Thanks DonnieMcKarlo,
My deck is definitely focused more on the Midgame, to maximize value with Brann Bronzebeard. Thanks for your comments bud, much appreciated!
2
Thanks DonnieMcKarlo,
My deck is definitely focused more on the Midgame, to maximize value with Brann Bronzebeard. Thanks for your comments bud, much appreciated!
3
Hi BaroqueAndMSTie,
Thanks for your comment dude. Explosive Sheep could be strong, but due to the decks nature with insane amounts of heals, Cone of Cold, and Bloodmage Thalnos will give you more cycle and control to setup you up for the late game. You will have absolutely no problem against aggro decks, unless they have an incredible dream draw. :)
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With no warning,.. Arrows, traps, and trustworthy companions strike the fear in the hearts of your enemies before they even realize what is going on.
With wills of iron and wits to discern, only you shall determine when the hunt begin.
Table of Contents:
(Make sure to click on the name of the deck that appeals you to open its page for a detailed guide.)
(Decks are sorted from Newest to Oldest in each archetype.)
[TwoBiers] Dreadscale Hunter
Unknown Deck
by user-22311611 - Oct 28, 2015
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Minion (15)
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Ability (13)
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Weapon (2) |
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[Spark] Beast Master (S19)
Midrange Hunter Deck
by Sparkaz - Oct 21, 2015
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Minion (18)
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Ability (10)
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Weapon (2) |
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[Top 10 Legend] Talion’s Midrange Hunter – "The Solution"
Unknown Deck
by TalionHS - Oct 10, 2015
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Minion (17)
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Ability (11)
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Weapon (2) |
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[LEGEND] 80%winrate midrange
Unknown Deck
by user-7503115 - Oct 3, 2015
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Minion (18)
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Ability (10)
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Weapon (2) |
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[LEGEND]SteveFrench's Midrange Hunter 3.1
Unknown Deck
by user-20454525 - Sep 9, 2015
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Minion (17)
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Ability (11)
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Weapon (2) |
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Legend Hunter ! (2-3 hours farming)
Unknown Deck
by Balcebt - Aug 31, 2015
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Minion (16)
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Ability (12)
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Weapon (2) |
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[TGT] Top 10 NA - Beast Hunter
Unknown Deck
by thegoatnapper18 - Aug 29, 2015
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Minion (18)
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Ability (10)
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Weapon (2) |
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[S17 LEGEND] 80% winrate Hybrid Midrange Hunter
Unknown Deck
by user-13228111 - Aug 21, 2015
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Minion (19)
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Ability (9)
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Weapon (2) |
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#1 Legend Midrange Hunter [TGT]
Unknown Deck
by Flood - Jul 22, 2015
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Minion (18)
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Ability (9)
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Weapon (3)
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TheJordude's 100% Winrate (#4 NA) Midrange Hunter - July 2015 Season
Unknown Deck
by TheJordude - Jul 7, 2015
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Minion (17)
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Ability (11)
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Weapon (2) |
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FACE is the place [TOP 10 Legend]
Unknown Deck
by asidjat - Oct 15, 2015
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Minion (16)
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Ability (10)
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Weapon (4)
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Legend on a Budget: Face Hunter (TOP 150 LEGEND)
Unknown Deck
by KRUPSSTONE - Oct 4, 2015
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Minion (16)
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Ability (11)
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Weapon (3)
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[TGT] Huntface, the grand return!
Unknown Deck
by Pinkkman - Aug 28, 2015
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Minion (18)
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Ability (10)
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Weapon (2) |
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BRM Legend in 1 day Face Hunter!
