After doing Tavern Brawl quest, I realized that Rafaam have a 100% winrate if you just play for value. Where Kel'thuzad almost never win, you can come very close with a strong opening hand. But Rafaam overall has much more value and a lot of board clear. So even if Kel'thuzad manage to generate a large board and get ahead through smart trade, Rafaam will just win through stronger removal, AOE and constant underpriced powerful legendaries.
(Note: This post does not put Arena into consideration)
Train of Thoughts
After Megasaur's inclusion into Un'goro, I started thinking about filler cards. And more specifically about 10 drops. As we see, 10 drops that have a baseline of 12/12 were never used for their stat - but their effect - ex: Deathwing and the other Deathwing. And even with the effect, these cards does not see play often enough. Mostly just because playing a high-cost minions comes with great risk, as it can get removed by a much cheaper spell or minions cost your whole turn, never making it to turn 10, it being a dead card and clogging up your hand. Even with the increasing support for huge minions, I think that unless a 10 drop without immediate impact will either need a game-changing stat line to be played.
And personally, I think a 15/15 statline seem reasonable. I hope that a card similar to this will be printed for a future expansion. Because at the moment, huge minions will only see play for big immediate effect - single target removal are a lot less valuable if it cost any more than 4 mana and some classes don't have the option for cheap removal. You could argue that Druid will be able to abuse large vanilla minion by innervating them out or cheating them out with some new card - but removal are still a huge risk for large minions such as this. And when you think about the power level of Midrange, Aggro and Jade decks - this is what Hyper-ramp druid need to compete in the meta when super impactful minions are not printed. And even then Midrange, Aggro and Jade will still be much more dominant than big minions decks.
I hope that a card similar to this will be printed for a future expansion. Because at the moment, huge minions will only see play for big immediate effect - so a lot of single target removal are a lot less valuable if it cost any more than 4 mana and some classes don't have the option for cheap or hard removal. So what a 15/15 or 20/20 vanilla minion would do is increase the viability of more interactiveness.
You could argue that Druid will be able to abuse large vanilla minion by innervating them out or cheating them out with some new card - but removal are still a huge risk for large minions such as this. And when you think about the power level of Midrange, Aggro and Jade decks - this is what Hyper-ramp druid need to compete in the meta when super impactful minions are not printed. And even then Midrange, Aggro and Jade will still be much more dominant than big minions decks that rely on large statline.
Actually I really like this in Hunter, just because the amount of 1 drop you would run with the quest, the ability to trade up as a 2/1, guaranteed face damage and beast synergy. I think if you are considering running 10+ 1 drops, not op and decently playable cards like this that synergize with your class is great.
Actually it is 4/1 and 1/4, and that is situational. Since you would likely have 1-2 silver hand recruit from the turn before. Which can push for lethal or tradeup.
This is a deck that is only good vs slow deck like Reno since you can easily thin out your deck and suprise them with 25 damage to face and weapon reliant deck like Pirate Warrior and Jade druids which get punished by Aggro and board flooded with 2 hp minions. This is a aggro deck first of all. Your goal is to go face a lot and rush down your opponent and if you fail, you finish your enemy with consistent high roll on Holy Wrath. You may be thinking, consistent high roll and Aggro? How is that possible. The idea is that your deck include cards that draw or play another card from your deck which is not Molten giant when played EX: Small-Time Recruit, The Curator, Finja, Ancient Harbinger and Pirate Patches packets. (You can experiment with Mysterious challenger as well)
From Un'goro, quests seem to be a good way as well to thin out your deck and reduce the chance of you getting those cards in your hand. (Replaced Ancient Harbringers with Ivory Knight for additional Holy Wraths/Heal)
Against Jade: Play for Value, trade up and go face. Don't focus on thinning out cards.
Against Reno/Priest: Focus on removing out non-Molten Giant cards while applying pressure and do a surprise lethal.
Against Pirate: Compete for tempo, play your stuff. Whoever go first tend to have lead and win straight off. But in your case, you tend to win more because you can rely on Holy Wrath roll to bs you a win as well.
This is just a creative suggestion, but I thought it might be pretty plausible so I decided to share it. If it become viable and someone decide to build a deck around it, please name it "Counter Rogue". So the idea is just basically a deck that utilize the Hungry Crab, the new pirate crab and the Anti-jade card that blizzard have talked about. Reason being that I think that Pirate, Jade and Murloc will be competitively viable, and probably appear quite frequent in Ungoro. Hence, why not just run the crabs, activate their battlecry for value, trade/face with them then shuffle them back into your hand. They are one of the few cards that have battlecry which have enough value to use when you can trigger it. Even if you Brewmaster or Ferryman it, it will just be paying 3/4 mana for a removal and a 2 mana body which is still really good. . The stat line might be a bit weak vs classes you can't pull it off against. But with the quest and cycling, even vs a non-pirate deck. They can still be useful curve token that can be buffed into a 5/5 lategame for top-decking. It might be useful against Paladin too since they got that new Secret murloc, if Paladin see any play.
