Handlock is problematic because it is better against low ranks and casual players than in the upper ranks where people run TBK, BGH, Equality and other counters. Clockwork Giant isn't much of an answer because it's a boat anchor against other classes.
Can be used as a greeting instead of the boring greeting or if your class has a nonsensical greeting like Rogue. Also can be used upon a loss to let them know you intend to seek your revenge upon your next meeting
Feign Death and egg is good in theory but weak in practice. If a Hunter pulled this off against you, he got lucky. I got rid of one Feign Death after I found that I had two of them in my hand unused quite frequently.
I had some good games last night. Faced a Rogue with a pirate deck, it was pretty cool. Don't expect a meta shift right away - the new GvG decks are still pretty weak.
I don't see how it works with Warlock - you really need Druid and Innervate to pull it off. Adding +2/+2 to a minion really just brings them into the turn 3/4 range. Unless you can get the thing out early, it becomes a moot play because past turn 3/4 you are limited by how many cards you have more than how much mana is available. This is what happened to me in play. When I coined and got him out on turn 2, it was devastating and the opponent never recovered. When he showed up later, even when he wasn't immediately removed, the drops were underpowered for the phase of the game and the tempo conversion made no difference.
Not sure what ranks you play at, but unless you are playing a lot of control, those are the wrong traps. Due to large amount of aggro encountered, it is better to use 1x Freezing Trap and 2x Explosive Trap. Do be ready for disappointment though, although capable it doesn't win as much as it's detractors would claim. Naxx Druid seems stronger at least to me and my Murloc deck is faster from an aggro standpoint.
That's what I thought too, but so far in practice what happens is if they can't contest the Hobgoblin on turn 2/3 then you drop a bunch of minions and they never recover from the tempo loss.
Perhaps there is something about Ship's Cannon I am missing, but people keep playing it like I'm supposed to give a crap or something. I mean I expect them to start dropping pirates left and right but even in constructed that is not likely. Hobgoblin will be a card that spawns a bunch of whiny 'OMG Blizz plz nurf' threads here, as will Flamecannon. I personally love Hobgoblin because he sings the little 'Goblins & Gnomes' tune when he attacks.
One way to 'ban' hunter is to run a hunter deck. I encounter some hunter, but a lot of warlock, shaman, druid, and priest as well. I think it has more to do with what decks people remember playing against than actual statistics.
I guess if your deck is relying on winning with a single minion, sure. I think many people will find their favorite decks are no longer viable in the GvG era.
This card is the sleeper of the expansion. I am quite confident that some clever person will find an ingeniously unbalanced way to leverage this thing.
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Handlock is problematic because it is better against low ranks and casual players than in the upper ranks where people run TBK, BGH, Equality and other counters. Clockwork Giant isn't much of an answer because it's a boat anchor against other classes.
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Can be used as a greeting instead of the boring greeting or if your class has a nonsensical greeting like Rogue. Also can be used upon a loss to let them know you intend to seek your revenge upon your next meeting
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Feign Death and egg is good in theory but weak in practice. If a Hunter pulled this off against you, he got lucky. I got rid of one Feign Death after I found that I had two of them in my hand unused quite frequently.
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Seeing an uptick in Handlock thanks to Annoy-o-Tron and Antique Healbot.
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I had some good games last night. Faced a Rogue with a pirate deck, it was pretty cool. Don't expect a meta shift right away - the new GvG decks are still pretty weak.
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Should have plenty of room since current deck will no longer be viable.
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I got the dreaded 'error 73' in the middle of opening a pack. I can log into my other accounts. I suspect it is shop related.
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I don't see how it works with Warlock - you really need Druid and Innervate to pull it off. Adding +2/+2 to a minion really just brings them into the turn 3/4 range. Unless you can get the thing out early, it becomes a moot play because past turn 3/4 you are limited by how many cards you have more than how much mana is available. This is what happened to me in play. When I coined and got him out on turn 2, it was devastating and the opponent never recovered. When he showed up later, even when he wasn't immediately removed, the drops were underpowered for the phase of the game and the tempo conversion made no difference.
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Not sure what ranks you play at, but unless you are playing a lot of control, those are the wrong traps. Due to large amount of aggro encountered, it is better to use 1x Freezing Trap and 2x Explosive Trap. Do be ready for disappointment though, although capable it doesn't win as much as it's detractors would claim. Naxx Druid seems stronger at least to me and my Murloc deck is faster from an aggro standpoint.
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That's what I thought too, but so far in practice what happens is if they can't contest the Hobgoblin on turn 2/3 then you drop a bunch of minions and they never recover from the tempo loss.
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Perhaps there is something about Ship's Cannon I am missing, but people keep playing it like I'm supposed to give a crap or something. I mean I expect them to start dropping pirates left and right but even in constructed that is not likely. Hobgoblin will be a card that spawns a bunch of whiny 'OMG Blizz plz nurf' threads here, as will Flamecannon. I personally love Hobgoblin because he sings the little 'Goblins & Gnomes' tune when he attacks.
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One way to 'ban' hunter is to run a hunter deck. I encounter some hunter, but a lot of warlock, shaman, druid, and priest as well. I think it has more to do with what decks people remember playing against than actual statistics.
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I guess if your deck is relying on winning with a single minion, sure. I think many people will find their favorite decks are no longer viable in the GvG era.
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Bomb Lobber and Tinkertown Technician are quite powerful, at least for arena.
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This card is the sleeper of the expansion. I am quite confident that some clever person will find an ingeniously unbalanced way to leverage this thing.