Unknown Deck
by user-18157589 - Apr 6, 2015
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Minion (14)
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Ability (12)
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Weapon (4)
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Legend Face Hunter July 2015 (Detailed guide)
Unknown Deck
by chikkc - Mar 28, 2015
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Minion (17)
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Ability (10)
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Weapon (3)
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Face Hunter Detailed Guide (Legend #17 NA) - Wreck That Face
Unknown Deck
by TinyGrimes - Mar 18, 2015
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Minion (18)
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Ability (8)
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Weapon (4)
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(Updated for ONiK) Hunter for ladder
Midrange Hunter Deck
by neilyo_hs - Dec 10, 2014
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Minion (18)
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Ability (11)
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Weapon (1) |
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It's Magic! Malygos Hunter (post-TGT update)
Unknown Deck
by w3Blaine - Jul 29, 2015
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Minion (19)
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Ability (10)
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Weapon (1) |
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Gahz'rilla Control Hunter (74% Win Rate)
Unknown Deck
by Kurmagit - May 10, 2015
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Minion (19)
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Ability (10)
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Weapon (1) |
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[Legend Top50] Kharan Chaos Control Hunter (No Beasts No Cancer)
Unknown Deck
by user-4362364 - Apr 11, 2015
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Minion (17)
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Ability (11)
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[Legend Top 100] Control Hunter
Unknown Deck
by user-16817206 - Jan 15, 2015
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Minion (19)
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Ability (9)
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[Spark] Explosive Snipe (S9 + LOE Update)
N'Zoth Hunter Deck
by Sparkaz - Dec 12, 2014
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Minion (17)
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Ability (11)
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Mid-Hybrid.Smorc to Legend "Updated"
Unknown Deck
by user-22284398 - Oct 24, 2015
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Minion (19)
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Ability (9)
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LEGEND#1 GORMOK THE SMORK
Unknown Deck
by user-21464834 - Sep 23, 2015
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Minion (19)
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Ability (9)
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[S17] 1st EU Legend MidFace Hunter + guide
Unknown Deck
by Comeback_khv - Aug 2, 2015
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Minion (18)
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Ability (9)
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(S.16) [LEGEND] Murloc Hunter
Unknown Deck
by HiMurky - Jul 24, 2015
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Minion (18)
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Ability (10)
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EU Legend - Hybrid Hunter
Unknown Deck
by user-19418401 - May 29, 2015
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Minion (19)
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Ability (8)
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Hybrid Hunter
Unknown Deck
by SashaHyena - May 28, 2015
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Minion (19)
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#1 Legend NA Protohype's Hybrid Hunter
Unknown Deck
by user-13735733 - May 17, 2015
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Minion (19)
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[EU Legend] Hybrid Hunter
Unknown Deck
by user-12145401 - May 16, 2015
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Minion (18)
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"The biggest thing with face Hunter is getting the Hero Power off as much as possible. For instance, instead of playing a Wolfrider or Arcane Golem for 3 damage on turn 4, it would be better to hero power and play a 2 drop. You can't get the hero power of turn 4 back but that charge minion's damage can be used at any time, preferably in combination with a hero power.
The only time you make trades is if it is something that will stop your damage later. For instance, a Wild Pyromancer or Knife Juggler could end up stopping more damage than the 1 or 2 that it takes to kill it off." - Quote from ur2ezchaos.
A: Hunter usually doesn't need its entire deck to do away with the opponent. The benefits of Tracking include:
• Searching for a needed combo piece.
• Looking for a card to eliminate a threat.
• Mulligan for a card to play on turn 2 or 3 if you have a completely terrible hand.
• Filtering your deck in the late game by getting rid of two cards that might be weak, for more tangible draws.
Q: Can I just toss it as a turn 1 card draw or if I have a floating mana?
A: Better not to. Tracking value is immense, and doing away with that advantage can cost you the game. Keep it as long as you do not need it.
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A: Despite the effect of Rhino, it hardly finds the space and time to work efficiently as intended. Its cost doesn't allow for that many beast plays even on turn 10, and the attention it draws makes it the very first target to get rid of on the opponent's turn.
Instead, Kodo has a considerable instant value, while Tiger can be used for a more aggressively solid play style.
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A: Not in constructed!.. These two cards are very costly for their effect. A whole 4 mana for randomly hitting two minions (and getting rid of them) is very situational, specially if either of the hit minions has above 3 health.
And the same problem with the whole 5 mana Shot that is mostly used to hit a 5 -or more- health minion regardless of the adjacent ones, while Kill Command can gladly do that job for only 3 mana (while of course having any beast in play) and that includes the enemy Hero.
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A: This is not even a playable card anymore.
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A: Control certainly has seen better days!.. Control Hunter is fun to play but definitely not as efficient as other solid control decks of other classes. You can have a huge dose of fun and get a decent share of wins, but to have fun and actually hit legend with it- requires true mastery of the Hunter class.
