Which is more important to their respective classes? I tend to play a little of everything, but I have been snubbing Paladin and Druid and would like to correct this.
I wonder if blizzard assumes the it's fine to have this card at 5 mana because it does not have overload. It could see play in some sort of control deck that want as little overload as possible but other than that it seems meh.
This could see play in a mid-rang/control Paladins. With the loss of Quartermaster Paladin's have lost a lot of the silver hand recruit synergy. Vilefin Inquisitor gives you an alternative option just pair it up with Murloc Warlearder and you have a mock Hero Power/Quartermaster.
These cards are not comparable. A random spare part is worth maybe a half a mana and Big Game Hunter keeps seven attack minions out of play. Big Game is getting gutted and 2+2+ to your win conditions is very valuable.
Is anyone off put by the fact that shamans can get a 3/4 on turn 1 now with the coin? Additionally, what about how wildly swingy Tuskarr Totemic can be? I get that shaman needed a buff, but this is entirely different. Games should not be won or lost by turn 2.
This is different, as it takes two cards for druid to do the same as one card for shaman. Not even comparable.
Totem Golem comes out on turn one with coin at the cost of a weaker turn two. Druids can get a Chillwind Yeti turn one with the cost of an additional card. Warlocks can get a Wrathguard turn one at the cost of health, I don't see a problem here.
I love this as an idea. For a long time I thought that there should be lock cards with text like "Discard this gain this", but by itself it's kinda meh. I hope to see more of them.
Druid of the Fang loses value every turn after turn five, so it worse then most turn 6-7 options. The dream that this card will help with is getting this card out by turn four or even three.
It's possible that Beast Druid, if it becomes a thing, could be similar to a giants deck. With lots of huge threats that pop out in the mid and late game.
-Person who's about to lose to my next Shaman deck repeatedly.
And then you realize that even if you role the spell power totem, Shielded Minibot/Mad Scientist/Loot Hoarder... will just attack your totem 1 time and now your 3 drop will come down as 4/2 and do a really bad 2vs1 job for your opponent.
After gaining the +2+2 buff the only thing that can take it away is a silence. the spell power minion is not required to keep it. Similar to the Drakonid Crusher.
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Which is more important to their respective classes? I tend to play a little of everything, but I have been snubbing Paladin and Druid and would like to correct this.
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I wonder if blizzard assumes the it's fine to have this card at 5 mana because it does not have overload. It could see play in some sort of control deck that want as little overload as possible but other than that it seems meh.
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This could see play in a mid-rang/control Paladins. With the loss of Quartermaster Paladin's have lost a lot of the silver hand recruit synergy. Vilefin Inquisitor gives you an alternative option just pair it up with Murloc Warlearder and you have a mock Hero Power/Quartermaster.
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So many comments on this thread about how BGH will destroy this card, as if, BGH will still be the same card.
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These cards are not comparable. A random spare part is worth maybe a half a mana and Big Game Hunter keeps seven attack minions out of play. Big Game is getting gutted and 2+2+ to your win conditions is very valuable.
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I could see this being played in a late game control C'Thun warrior as at least a one off. Assuming the big game hunter change follows through.
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Totem Golem comes out on turn one with coin at the cost of a weaker turn two. Druids can get a Chillwind Yeti turn one with the cost of an additional card. Warlocks can get a Wrathguard turn one at the cost of health, I don't see a problem here.
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I'm running this atm
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Exactly what this guy said.
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I love this as an idea. For a long time I thought that there should be lock cards with text like "Discard this gain this", but by itself it's kinda meh. I hope to see more of them.
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Druid of the Fang loses value every turn after turn five, so it worse then most turn 6-7 options. The dream that this card will help with is getting this card out by turn four or even three.
It's possible that Beast Druid, if it becomes a thing, could be similar to a giants deck. With lots of huge threats that pop out in the mid and late game.
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After gaining the +2+2 buff the only thing that can take it away is a silence. the spell power minion is not required to keep it. Similar to the Drakonid Crusher.
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Should I craft Troggzor the Earthinator or the rogue, druid or hunter GVG legendary?