No one. Likely the way that they set it up made it so that it needed some sort of cap, by setting it at 100 means that likely no one will have enough time to do that many runs let alone the desire/money to do so. It isn't like they are issuing a challenge to see who will do 100 runs, they are basically just raising the cap to a point where it is doubtful that anyone will reach the limit.
I really could see this card going either way. 3 mana 3/4 means that it definitely has the stats to be a great card and the effect could be extremely strong but requires you to have the secrets in hand to make use of the ability. What I find interesting is the idea of Lock and Load, that card had the potential to be game winning however it never really worked because to get value out of it you had to run a bunch of low cost hunter spells... most of which are terrible cards.... however, hunter's secrets are some of the best in the game and at 0 mana each would be devastating when combo'ed with Lock and Load. This leads to the real question of how many secrets would you need to run to reliably get enough value from Lock and Load to justify running the combo, how many secrets would you need to run in the deck to consistently get value off of the combo, and on average are you getting enough value from the cards Lock and Load gives you enough to even bother running it in the first place.
Regardless of whether the combo works or not I definitely expect this card to become a staple in midrange hunter allowing the deck to run 2 or 3 secrets and 2 eaglehorn bows.
It might be but at the same time the deck is only running 1 copy meaning that it is meant more as a situational card then a key card. I would say that that considering it is the only 3 mana minion that isn't random (animal companion) and it occasionally will synergize with your minions in your hand (meaning that you can play it on 3 without having to have had already played certain minions on 1 and 2 to get the full effect means that this card is pretty good.... Now that I think about it is really good, 3 mana huffer without charge that can potentially strengthen your following turns... 4/2 means that it does what huffer does: it has implied taunt, it is too dangerous to not deal with because of potential damage it can deal either to their face or board means they need to spend resources to deal with it before doing anything else.
Same, Personally I have over 2K wins with midrange hunter and I tend to fall back on the class regardless of the meta. I think that there is a lot of interesting cards that midrange hunters are going to be able to make use of. I think Midrange hunter is going to be a bit slower than any of the previous incarnations because of the loss of lots of its early game minions, however I think that is best since the majority of the cards seem to indicate that the meta will be slower overall
By no means is eaglehorn bow as insane as it is with secrets but without a doubt it is still a staple in Midrange Hunter. The bow acts as crucial spot removal to ensure that you don't lose control of the field, to get through a taunt, or to shut down a card before gets out of control.
Personally I think that secrets are still worth running in hunter even without mad scientist however I think it will take some time for most people to realize it....
I said if you want a second use of Battlecry then just shadowstep it instead. As far as Rag goes it is still far better to just faceless manipulator it and have 2 full sized Rags rather than a full one and one that dies to anything
Ah totally forgot about Alex. Yeah, maybe this card doesn't see play but it definitely might still see play especially in a meta where you might need more healing
This seems more fair than people think. 5 mana 5/5 is on par as far as stats, Card draw is valued at 1.5 mana, so that would be a 6.5 mana 5/5 and then for the additional .5 mana you have the choice to heal any target for 5 instead of drawing a card.
Keep in mind that unless the cards we have yet to see from WOG has an amazing healing card then druid doesn't have all that many option for healing. Cult Apothecary, Earthen Ring Farseer, Refreshment Vendor, or Ancient of Lore are really the only cards that can heal that one might consider using in druid standard decks. Assuming that Ramp druid is the new standard type of druid then it is likely it will require some sort of healing to be able to last longer against aggro or midrange. This nerf does exactly what it was meant to do, it makes the card no longer an auto include. This card now is likely going to be included more for the healing benefit with the additional bonus that if you are not in need of healing it can also be used to draw a card. I would guess this is likely a 1 of card now rather than a 2 of card
This is one of the most fair nerfs I've ever seen blizzard apply to a card. When I heard knife juggler was being looked at for a nerf I was really worried that they might change the card text but I'm extremely glad to see that they only knocked 1 attack off and left the text alone. While minor this definitely will impact how appealing it is to use but I am sure that it will still fit well in decks that easily flood the board
While I don't think this card is likely to see play the only reason I could think that maybe it would be used is if a C'Thun rogue deck is possible in which you copy minions that boost C'Thun's stats to deal a more devastating Battlecry. Other than that I just don't see much other use for it, it isn't like rogue doesn't already have ways to get a lot of copies of their minions.