Actually this seem pretty strong, there are times where you can play Murloc but they get removed right away for free due to Flamewaker or weapons. This mean giving up early board advantage (Turn 1), for a more consistent tempo swing and steam. This is basically a full card refill, so you can run just purely murloc with no card-draw or tempo tool. Just because how insane this is.
If you call pet this out on turn 2, and play on turn 3. It will clear everything your opponent play every-turn, including those annoying taunts and at the same time hitting face consistently. In all seriousness, I hope Blizzard does try to push control Hunter harder this expansion - considering how low Hunter power-level had been and Shaman becoming the aggro class. I am betting on a Beast based heal card for Hunter though lol. Maybe Animal Husbandry or the Hunter skill from WoW - being translated into a buff that can only target beast. But for everyturn that beast live, you gain 6 health back. And maybe even give hunter a few more anti aggro traps like explosive trap to combat aggro.
Shaman at LOE wasn't the strongest class even, or even tier 1. Aggro shaman was tier 2. It was during WOTOG that Shaman became tier 1 and cancer - due to the fact that it was one of the few surviving deck with only 1 card rotating out, and that in standard most classes lost cards like Priest lost Lightbomb from GVG and warrior lost their 4 mana 4/2 warrior weapon that deal 1 damage to all minion that it became cancer. Tbh, if the few cancer cards were balanced from GVG/Naxx (Namely: Avenge from 3/2 to 2/2, Haunted creeper from 1/2 to 1/1, 4/3 shredder to 3/3, downscale Boombot RNG and the shaman nerf, and the game would've been perfectly fine) . Standard wouldn't even be necessary - since it is a digital card game and they can constantly update cards to fine tune the meta. But then shit hit the fan with power creeps Kharazhan and Gadgetzan, and even wild got ruined.
0
Great aggro tempo tbh. Only bad thing about is the taunt which you would have to trade into.
0
Simple, you increase the number of snipers lol in proportion to players XD
0
After doing Tavern Brawl quest, I realized that Rafaam have a 100% winrate if you just play for value. Where Kel'thuzad almost never win, you can come very close with a strong opening hand. But Rafaam overall has much more value and a lot of board clear. So even if Kel'thuzad manage to generate a large board and get ahead through smart trade, Rafaam will just win through stronger removal, AOE and constant underpriced powerful legendaries.
0
(Note: This post does not put Arena into consideration)
Train of Thoughts
After Megasaur's inclusion into Un'goro, I started thinking about filler cards. And more specifically about 10 drops. As we see, 10 drops that have a baseline of 12/12 were never used for their stat - but their effect - ex: Deathwing and the other Deathwing. And even with the effect, these cards does not see play often enough. Mostly just because playing a high-cost minions comes with great risk, as it can get removed by a much cheaper spell or minions cost your whole turn, never making it to turn 10, it being a dead card and clogging up your hand. Even with the increasing support for huge minions, I think that unless a 10 drop without immediate impact will either need a game-changing stat line to be played.
And personally, I think a 15/15 statline seem reasonable. I hope that a card similar to this will be printed for a future expansion. Because at the moment, huge minions will only see play for big immediate effect - single target removal are a lot less valuable if it cost any more than 4 mana and some classes don't have the option for cheap removal. You could argue that Druid will be able to abuse large vanilla minion by innervating them out or cheating them out with some new card - but removal are still a huge risk for large minions such as this. And when you think about the power level of Midrange, Aggro and Jade decks - this is what Hyper-ramp druid need to compete in the meta when super impactful minions are not printed. And even then Midrange, Aggro and Jade will still be much more dominant than big minions decks.
I hope that a card similar to this will be printed for a future expansion. Because at the moment, huge minions will only see play for big immediate effect - so a lot of single target removal are a lot less valuable if it cost any more than 4 mana and some classes don't have the option for cheap or hard removal. So what a 15/15 or 20/20 vanilla minion would do is increase the viability of more interactiveness.
You could argue that Druid will be able to abuse large vanilla minion by innervating them out or cheating them out with some new card - but removal are still a huge risk for large minions such as this. And when you think about the power level of Midrange, Aggro and Jade decks - this is what Hyper-ramp druid need to compete in the meta when super impactful minions are not printed. And even then Midrange, Aggro and Jade will still be much more dominant than big minions decks that rely on large statline.
0
But there are a ton of quality 1-3 drops in this expansion. Let not forget.
