 turn combo, or that you draw it or get it. But if you can meat wagon or barnes out 3 minions that can bring a 12 health creature... well combo becomes more reliable. for all intensive purposes dragon hatcher could be a 1/1 and still be great at what it can do.
Not that this is perfect analogy, but i remember the days when people begged for a viable pirate deck, and as it happened, all it takes is one or two new cards can take a crap deck and make it tier 1. None of us really know if any recruit card can affect that dramatic of a shift for any existing or new deck. But we do know Barnes and Y'sharg are good cards and have seen plenty of play and all the new recruit cards have something these cards don't.. you can put 2 of them in your deck, not just one.