I think you should make sure to include Shield Block in this deck. It may give you enough armor to prevent the inevitable nerf-bat from doing any damage...
the card is still the same for value. nothing changed still belongs in every warlock deck, and there will be people who will find a very good use with the new UTH so you should wait a bit .
The OP has already proposed a really good use for them ;)
Well I'm seeing this as being a Turn 6 card draw combo with my (now golden) buzzards, not much else. Perhaps useful for clearing up after explosive traps pop a bunch of 3-HP minions to 1 (yes I'm looking at you Gul'dan).
I am not convinced that you will be able to regularly fully clear a board with this card, as it will be rather effectively blocked by a taunter (pumping them with a Timberwolf requires you to commit another weak card to the board, and you still need 3 hounds to kill a Taz-Dingo).
Also, 1 HP minions won't live at turn 4+, so if you go directly for the face, it will be a one-shot deal.
Synergy is good with the Buzzard (Turn 6), hyena (Turn 6), festering ghoul (Turn 7), cult master (Turn 8). Can we play those cards the turn before and try to keep them alive? i doubt it if we assume a bunch of enemy minions on the board. I suspect these cards may well telegraph our intentions, too...
I'll try it out when the patch drops, but I'm thinking it's rather lackluster for the stated purpose of adding fun or improving hunter aoe.
A couple of shaky starts with weak cards, but I dominated mid-game by turn 4/5. Redemption + loot hoarder + flesh eating ghoul were nice combos. Lots of card draw gave me a handful of cards at all times.
The buff is potentially so strong that it puts a bullseye on this card, and it's easy to remove. Most importantly, the card is designed to be used with many minions to be most effective, but the card is especially vulnerable to AOE spells, which are the obvious counter.
Dire Wolf Alpha does essentially the same job for a cheaper price.
Amping the stats to 2/4 (cf. Leokk) for 4 mana would make it a much more interesting card.
You've um… played against a mage, right? How did that Turn 8 pyroblast feel? Hunter UTH decks and Mage Pyro decks are not so different really. Other classes have similar builds available.
UTH isn't too hard to counter: a faster rush or a Turn 6 DoA will cause big problems.
The most elegant solution to UTH "problem" is simply to make the card epic (perhaps make Bestial wrath common to compensate).
Misdirection's a great, but variable (due to RNG) card. It's good to predict the opponents big plays (e.g. mage plays armani beserker will likely ping the beserker next turn and hit you).
I play 2 explosives, 2 freezing, 2 misdirection and 2 bows (as oozes are more common these days) in my similar deck.
Hey Charecters, thanks for posting! Looks like an aggressive deck, so you may want to reconsider the snap jaw (to another beast) and the novice engineer (to another loot hoader). Your bow synergies with your secrets, but you only have 2…. maybe drop the bow or getting more secrets may help. I run the bow and secret heavy and it's not uncommon that i have 4 swings with it… (Smack dat warrior in da face wit de bow!)
couple of comments: no flare? no tracking? If you're playing control/UTH OTK you'll need to have your combo ready at turn 6-8, or you'll be bleeding to death….
9-2 Warlock deck below. Lost one game due to poor starting cards and was unable to recover board position. Second loss was inferior draw during top-decking phase.
Very good start to most games, won the early skirmishes and dominated mid-game. Opponents failed to deal with my summoning portal, and allowed me to drop multiple SSC, DOA, dark iron, etc in one turn, which won the game a few times.
Just realized the SS missed three cards: one silver hand knight, one dread infernal and one siphon soul.
Rewards for 9-2: 180 gold ~50 dust, 2 packs. Three rares, one golden common and one legendary - Ragnaros ;)
The case of the rapidly aging priestesses: Playing as Druid vs Mage
Turn one, he passes, going second hit coin, 2 x young priestess, innervate, MotW. Ending with 4/4 taunt and 2/2. Turn 2: he plays ooze, I wrath ooze. Oppo leaves.
Whilst I was waiting for my beta key I was playing another similar card game (Shadow Era), and they have implemented that concept. They have two factions, and two different heroes for each class (differentiated by their artwork and hero powers). I think this would be great (gimme my cute NE hunter). New hero powers would make some very interesting combos, especially with new cards and synergies. I'm not so worried about having perfectly balanced heroes or classes, and hopefully the devs will ignore the vocal minority.
Good to hear it's going well for you kirimi! The 2/4 buff bird (leokk) kinda blows anyway, but he buffs all minions, not just beasts; he is the weakest of the three though… For a kill command synergy, try a 3 mana 4/2 jungle panther. It's stealthed and won't lose stealth when you KC.
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I think you should make sure to include Shield Block in this deck. It may give you enough armor to prevent the inevitable nerf-bat from doing any damage...
