Quote from absolutecrazy »I like the idea putting Druid of the Claw/Fang/Flame all in the deck. The 7/7 Fang is like a 5-drop giant that puts a real threat on the board. Because Mister Boom is almost mandatory, one 7/7 is gonna get BGH so others are not.
It takes at least 8 additional Beast for Druid of the Fang to work, where 3-drop Beasts are really scarce. 1-drop: Stonetusk Boar. 2-drop: owl or Haunted Creeper. 4-drop: 5/4 strider, although lost against the shredder. 5-drop: Druid of the Claw already, and the mighty kodo. Not much point using a high level Beast because you need 5 to play Druid of the Fang anyway so it's 5+5.
i dont find that entirely true to have to use those sub-par other beasts like boar, panther, strider .. , i ran a ramp combo beast druid that was a hell of a ton of fun to play and fairly effective on ladder.. my skill with building decks isnt amazing but it had gotten me to rank 9.. only beasts i used were 2x haunted creepers , 1 owl, 2x druid of claw, 2x druid of fang, 1 stranglethorn tiger, 2x power of wild (3/2 panther is a beast) ... other than that i filled the deck with sticky minions - chow, belchers, shredders, 2x lore, 1x war, bgh, dr boom and cenarius.. stealthed 5/5 tiger on board waiting for combo is amazing.. also POW +1+1 to your minions (creepers work especially well after they pop, which youll usually have on the board, otherwise try and use the 3/2 panther to set up or combo with druid of the fang.. creepers/owl/PoW cheap beasts to ensure u can atleast have a 7/7 + x beast on turn 7, which in most case is actually between turn 4-6 for your opponent because of wildgrowth/innervate early game..
2
Some people just couldn't have understood the weight of this card. The basic idea is that although C'thun has enough power for a 'starter deck', its battlecry damage alone is not quite enough for a direct win. It can be easily seen that your chance of an easy C'thun win is dampened by enemy minions on board, whose health can be modeled. The model turns out to be that C'thun is still a little behind the competitive frontline.
So the winning strategy offered by this card Doomcaller is essentially a second C'thun shot. Blizzard has thought about it, and thus this card in every template C'thun deck. The reasoning is good, whereas the card also turns out useful. But since some mainstream removals can void the shuffle-back effort, the whold C'thun system is still not robust enough for everything.
3
Blizzard has stated that this secret will not proc if the controller has no minions on the board. Because of this, I seem to feel its potential in an aggro Paladin deck.
You see, aggro pally with Mad Scientists is usually a bad idea because the attack power of minions in the deck is not as high as non-secret version. For example, Avenge offers less damage inflicted to hero than Blessing of Might in actual battle. But with this new secret you can bolster the damage in deck and gain the benefit of drawing speed with Mad Scientists.
2
Many have underestimated this weapon. There are loads of good 3/2 minions in TGT and I'm seeing a lot of them getting killed by this weapon. That is, Paladin decks without Shielded Minibots can practically compete before they took too much damage and got crushed by aggro.
4
This card is relatively intimidating, because your foe will die quickly by taking 8 damage per turn if this card survived. It attacks into the Sludge Belcher and survives while the 1/2 slime would be killed by the 3-attack hero. But it's still too easy to remove and of no use against aggro.
2
It's not a demon. In the old WoW the shadowfiends were unclassified creatures. Later they were classified as 'aberration', not demon.
Unfortunately a Priest has many ways to attain cards, but is not so good at drawing cards from his own deck. So this card is not good enough and don't expect it to add much value.
1
Well the amount of healing is relatively huge. Consider this guy as a combination of Zombie Chow and healing minion. It could be your goto guy if you'd like to play crazy healing Paladin.
And... it hinders Battle Rage of your foe, which is important right now. One trick to duel against Patron Warrior is not to attack its face until turn 6, leaving Battle Rage to draw less cards. This guy will heal the Warrior to full health to do the same thing.
0
This one can cause a disaster to the balance of Hearthstone. Think of it as a battlecry that has about 40% chance to draw a card, guaranteed a minion, plus a glimpse into your foe's deck. While it's quite reasonable that the face Hunter cannot benefit from this card, it remains unknown how powerful a midrange Hunter can be with such boost in drawing power.
2
A larger and unattractive Fire Elemental. I like this card because it is in no way short of damage. Its attack is equal to its cost, whilst it deals 4 upon entrance. Pick it like how you pick Fire Elemental or 7/7 divine shield tank.
2
I wonder how much this card costs if it were created by 'Echo of Medivh'. It'd be really good if all Frost Giants are of the same cost regardless of the time they're created. Play one or two low-cost giants, then copy another bunch of them. Just the same way as echo moltens. But that's unknown until the launch.
2
There is this ultimate challenge. Take down Kolento on the EU ladder or when he plays his NA account, this will unlock for you the final achievement 'Slayer of the God' as a reward for your triumph against the true god of Hearthstone. Firebat and his Archon team will be easier challenges though.