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82
4009 pictures handpicked to fit Hearthstone card creation.
I have always enjoyed digital fantasy art, especially Warcraft's, in April I set out on an adventure with my camera, to capture all the creatures, landscapes, battlefields, cities and magical objects of Azeroth. After I began using this growing gallery to create cards, it hit me that I should tag all the pictures with fitting keywords and share it with the community. Judging and tagging over 4000 pictures is no joke and it has been a test of patience and stamina, but I refused to abandon the project and here I am with the first upload, giving back to the community.
I have no idea of how big or when the next update will be, because it depends on how much new good art I find and my spare time, I work on a lot of different projects and this project is now very low priority. I will certainly not deliver 4000 pictures next time! :)
The gallery comes as a .rar file when you click the download button below. Extract the folder. Then simply search with Windows' folder search, up-right corner in Windows 8. I've searched for a image hoster like Pinterest or similar, but none of them allowed searching with tags through every picture within one folder or board. Websites are also normally very slow at doing the specific task I need it to do, searching through a folder on your PC is much faster. But if you know of a image hoster site that functions exactly like a windows folder, please tell me!
Tips
Well this is very important, so you'll know what to search with! Unless you just want to explore random pictures :)
Every single picture is tagged with either Minion, Spell, Hero, Location or Item depending on what kind of card that would fit the art. Also, if the picture depicts a minion, it's tagged with either Melee, Ranged, Caster, Dual or Fist to describe its fighting style.
Legend = A known character in lore is depicted. | *Race = *Insert known race. Blood Elf, Human, Naga, Orc, Eredar, Gnoll etc. | Monster: Impossible to identify as male or female, monstrous looking and doesn't fit any of the known races. | *Class = *Insert any of the 9 classes, Death Knight, Demon Hunter or Engineer. If a picture strongly represents a class. | Group = 2 or more beings are in focus. | Rider = A being is riding another being or vehicle. | Armored = A being that is heavily armored.| Silly = Not as serious as the rest, Vinter Veil and Valentine's goes with this. | Neutral = A being that seems harmless, a critter, infant or one who is truly neutral, that have no allegiance to anyone but itself. | Favorite = A picture I personally would love to create a card with.
Self-explanatory popular tags: Male, Female, Demon, Murloc, Corrupt, Element, Totem, Pirate, Mech, Treant, Giant, Weapon, City, Dinosaur, Winter, Rider, Beast, Dragon, Staff, Dagger, Axe, Hammer, Sword, Spear, Robe, Book, Trinket, Fire, Frost, Holy, Shadow, Nature, Arcane, Lightning, Flying, Nope, Beard, Battlefield, Aquatic.
Example: Need a male character, that wears a robe, while playing with fire? "male caster fire"
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You know how this works: the five victims—enemy or friendly minions, doesn't matter—float up off the board and onto the five points of a glowing pentagram. Then they explode and a Fearsome Doomguard pops out.
It would be a little tricky to use, but I think it'd be playable. Should be strong against aggro and weaker against control, although you can help it along by feeding your own minions to the fire. Good synergy with Imp-losion, plus lots of other things warlocks already like to run, like Nerubian Egg.
5
It seems like an alright final poll. I personally voted for aiDen's Oblivion and Snorn the Treasureater - they seemed like the most imaginative and interesting cards to me, while there were some strange outliers that seemed to not use proper wording, or didn't exactly fit the class theme.
Note; these reviews are my personal opinion, and reflect how I view the card in terms of how likely it is to be implemented by Blizzard in the particular scenario this competition presents.
Merchant Reviews:
Weve Stozniak: 7/10. Could've been worded better, honestly, and the effect doesn't really make sense given the card art and the name. The 6/7 body is decent, but it's not exactly a legendary effect.
Snörn the Treasureater: Voted for! 9.9/10. I really like this entry, because it's flavorful as a dragon that hoards gold, and seems like it would be a really interesting effect to implement. Maybe a pile of coins to the side of your hand to reduce clutter, or something like that. Love the body, as it doesn't have a HUGE effect other than stopping you from milling yourself, so it's got a nice average body. Nothing's perfect so I'll take off a .01 for the art being a bit underwhelming.
