• 2

    posted a message on Witchwood Grizzly

    For thematic reasons. Technically, no matter what they were in life, ghostly creatures don't belong to any tribes. To actually have it be a beast it would also have to not be dead. A small thing to most, but it might hint at a new tribe involving ghosts or ethereal creatures in the future, or even just the consideration that it might happen somewhere along the road. Same reason they changed Jade Spirit into and elemental after the initial big change. It was one they didn't specifically want in the elemental pool, but it was thematic and when they realized they had missed it they went back and corrected it. Same reason they added the beast tag to North Sea Kraken, removed it from Jungle Moonkin, and added the elemental tag to Molten Giant and Mountain Giant. This is their exact statement:
    "We also discussed how to address spectral beast cards like Witchwood Grizzly and Arfus. Are they Beasts or not? For Witchwood Grizzly, we liked the gameplay interactions that it had with Witching Hour and Kathrena Winterwisp. We decided to update its art to make it look like a beast instead of a ghost. Arfus meanwhile, is seeing a lot of play because he is being Discovered by Deathstalker Rexxar, which is really fun, so we're leaving him as is for now."

    Posted in: Witchwood Grizzly
  • 2

    posted a message on Witchwood Piper

    To be honest, tutor effects are almost always worth the card draw if they draw something necessary. This will probably see some play in exodia mage if it finds a way to exist without Ice Block (doubtful that will happen though), considering a ton of important cards are at their 2 drop slot. Doomsayer, Sorcerer's Apprentice, Arcanologist, even Novice Engineer to some extent. This card has a lot of applications in combo decks that either utilize specific small minions or no small minions. Probably a buff to big priest, although there is the chance to get this card off Shadow Essence, but that might be a negligible risk for the power level. And if you're able to play it on 4, it draws the second copy and removes all your bad outcomes. Maybe big warrior or big druid could make better use of it though.

    Posted in: Witchwood Piper
  • 2

    posted a message on Witching Hour

    Actually, bugs are defined as terrestrial arthropods, which spiders are. They are however, not insects. Insects are all arthropods with 3 pairs of legs, a 3 part, segmented body (head, abdomen, thorax), 1 pair of antennae, and often, but not always, wings. Also, please appreciate my google searching, I have terrible arachnophobia.

    Posted in: Witching Hour
  • 2

    posted a message on Mossy Horror

    I like that it's just a better Shadow Word Horror when you can afford to wait the extra two turns and it's basically a new anti-aggro spell for every other class. Really open ended design, this is the stuff that makes hearthstone so much fun.

    Posted in: Mossy Horror
  • 2

    posted a message on Witching Hour

    In wild sure, Barnes is rotating out, and there are much more powerful things in wild anyways. Still a funny combo.

    Posted in: Witching Hour
  • -1

    posted a message on Witching Hour

    To be honest, druid has much more "big beast" synergy than hunter. You aren't looking to rez a Crackling Razormaw or a Tundra Rhino, you'd much rather rez a Witchwood Grizzly, a Druid of the Claw, or a Hadronox. and get a big taunt for cheap. Hunter beasts do nothing when summoned, the only exception are the beasts you get from Animal Companion. Because of how much support taunt and beast druid have gotten over the last few sets, you don't even need to have a ton of them to make this card good, you just need a couple midrange beasts you can guarantee and it becomes an auto-include in control-style druid decks. They also just have the means to control the board early and take advantage of packing their decks with big, beefy taunt beasts, something hunter struggles heavily with because of their lack of healing. It's much too hard to get value with this card in hunter. I imagine if they printed this card again for hunter, they would have to make it 2 mana or they would have to use the entire hunter set to build a deck that would specifically be able to make use of it at 3 mana. As it is now though, it's just horrible in hunter.

    Posted in: Witching Hour
  • 2

    posted a message on Kobolds & Catacombs - Hearthstone's Seventh Expansion

    i mean there are "random" effects, but it's not "cast a random shaman spell, targets chosen randomly", it's "cast a random spell in your deck, targets chosen randomly". the "in your deck" text is important, because it means you can influence the kinds of cards The Runespear can cast. if you have a midrange deck that controls the board early with spells and then plays Guild Recruiter and Flamewreathed Faceless on turn 5 for a huge board swing, that's not random, that's intended. there's a difference between all but guaranteeing an interaction between two cards to the best of your abilities and playing Tortollan Primalist, though i wouldn't really consider that card random either as it's used like "discover a random board clear then cast it". big priest doesn't care which card they get from Shadow Essence (Barnes is the only low roll and it's a 1-of) and that card is pretty much a recruit card that summons a copy of their minion rather than the actual minion. the point of recruit isn't to shove a bunch of 4 mana minions in with Guild Recruiter, it's to shove 1 or 2 4 mana minions in and find a way to build a deck without 1,2 or 3 drops, though you could probably get away with 1 overstatted 3 drop as well anyways. recruit is not in any sense random unless you just shove it in an existing deck and pray every time to play the effect.

    Posted in: Guides
  • 4

    posted a message on Kobolds & Catacombs - Hearthstone's Seventh Expansion

    I'm calling it now, Dragonhatcher is gonna be nuts and literally everyone and their mother is sleeping on it. Just you watch.

    Posted in: Guides
  • 4

    posted a message on Kobolds & Catacombs - Hearthstone's Seventh Expansion

    that reasoning is innately flawed. why build new decks if everything is the same power level? why pilot anything but what you know? decks and archetypes become stronger because they recieve strong cards and the whole fun of the game for most people is figuring out how to build decks around strong cards. for other people it's figuring out how to build decks around weak cards. if cards are all similarily strong, why build a deck around anything? just build a tempo or midrange deck and go. the super strong cards are what make the game fun and that's the point of a game, to be fun.

    Posted in: Guides
  • -7

    posted a message on Shroom Brewer

    no, healing face is weak, healing minions is broken because it's another way to snowball a lead.

    Posted in: Shroom Brewer
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