I feel like people are thinking that this card is going to be way more useful than it actually is going to be. This card is 6 mana so by the time it is played the responding player is going to have 6 or 7 mana if it is played on curve. At that point you have enough mana to use big removal and/or likely (if you aren't already behind) should have a board that you can use to deal with it. Yes, it is a card that likely requires 2 or more cards to deal with which makes it good but it isn't game breaking. Most 3 mana cards are only "okay" since they don't get their Battlecry. This card is more balanced than it might see because of the fact that Mage doesn't really have much that it could follow up with. The danger of the card is that 2 minions: 5/5 and likely a 3/3, that can be played for only 6 mana means that it could require too much resources and when a larger minion is played after then you will no longer have a way to deal with it.... The issue with this is that mage doesn't have anything to follow it up on turn 7. The only card that a mage might play that is 7 mana would be antonidas however they aren't going to play him on curve because they likely won't be able to make use of his effect if they do.
Question: Does anyone know if minions summoned from random effects like this, when played in standard, does it only pull from the pool of standard cards or does it pull from any card that is currently in the game much like how cards like webspinner can give unreleased cards during the period between the cards being added to the game and the point where the expansion is actually released.
-1
Best deck ever, going to be meta breaking
0
No one. Likely the way that they set it up made it so that it needed some sort of cap, by setting it at 100 means that likely no one will have enough time to do that many runs let alone the desire/money to do so. It isn't like they are issuing a challenge to see who will do 100 runs, they are basically just raising the cap to a point where it is doubtful that anyone will reach the limit.
0
I really could see this card going either way. 3 mana 3/4 means that it definitely has the stats to be a great card and the effect could be extremely strong but requires you to have the secrets in hand to make use of the ability. What I find interesting is the idea of Lock and Load, that card had the potential to be game winning however it never really worked because to get value out of it you had to run a bunch of low cost hunter spells... most of which are terrible cards.... however, hunter's secrets are some of the best in the game and at 0 mana each would be devastating when combo'ed with Lock and Load. This leads to the real question of how many secrets would you need to run to reliably get enough value from Lock and Load to justify running the combo, how many secrets would you need to run in the deck to consistently get value off of the combo, and on average are you getting enough value from the cards Lock and Load gives you enough to even bother running it in the first place.
Regardless of whether the combo works or not I definitely expect this card to become a staple in midrange hunter allowing the deck to run 2 or 3 secrets and 2 eaglehorn bows.
1
0
It might be but at the same time the deck is only running 1 copy meaning that it is meant more as a situational card then a key card. I would say that that considering it is the only 3 mana minion that isn't random (animal companion) and it occasionally will synergize with your minions in your hand (meaning that you can play it on 3 without having to have had already played certain minions on 1 and 2 to get the full effect means that this card is pretty good.... Now that I think about it is really good, 3 mana huffer without charge that can potentially strengthen your following turns... 4/2 means that it does what huffer does: it has implied taunt, it is too dangerous to not deal with because of potential damage it can deal either to their face or board means they need to spend resources to deal with it before doing anything else.
0
Same, Personally I have over 2K wins with midrange hunter and I tend to fall back on the class regardless of the meta. I think that there is a lot of interesting cards that midrange hunters are going to be able to make use of. I think Midrange hunter is going to be a bit slower than any of the previous incarnations because of the loss of lots of its early game minions, however I think that is best since the majority of the cards seem to indicate that the meta will be slower overall
4
By no means is eaglehorn bow as insane as it is with secrets but without a doubt it is still a staple in Midrange Hunter. The bow acts as crucial spot removal to ensure that you don't lose control of the field, to get through a taunt, or to shut down a card before gets out of control.