Imported Peacock: 6.5/10. Well it's a somewhat good idea, I guess if you had only this and the coin in your early game drops, you could play it as a respectable turn 3. But at the same time, it's just a 2 mana 2/3 and if you used the Coin you could get a 3 mana 3/4 anyway? It's alright but it basically doesn't differ from a 3 drop in terms of versatility.
Dark Mercenary: 6.5/10. I guess it follows along the same lines as Questing Adventurer, but it's still a solid 2 drop. Still though, it's not enough of a fun effect for me to be convinced by it.
Arms Dealer: 6/10. Although the idea is thematic, the body is bad and the token is even worse... It just complicates the Salary mechanic and adds even more cards to your hand, when Merchant has too many coins anyway.
Transmute Gold: 5/10. The art is a little stale, but sure. I think the idea of turning coins into dragons and mechs and potentially really bad minions is underwhelming. The payoff on the Coins could be good the following turn, but you rely so heavily on RNG that it doesn't really make any sense, notwithstanding the fact that Merchant depends on coins to pay salary and also synergize with other cards.
Hoarding Dragon: 7.8/10: Synergizes with dragons in Merchant, and the holding mechanic makes sense. However, it seems too easy to have coins and make this an almost objectively better 5-drop. Fifth choice.
Tollkeeper: 5/10. I'm not a big fan of turning the joust mechanic into a one-word keyword. Blizzard obviously thought about this mechanic, and decided against it. A 6/9 for 8 is kind of uninspiring seeing as that isn't usually a turn where you just play one thing. Also it seems like a reverse King's Elekk, such that joust decks get punished by it, as it automatically puts a 6/9 into your opponent's hand. With coins this could come out early as well and I just don't like the idea of that. Thematically it doesn't really make sense that the Tollkeeper is winning jousts either.
Glandet the Niggard: 6.75/10: While it's an okay idea, and the mechanic is interesting, the balance is off. A 6 mana 5/5 that doesn't immediately do something good is fundamentally bad. I see no reason to play this over Emperor Thaurissan, as it won't last more than a turn anyway usually. Also, it isn't really giving you a tremendous benefit as you're just paying one resource instead of another...
Master Engineer: 4.5/10: There's absolutely no reason to play this over Piloted Shredder in a mech deck. Its effect is kind of eh, and the stats are terrible for a 4-drop mech synergy drop! Piloted Shredder has so much more value it's not even funny. The only way this gets even value is if you play it turn 5 with a 1-drop mech, and even then you're spreading stats unevenly and to your own disadvantage by doing that, opening yourself up to board clears on turn 6 and 7. I'm sorry but I just can't get enthused about this one!
Bribe: 8.9/10. I am fundamentally okay with this as a card. It is like a flavorful Mind Control, so that's good. The art is good (despite Cutpurse being a thing), the idea of using your mana and possibly coins to get a big minion is also good, but the thing is you're limiting yourself in what you can take control of. On turn 10, you need 3 coins to get a 10-cost off your opponent. This is actually a good thing, because making a direct Priest equivalent would be boring. This is my second choice.
Treasure Hunter: 8.5/10. Hmm... The 75% complicates things because it's weighted in your favor but still, not guaranteed. I do like it because of the flavor of hunting for treasure. The more I look at it the better it gets. While it's a pretty crap 4 drop, it does have the potential to create a damage sink that can get out of control pretty quickly and win you the game. Third choice!
Scapegoat: 5/10. A skeleton is a scapegoat? Eh, I don't think so. Not only that, you're paying 3 mana for a 1/1 which can just... die on your opponent's turn if you're depending on it, letting your opponent kill your minions for free. The 2.5 mana that you spent on the ping-able body could be used for more productive stuff like casting spells, trading efficiently, or just Hero Powering.
Blackheart: 8/10. I like it... it's a good way to get off board clears as merchant. It'll probably get off about 5 damage in an average situation, (2-3 coins), and the body is respectable as a comparison to Baron Geddon. Fourth choice!
Tax Collector: 3/10. OP OP OP. Play aggro with a bunch of low cost minions on turn 4 (Haunted Creeper perhaps), and this can get you potentially 5-7 coins on turn 5, which could allow you to refuel and just play a 7-drop on turn 5 or a 10 drop on turn 6! Also a huge enabler for Mountain Giant, and I don't think that's a playstyle that needs any more encouragement in Merchant.