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End of thread :(
Good news is that you can d/e golden UTH for 400 dust apparently.
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The OP has already proposed a really good use for them ;)
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Well I'm seeing this as being a Turn 6 card draw combo with my (now golden) buzzards, not much else. Perhaps useful for clearing up after explosive traps pop a bunch of 3-HP minions to 1 (yes I'm looking at you Gul'dan).
I am not convinced that you will be able to regularly fully clear a board with this card, as it will be rather effectively blocked by a taunter (pumping them with a Timberwolf requires you to commit another weak card to the board, and you still need 3 hounds to kill a Taz-Dingo).
Also, 1 HP minions won't live at turn 4+, so if you go directly for the face, it will be a one-shot deal.
Synergy is good with the Buzzard (Turn 6), hyena (Turn 6), festering ghoul (Turn 7), cult master (Turn 8). Can we play those cards the turn before and try to keep them alive? i doubt it if we assume a bunch of enemy minions on the board. I suspect these cards may well telegraph our intentions, too...
I'll try it out when the patch drops, but I'm thinking it's rather lackluster for the stated purpose of adding fun or improving hunter aoe.
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9-1 Pally Deck.
A couple of shaky starts with weak cards, but I dominated mid-game by turn 4/5. Redemption + loot hoarder + flesh eating ghoul were nice combos. Lots of card draw gave me a handful of cards at all times.
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The buff is potentially so strong that it puts a bullseye on this card, and it's easy to remove. Most importantly, the card is designed to be used with many minions to be most effective, but the card is especially vulnerable to AOE spells, which are the obvious counter.
Dire Wolf Alpha does essentially the same job for a cheaper price.
Amping the stats to 2/4 (cf. Leokk) for 4 mana would make it a much more interesting card.
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You've um… played against a mage, right? How did that Turn 8 pyroblast feel? Hunter UTH decks and Mage Pyro decks are not so different really. Other classes have similar builds available.
UTH isn't too hard to counter: a faster rush or a Turn 6 DoA will cause big problems.
The most elegant solution to UTH "problem" is simply to make the card epic (perhaps make Bestial wrath common to compensate).
0
Misdirection's a great, but variable (due to RNG) card. It's good to predict the opponents big plays (e.g. mage plays armani beserker will likely ping the beserker next turn and hit you).
I play 2 explosives, 2 freezing, 2 misdirection and 2 bows (as oozes are more common these days) in my similar deck.
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Hey Charecters, thanks for posting! Looks like an aggressive deck, so you may want to reconsider the snap jaw (to another beast) and the novice engineer (to another loot hoader). Your bow synergies with your secrets, but you only have 2…. maybe drop the bow or getting more secrets may help. I run the bow and secret heavy and it's not uncommon that i have 4 swings with it… (Smack dat warrior in da face wit de bow!)
couple of comments: no flare? no tracking? If you're playing control/UTH OTK you'll need to have your combo ready at turn 6-8, or you'll be bleeding to death….
0
9-2 Warlock deck below. Lost one game due to poor starting cards and was unable to recover board position. Second loss was inferior draw during top-decking phase.
Very good start to most games, won the early skirmishes and dominated mid-game. Opponents failed to deal with my summoning portal, and allowed me to drop multiple SSC, DOA, dark iron, etc in one turn, which won the game a few times.
Just realized the SS missed three cards: one silver hand knight, one dread infernal and one siphon soul.
Rewards for 9-2: 180 gold ~50 dust, 2 packs. Three rares, one golden common and one legendary - Ragnaros ;)
0
The case of the rapidly aging priestesses: Playing as Druid vs Mage
Turn one, he passes, going second hit coin, 2 x young priestess, innervate, MotW. Ending with 4/4 taunt and 2/2. Turn 2: he plays ooze, I wrath ooze. Oppo leaves.
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Interesting, but reading the text of the cards, sounds kinda bugged. Sad day for the mage :( Long live the hunters!
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but if he does...
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Whilst I was waiting for my beta key I was playing another similar card game (Shadow Era), and they have implemented that concept. They have two factions, and two different heroes for each class (differentiated by their artwork and hero powers). I think this would be great (gimme my cute NE hunter). New hero powers would make some very interesting combos, especially with new cards and synergies. I'm not so worried about having perfectly balanced heroes or classes, and hopefully the devs will ignore the vocal minority.
0
Good to hear it's going well for you kirimi! The 2/4 buff bird (leokk) kinda blows anyway, but he buffs all minions, not just beasts; he is the weakest of the three though… For a kill command synergy, try a 3 mana 4/2 jungle panther. It's stealthed and won't lose stealth when you KC.