0
Actually I really like this in Hunter, just because the amount of 1 drop you would run with the quest, the ability to trade up as a 2/1, guaranteed face damage and beast synergy. I think if you are considering running 10+ 1 drops, not op and decently playable cards like this that synergize with your class is great.
4
I will love this card once Jade rotate out.
0
Actually it is 4/1 and 1/4, and that is situational. Since you would likely have 1-2 silver hand recruit from the turn before. Which can push for lethal or tradeup.
0
This is a deck that is only good vs slow deck like Reno since you can easily thin out your deck and suprise them with 25 damage to face and weapon reliant deck like Pirate Warrior and Jade druids which get punished by Aggro and board flooded with 2 hp minions. This is a aggro deck first of all. Your goal is to go face a lot and rush down your opponent and if you fail, you finish your enemy with consistent high roll on Holy Wrath. You may be thinking, consistent high roll and Aggro? How is that possible. The idea is that your deck include cards that draw or play another card from your deck which is not Molten giant when played EX: Small-Time Recruit, The Curator, Finja, Ancient Harbinger and Pirate Patches packets. (You can experiment with Mysterious challenger as well)
From Un'goro, quests seem to be a good way as well to thin out your deck and reduce the chance of you getting those cards in your hand. (Replaced Ancient Harbringers with Ivory Knight for additional Holy Wraths/Heal)
Against Jade: Play for Value, trade up and go face. Don't focus on thinning out cards.
Against Reno/Priest: Focus on removing out non-Molten Giant cards while applying pressure and do a surprise lethal.
Against Pirate: Compete for tempo, play your stuff. Whoever go first tend to have lead and win straight off. But in your case, you tend to win more because you can rely on Holy Wrath roll to bs you a win as well.
1
Double Adapt can be quite powerful in becoming a giant taunt , or Stealth windfury for buff lethal setup.
0
This is just a creative suggestion, but I thought it might be pretty plausible so I decided to share it. If it become viable and someone decide to build a deck around it, please name it "Counter Rogue". So the idea is just basically a deck that utilize the Hungry Crab, the new pirate crab and the Anti-jade card that blizzard have talked about. Reason being that I think that Pirate, Jade and Murloc will be competitively viable, and probably appear quite frequent in Ungoro. Hence, why not just run the crabs, activate their battlecry for value, trade/face with them then shuffle them back into your hand. They are one of the few cards that have battlecry which have enough value to use when you can trigger it. Even if you Brewmaster or Ferryman it, it will just be paying 3/4 mana for a removal and a 2 mana body which is still really good. . The stat line might be a bit weak vs classes you can't pull it off against. But with the quest and cycling, even vs a non-pirate deck. They can still be useful curve token that can be buffed into a 5/5 lategame for top-decking. It might be useful against Paladin too since they got that new Secret murloc, if Paladin see any play.
0
Gang up Patch rogue? Once you pull it off, all your Patches become 5/5.
2
Actually this seem pretty strong, there are times where you can play Murloc but they get removed right away for free due to Flamewaker or weapons. This mean giving up early board advantage (Turn 1), for a more consistent tempo swing and steam. This is basically a full card refill, so you can run just purely murloc with no card-draw or tempo tool. Just because how insane this is.
0
If you call pet this out on turn 2, and play on turn 3. It will clear everything your opponent play every-turn, including those annoying taunts and at the same time hitting face consistently. In all seriousness, I hope Blizzard does try to push control Hunter harder this expansion - considering how low Hunter power-level had been and Shaman becoming the aggro class. I am betting on a Beast based heal card for Hunter though lol. Maybe Animal Husbandry or the Hunter skill from WoW - being translated into a buff that can only target beast. But for everyturn that beast live, you gain 6 health back. And maybe even give hunter a few more anti aggro traps like explosive trap to combat aggro.
0
Shaman at LOE wasn't the strongest class even, or even tier 1. Aggro shaman was tier 2. It was during WOTOG that Shaman became tier 1 and cancer - due to the fact that it was one of the few surviving deck with only 1 card rotating out, and that in standard most classes lost cards like Priest lost Lightbomb from GVG and warrior lost their 4 mana 4/2 warrior weapon that deal 1 damage to all minion that it became cancer. Tbh, if the few cancer cards were balanced from GVG/Naxx (Namely: Avenge from 3/2 to 2/2, Haunted creeper from 1/2 to 1/1, 4/3 shredder to 3/3, downscale Boombot RNG and the shaman nerf, and the game would've been perfectly fine) . Standard wouldn't even be necessary - since it is a digital card game and they can constantly update cards to fine tune the meta. But then shit hit the fan with power creeps Kharazhan and Gadgetzan, and even wild got ruined.