Booty Bay Teller: 7.5/10. Much better version of Tax Collector! The effect isn't eminently repeatable, and it only works conditionally. This is good as it doesn't encourage card abuse, and the flavor is pretty good as well. I would play it!
Treasure Goblin: 6/10. Turn 4 Treasure Goblin + Hero Power = 3/4 minion. Okay that's legitimate. Problems occur with Hero Power accumulating coins. It could get out of control, but not really. The coin negation effect is I suppose balanced, but given that you're focusing the buffs on one minion I think it's too risky, and so it probably wouldn't see much play.
Office Party Piñata: 7/10. I'm not exactly sure why it's a mech, but I suppose it works in mech decks. The flavor is nice, but it doesn't have any guaranteed way of taking damage, so I suppose that is one of my qualms with it. I really do like how it gives you 'candy' with the token Coin and Spare Parts, but I can't help thinking it's underpowered. As a 2 drop perhaps it is fine, but I still am not sure.
Twilight's Hammer Reviews:
Cursed Owl: 7/10. What a strange one. a 1 mana 2/1 with a conditional... benefit? Honestly this sounds like it's a useful card in some areas as it punishes high-cost, high-health minions by reducing their ability to survive on your turn. Very useful in an aggro Hammer build.
Faceless Champion: 6/10. The wording on this is poor, and while the card quality does make up for it, there are situations where this just becomes overpowered, and they're all too easy to create. Paying 3 mana for 4/6 Taunt is blatant in how power-creepy it is. Paying 5 mana for a 4/6 Taunt is average even, and I'm not sure what deck you would put this in that wouldn't try and lower its cost, rather than raise it. Twilight's Hammer is all about making your opponent's minions harder to play, not really your own. As I said, the wording on this is terrible, and that should have really been considered in the card creation process. Points for the concept, deductions for the execution.
Twilight Aspirant: 9.5/10. What a solid 3 drop. The joust counts for stat reversal, and the effect can be intense. Imagine jousting one of your opponent's critical cards with a Molten Giant, rendering it unplayable. I do like the effect, and was actually wondering if there would be a joust card like this in TGT itself. Second choice.
Grim Tentacle: 7.75/10. Dreadsteed for Twilight's Hammer. While it says it costs 1, it really costs 4, because you pay 1 for the minion, 2 for the Inspire, and another 1 for the summoning of the second Grim Tentacle. While it can get out of hand quite easily, it's at least susceptible to board clears and they can start to clog up your hand. Given it doesn't have a racial, this could probably get away with having 1 extra health or attack, as it doesn't actually persist as well as Dreadsteed does, and doesn't have as many interactions. Not quite sure why you would play it really, but it's a cool gimmick.
Saronite Stinger: 4/10. I don't really like the idea of this at all. Sure it's more limited than Archmage Antonidas in its scope, but that's a legendary and this is basically 5 damage on demand! You could say this has infinite durability given its effect. Just Hero Powering adds 1 durability for 3 mana essentially, which is pretty insane given its damage output. It's basically a somewhat limited Fireball with a drawback except you can use it forever...
Lord Everblaze: 8/10. A nice use of the Brood Affliction type mechanic, which makes this somewhat similar to Iron Juggernaut except with more power to it. I find that this is the sort of legendary I might like to include in a Twilight's Hammer deck, hobbling my opponent. Art is a bit weak though, and he should probably be a 4/5 or a 5/5 or even a 5/4.
Twilight Champion: 8/10. Excellent way to create a symmetrical almost Loatheb-like situation, where you force your opponent to spend their turn on playing minions and not clearing the board, or using their entire next turn on one spell. Well thought through.
Sha of Fear: 5.5/10. It's The Mistcaller but the other way around. The stats are too high for what it does, the effect is pretty ridiculous in terms of reducing your opponent's threat level, and the card is derivative. I'm sorry, but I can't get behind it! If it had a Sap-like effect I could see it, but not as it is. Whil
Calls of Ulduar: 7/10. I guess this is a good card, but it's very powerful and becomes problematic only in certain conditions and matchups. Otherwise it has to be used in conjunction with a mech-filled friendly board to gain value, and if your opponent thinks you have it they will absolutely make it a priority to clear your board on turn 7. Especially bad when it comes to turn 7/8 against other classes, as that's when board clears get played for the most part.