Personally I think that secrets are still worth running in hunter even without mad scientist however I think it will take some time for most people to realize it....
0
I said if you want a second use of Battlecry then just shadowstep it instead. As far as Rag goes it is still far better to just faceless manipulator it and have 2 full sized Rags rather than a full one and one that dies to anything
0
Pally is getting a nerf. It loses Avenge, Shielded Minibot, Muster for Battle, Quartermaster.
For aggro paladin it has had Leper Gnome nerfed and I'm sure that it loses other cards (not 100% what aggro pally is currently running)
Midrange and Secret has lost a bit chuck of their core deck. Honestly I expect that Paladin is going to be far more control oriented in this expansion
0
Ah totally forgot about Alex. Yeah, maybe this card doesn't see play but it definitely might still see play especially in a meta where you might need more healing
0
This seems more fair than people think. 5 mana 5/5 is on par as far as stats, Card draw is valued at 1.5 mana, so that would be a 6.5 mana 5/5 and then for the additional .5 mana you have the choice to heal any target for 5 instead of drawing a card.
Keep in mind that unless the cards we have yet to see from WOG has an amazing healing card then druid doesn't have all that many option for healing. Cult Apothecary, Earthen Ring Farseer, Refreshment Vendor, or Ancient of Lore are really the only cards that can heal that one might consider using in druid standard decks. Assuming that Ramp druid is the new standard type of druid then it is likely it will require some sort of healing to be able to last longer against aggro or midrange. This nerf does exactly what it was meant to do, it makes the card no longer an auto include. This card now is likely going to be included more for the healing benefit with the additional bonus that if you are not in need of healing it can also be used to draw a card. I would guess this is likely a 1 of card now rather than a 2 of card
7
This is one of the most fair nerfs I've ever seen blizzard apply to a card. When I heard knife juggler was being looked at for a nerf I was really worried that they might change the card text but I'm extremely glad to see that they only knocked 1 attack off and left the text alone. While minor this definitely will impact how appealing it is to use but I am sure that it will still fit well in decks that easily flood the board
-3
Now that I think about it this card is just down right terrible, If you want to get a second use out of the battlecry then just shadowstep it
-3
While I don't think this card is likely to see play the only reason I could think that maybe it would be used is if a C'Thun rogue deck is possible in which you copy minions that boost C'Thun's stats to deal a more devastating Battlecry. Other than that I just don't see much other use for it, it isn't like rogue doesn't already have ways to get a lot of copies of their minions.
1
I feel like people are thinking that this card is going to be way more useful than it actually is going to be. This card is 6 mana so by the time it is played the responding player is going to have 6 or 7 mana if it is played on curve. At that point you have enough mana to use big removal and/or likely (if you aren't already behind) should have a board that you can use to deal with it. Yes, it is a card that likely requires 2 or more cards to deal with which makes it good but it isn't game breaking. Most 3 mana cards are only "okay" since they don't get their Battlecry. This card is more balanced than it might see because of the fact that Mage doesn't really have much that it could follow up with. The danger of the card is that 2 minions: 5/5 and likely a 3/3, that can be played for only 6 mana means that it could require too much resources and when a larger minion is played after then you will no longer have a way to deal with it.... The issue with this is that mage doesn't have anything to follow it up on turn 7. The only card that a mage might play that is 7 mana would be antonidas however they aren't going to play him on curve because they likely won't be able to make use of his effect if they do.
Compared with the 6 mana minions that other classes it really doesn't seem to extreme of a card: Savannah Highmane, Mysterious Challenger, or Cabal Shadow Priest. Plus when you compare it to Sylvanas Windrunner I'm not sure that this card would really be a better option.
Question: Does anyone know if minions summoned from random effects like this, when played in standard, does it only pull from the pool of standard cards or does it pull from any card that is currently in the game much like how cards like webspinner can give unreleased cards during the period between the cards being added to the game and the point where the expansion is actually released.