Hollow Hound still has 1 year left in Standard mode and has a horrible card design. For the hunter with the new upgrade hand, upgrade field, upgrade deck mechanic provides an infinite amount of healing for a class that shouldn't have any, making it completely unbalanced, I like to play long games or big turns where the balance can go up for any of the players, but this card does not seem like the right tool for hunters and can lead to very frustrating situations for new players, so I think it should be changed to not rush or hit adjacent minions for once and for all times for the sake of the game.
I don't think honestly that raising the cost of the card or making like a 0 / 6 or something can be the right way to nerf it also, the card should remain playable but without the ridiculous amount of powercreep that it has.
The cleave effect is one of the few things that you can actually try to play around - either using locations or dormant minions to "block" a spot, or by playing taunts on the end. Even if you have neither of those things you can position your biggest minion in the middle so that the hound dies.
No one thinks hound is too good in Death Knight which tells you that the problem lies with the other hunter cards, not the hound.
I'm not playing hearthstone a lot these days due to time management but I just lost against this card which the opponent did 39 damage from hand with.
I had 3 minions on board and my opponent had a buffed Hollow Hound in hand. He played it, together with more buffs and then Always a Bigger Jormungar . As my minions were very low HP, he did 39 damage in 1 go.
Maybe that's extremely rare, I don't know. But it felt overpowered.
It's rare to get a hollow houndas buffed as that but it's not rare at all to just die from hand. Hearthstone is very uninteractive these days and unless you're playing super aggro, you need duke and/or mutanus but even those might be too slow
While true as a general statement, I really believe that the hunter "OTK buffed beast" deck is one of the few decks that you can legitamately play around if you understand how it works. Having a single big minion, locations, dormant minions etc. all massively reduce the "from hand" damage. They can't do any meaningful damage from hand if you have no minions on board.
I'm not saying it's an easy match up because they can still pressure you with their board, but it's not like many of the other OTK decks where the strategy is "kill them quickly".
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Hollow Hound still has 1 year left in Standard mode and has a horrible card design. For the hunter with the new upgrade hand, upgrade field, upgrade deck mechanic provides an infinite amount of healing for a class that shouldn't have any, making it completely unbalanced, I like to play long games or big turns where the balance can go up for any of the players, but this card does not seem like the right tool for hunters and can lead to very frustrating situations for new players, so I think it should be changed to not rush or hit adjacent minions for once and for all times for the sake of the game.
I don't think honestly that raising the cost of the card or making like a 0 / 6 or something can be the right way to nerf it also, the card should remain playable but without the ridiculous amount of powercreep that it has.
Ascendit a terra in coelum, iterumque descendit in terram, et recipit vim superiorum et inferiorum.
aggro troglodyte malding
Removing Rush or Cleave from it would make it unplayable my guy. It's literally fine as is. Not even in the top 50 cards rn.
The deck as a whole is very strong, but the problem is Always a Bigger Jormungar, not Hollow Hound.
I think hound is broadly OK with the exception of the interaction with Always a Bigger Jormungar.
The cleave effect is one of the few things that you can actually try to play around - either using locations or dormant minions to "block" a spot, or by playing taunts on the end. Even if you have neither of those things you can position your biggest minion in the middle so that the hound dies.
No one thinks hound is too good in Death Knight which tells you that the problem lies with the other hunter cards, not the hound.
I also think it's fine as is.
I'm not playing hearthstone a lot these days due to time management but I just lost against this card which the opponent did 39 damage from hand with.
I had 3 minions on board and my opponent had a buffed Hollow Hound in hand. He played it, together with more buffs and then Always a Bigger Jormungar . As my minions were very low HP, he did 39 damage in 1 go.
Maybe that's extremely rare, I don't know. But it felt overpowered.
It's rare to get a hollow houndas buffed as that but it's not rare at all to just die from hand. Hearthstone is very uninteractive these days and unless you're playing super aggro, you need duke and/or mutanus but even those might be too slow
While true as a general statement, I really believe that the hunter "OTK buffed beast" deck is one of the few decks that you can legitamately play around if you understand how it works. Having a single big minion, locations, dormant minions etc. all massively reduce the "from hand" damage. They can't do any meaningful damage from hand if you have no minions on board.
I'm not saying it's an easy match up because they can still pressure you with their board, but it's not like many of the other OTK decks where the strategy is "kill them quickly".