Faceless Watcher: 7.5/10. Good concept, good art, reasonable stats for the effect, but thematically could be even better, if it copied your opponent's minion if yours cost less, as it would be acting on your opponent's cards, technically.
Oblivion (aiDen): 9.8/10. Voted! This is a spectacular card in terms of how it can swing the game around in different turns. Discounted foolproof removal that comes at a random possible price to you is so flavorful. Your opponent gets to mess around with Twilight's Hammer-esque cards for a little bit, and the potential for destruction-trading is a lovely addition. First choice.
Cataclysm: 7/10. It's a good concept, similar to Twilight Aspirant. However, the fact that it's just a spell and that it takes up a card slot without actually doing anything unless you win the joust makes it somewhat mediocre. Not only that, I'm not sure how Cataclysm and Deathwing really apply thematically to a card like this.
Spirit Beast: 8/10. Respectable body so that the effect persists, good against aggro, very nice effect to have and TGT themed. The wording should definitely be different though; "Your Hero Power applies to the first two cards your opponent plays." Would be more succinct and more clear. Thematically I'm not sure why it's a "Spirit Beast" in the Twilight's Hammer class, though.
Balphagor Manaeater: 6.5/10. You're kind of punishing yourself and also slowing the game down for yourself potentially. Against aggro, this is kind of bad, as it allows your opponent to continually drop low-cost minions while you suffer, being unable to remove or counter them effectively with one card. If you did play this in an aggro deck, I'm not sure why you would, because it doesn't necessarily further your cause (face damage), and it can be removed by a simple Hex/Polymorph without having any effect. Other 6-drop legendaries are hard to compete with as it is.
Benedictus: 6/10. Well for Mistcaller stats, you're getting 11/14 for 16 mana with the hero powers and weapon and potential health gain of the Chromatus hero. Keep in mind 1: You won't be able to use your hero power on the turn you play Chromatus. 2: you're splitting the already pretty mediocre stats you're getting from this into two separate minions which are separated in cost by quite a margin, so playing Benedictus has no immediate effect, and your opponent can try to kill you before turn 10 due to this. As I said, 6-drops have to be competitive on the board, and as we've seen from the Mistcaller, the effect just isn't enough to win games. Benedictus doesn't even do that, and the missing 5 stats make him pathetic on the board. Not to mention that Chromatus has only 10 health, and on turn 10 it might be very easy to die simply by attacking something. You'll very rarely, if ever, get to use your final hero power with Chromatus. By then you've already dealt 28 damage overall... Not very well balanced, and way too slow! Points for the concept though, even though I'm not usually a huge fan of tokens.
Oblivion (EvanGreyjoy): 6/10. While the effect is similar to aiDen's, the execution is such that it's just Twisting Nether with 'silence everything first' tacked on, so you don't even get bonuses from Deathrattles on your side of the board first, which is the only conceivable reason you would run Twisting Nether competitively (see Dreadsteed). Thus, I just can't see why anyone would prefer this over other board clears... It just doesn't excite.
Grizzik: 6/10. The effect is worth 1 stat I guess? The thing is, the only way this body is good is against aggro, as it punishes your opponent's low-health minions if you can Taunt it up. However, against aggro you wouldn't really play this as you can immediately tell what an aggro deck will probably consist of. I question just how useful this effect is on turn 6 - by then you already know what you're up against for the most part. This would be better as a reverseShadowfiend - "Whenever your opponent draws a card, increase its cost by (1)." Art is a bit bland, unfortunately. :(
Herald of the End: 5/10. Uhh... okay? It's crazy, and it's likely going to win the game if it lasts into fatigue with this, but I'm not exactly sure how that would work out. Twilight's Hammer is about making your opponent's minions harder to play, and that includes the draw engines, like Acolyte of Pain. In that sense, Twilight's Hammer is somewhat anti-fatigue, because while it discourages your opponent playing out all their cards (enabling milling), you're also making it harder for them to draw cards, which is how you would fatigue them. This would probably even out in most decks, so the effect wouldn't really do anything. I guess it's a good insurance policy in some matchups, but even then I can't see how it would work. Not to mention that I'm not a fan of cards that have no cost (can't be played) and that have variables in them, where it could be "Summon a Faceless One for your opponent with Attack and Health equal to the amount of Fatigue damage you took this turn." Which would essentially accomplish the same thing while staying true to Hearthstone's wording.
