THERE ARE NO STEALTH MINIONS THAT ARE HIGH COST BECAUSE THEY ARE VERY THREATNING! BUT.
This minion can't be killed other than using AOE because of stealth but it loses 4 health every turn. however it gains 3 attacks every turn.
If you go for greedy play with this card and wait until its 11 attack and 2 health. You might end up losing it because of its low health.
If you go for safe play, it is only 5 damage to an enemy. Also takes 4 damage every turn so it could get killed instantly next turn if it attacks a high attack minions. Very strategic card to play it around.
2
I'd would b nice if druid has another win condition. Not being salty.... Druids just boring b/c there's very little to druid besides savage roar+ force of nature.... Games as druid and vs druid are procedural. Also, druids need way less to use combo then any other combo deck so it makes it a lot more tiresome being double comboed when u have 27 health. At least the 1st anyfin only does 22 dmg lol but u have to play 5 Murlocs to do that.
If I'm nerfing combo I'd prob make it so force of nature gives 3 2/2 's with taunt rather than charge. Savage roar is fine since its similar to bloodlust (dunno why bloodlust costs 2 more tho)
2
Honestly, the only sure way I know to beat secret paladin is to have board and force your opponent to play his Dr 6 when he has no other minions.
This forces his avenge to go on Dr6 allowing for easy BGH or hard removal. Leave the 2-1 up so his competitive spirit gets no value.
Other than that, there's no surefire way of beating secret paladin unless u wanna play as a double flare hunter with 2x hunters mark and wild pyro. Other than that deck (which will lose to all other decks) there's no deck that's a sure fire way of beating secret paly.
Early board, keep clearing minions, force his Dr 6 out by himself for easiest removal. Pray he doesn't have Boom to follow up on 7.
4
The beast isn't considered a good legendary. However, as a card its not a bad one to have if you don't have any other legendaries and have a meager collection.
Sometimes people with a full or almost complete collection become jaded and will tell you to dust it out of hand. I disagree. Dust duplicates and Golden's if you want. But I'd keep my legendaries.
As an example, my first legendary was King Crush and I used him in every hunter deck I made. My 2nd was Illidan, and he went in every deck I made. My point is when your collection is new, the most fun part of hearthstone is getting to tray out these super powerful cards. Whether they are ultimately good or bad is irrelevant. B/C they are fun, and after all, hearthstone is a game.
6
2
1
5
So I am a control player. I love playing slower and thinking several turns ahead in a game. However I cannot play control shaman/hunter at all b/c of one huge reason.... Mass removal.
If you look at every other class they all have a great way to clean up a board:
Mage-Flamestrike
Rogue- Blade Flurry
Druid- Poison Seed+ Starfall and swipe
Warrior- Brawl
Paladin- equality/consecrate
Warlock- twisting nether, shadowflame, Hellfire
Priest- lightbomb, holy nova
Hunter- unleash the hounds*
Shaman- elemental destruction*, lightning storm*
Here's my issue.... For a control deck, unleash the hounds is mostly garbage. There's no way to take back board here, just a way to punish w/ charge dmg. But if you are playing control hunter you aren't looking to do face dmg but to clean up board. Hunter has ABSOLUTELY no way to clear a big board while 7 other classes do.
Shaman is very different. Their board clears appear to be fine but they aren't. Compare lightning storm to consecration. Consecration costs 1-more but it also hits face, doesn't mess up your tempo for next turn, and it does guaranteed dmg. Lightning storm MAY do 1-extra dmg but I'd much rather it do straight 2dmg and not have an overload (making it 5-mana over 2 turns.... So bad value compared with the other board clears. Elemental destruction is worse and compares to flamestrike. Flamestrike is a turn 7 play while you could.play ED on turn 3... Problem is 5 overload is completely bonkers. I'd rather pay 7-mana on 1 turn to clear a board then be able to do it earlier and have to skip my next turn.
So hunter just doesn't have AOE andShamans AOE is overcosted compared to other AOE's and its a much bigger tempo loss.
People complain about face hunter and aggro shaman.... It's blizzards fault. They created 2 classes that HAVE to be aggressive b/c they don't have the good AOE of a priest/paladin/warlock/warrior/mage/ or even rogue.
So please blizzard.... Give these classes some AOE so we can have some variety within those 2 classes. In hunter there's face and "less face" aka midrange/hybrid and Shaman only has aggro.
I'd love to play a more control/fatigue deck with these 2 classes some (some of their minions are amazing for control....healing wave is an amazing card in a control deck but healing for 15 does nothing when you can't AOE a bigger board.
Am in the only one who thinks some decent AOE would result in a lot more control decks being made for these classes.... Here's my idea:
Hunter:
I'd say a 6 mana spell that reads "Deal 1 damage to all minions for each beast on the battlefield. It would make snake trap viable and unleash could actually be used defensively late game!! Perhaps it's OP or maybe even a bad idea (since hunters typically don't like killing their own minions).... But it would def be a start
Shaman:
I'd make elemental destruction cost 6 mana and no overload. Since it hits all minions it can be costed less than flame strke. Lightning storm should just be a 5-mana deal 3 dmg to all enemy minions. 1 more damage than holy nova but without the heal, so fair trade.
Perhaps my ideas for the AOE aren't good but blizzards should to SOMETHING to make these 2 classes more flexible.
2
1
Any control deck. Control warrior is incredibly strong but very difficult to master
1
So what do you guys think? I'd love to see how these cards could be included in already good decks or new decks created to take advantage of some of these really powerful card texts.