5
My card synergizes with the Twilight Hammer theme of altering card costs. It gets more powerful if you play it for more or less than 4 mana (it's cost is altered by, for example, Thaurissan). It gets +1/+1 and Taunt, which is similar to other TGT cards like Wyrmrest Agent and Twilight Guardian. Faceless Champion would combo well with the Twilight Hammer cards Lunatic Gaze and Doomseer Matron. It would also combo with Mana Wraith, Venture Co. Mercenary, and Pint-Sized Summoner. A play you could do would be turn 4 Mana Wraith and Hero Power. If they want to play a minion, it will cost 2 more. Next turn, you can play a buffed Faceless Champion. Might make Mana Wraith good for Twilight Hammer.
12
In the same thematic vain as Darnassus Aspirant, Orgrimmar Aspirant, and Dalaran Aspirant. As simple joust mechanic designed to, in the theme of so many Twilight Hammer cards, disrupt your opponent's card costs. If your minion costs more, then your opponent's minion's cost will increase to match your minion's cost.
EDIT: Bumped up the Attack from 3 to 4. The Battlecry certainly does have the potential to massively mess with your opponent's long game, such as by making a crucial combo piece end up costing as much as a Giant, but a lot has to line up just right for that to happen. First you actually have to win the joust, of course, and then the opponent has to actually end up drawing the card whose cost you increased, and by that point later in the game the increase may not even matter. The being the case, I think it would be balanced fine as a 4/3.
4
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3
Didn't quite like the murloc theme last week, but man, those winners sure are cute.
Here's something mildly obnoxious.
I think this being in hunter makes it slightly okay, considering how the current archetypes work, I think a 8 mana deal up to 10 damage (and has armour ignoring capabilities) in hunter is balanced as a finisher.
1
I believe that's entirely up to personal preference.
When I first saw Hallazeal, it was clear to me that's a card I need. No other legendary even comes close to the hype I have for that card, but I would definitely like to play around with Xaril as well
1
I feel you on that. Low roll lightning storms costing you the game, a 50% totem roll going south, but hey, that's the cost for the power those cards offer you, you can probably sample the opposite end where your unlikely lucky roll got you super far ahead in the game. But yeah, it's frustrating for sure.
1
To be fair, regarding that, I think at least the statlines for shaman cards are acceptable to a degree where even if you lose potential value in dropping certain cards on curve that the tempo you gain through doing so at least leverages some of the lost value. Ev en tuskarr at worst gives you a free hero power usage in addition to the 3/2 body(compare to neutral fencing coach 2/2).
5
My entry, it's been a while.
Probably useful in a mill kind of Rogue, but I figure there is a slight extension to the uses of this one.
2
I am revitalising the deck daily, but haven't given this version quite a go in a while. Maybe I should, as to see, how to optimise it currently.
The meta right now sadly is very unhealthy for this however, since LoE boosted the other classes quite a bit and left hunter a bit in the dumpster. If anything it even weakened this deck significantly, because Explorer's Hat, Dart Trap and Desert Camel are all terrible payouts from L&L in the context of this deck.
My immediate suggestion however would be to ditch Kezan in favour of any of these - Ironbeak Owl, King's Elekk, Illuminator.
2
Inspire has some nice synergies in the deck, but it's rather secondary. While beefy minions work very well in here, 2 attack is just a tad too low and might require additional substitutions like a Defender of Argus. If you're curious to try it it would have to replace something fairly stronger than it in the current list, my immediate would be Antique Healbot.
1
Control priest seems generally like a terrible idea, but since it's your favorite class, you are probably set on that.
Out of your proposed options I would suggest renolock.
In general I would for an aggro deck opt for zoolock however.
For your lineup specifically I would round out with midrange druid.
1
Sometimes I use targeting spells on my own minions, by some fucked up thought process.
The most hilarious instance of this occasion was in arena where I managed to naturalise my freshly innervated ironbark protector. Even more hilarious was that I still managed to win that game.
1
Just genuinely curious as to how many of these haters have actually tried the deck. Since a lot of the statements here are not very believable.