I just wanted to make a suggestion for how hunter could change into something / become control while maintaining its identity. Would love to hear more ideas / variations, and maybe see it happen one day!
They should have more tracking-like cards. Meaning, cards that help you get the resources you need,when you need them. Hunter, then is a class where you can get tools for your situation Stitched Tracker is a good example of this. So here are some ideas of what I'd have
3 mana - Set Trap, discover a trap and play it. [won't choose from traps you already have played]
1 mana - call beast, add a random animal companion to your hand
2 mana - Howl, choose a friendly beast, add a copy of it to your hand [it will be copied exactly as it is]
5 mana - zombie invasion, summon a copy of a friendly zombeast
8 mana - maul. Remove the top 3 cards in your deck, summon any minions removed.
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These are ideas to help hunter without adding card draw or heal to the class, but adding some flavor as "hunters".
He wants you to not get the benefit when its played from hand though.
And I agree, this fits priest flavor better. Have an understatted / bad minion that is really good when you resurrect it. In fact, it could be called <b>Resurrect</b>, which is applied when a minion is summoned that died earlier in the game.
Fiery War Axe is a BASIC card. People are like, how come all other 3/2 weapons are better. Because they are NOT basic cards. Sets routinely powercreep over the basic cards (and we have many well known examples of that). FWA is actually the card that was breaking the trend by being better than a lot of the bad options that came after, which is why it has been in every deck since the beginning. Now that it has been nerfed, it opens design space.
For example, the next expansion could have a 3/2 weapon Bloodseeker cost 3. Effect: Costs (1) less if you have a damaged minion. Now that could see play, before it couldn't. (not to say this is the best/most interesting weapon, but it opens up options that weren't playable before for new sets).
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#saltythread
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get a big board
this
bloodlust when they can't clear you twice.
9
play against mage
gg
3
I know, I do that in my everyday life now, so satisfying!
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Raza: Your hero power costs (0) the first time you use it each turn.
done.
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release the old versions in the new set, problem solved!
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there's a bear?
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well, what do you propose instead!? :P
I just wanted to make a suggestion for how hunter could change into something / become control while maintaining its identity. Would love to hear more ideas / variations, and maybe see it happen one day!
0
They should have more tracking-like cards. Meaning, cards that help you get the resources you need,when you need them. Hunter, then is a class where you can get tools for your situation Stitched Tracker is a good example of this. So here are some ideas of what I'd have
3 mana - Set Trap, discover a trap and play it. [won't choose from traps you already have played]
1 mana - call beast, add a random animal companion to your hand
2 mana - Howl, choose a friendly beast, add a copy of it to your hand [it will be copied exactly as it is]
5 mana - zombie invasion, summon a copy of a friendly zombeast
8 mana - maul. Remove the top 3 cards in your deck, summon any minions removed.
---
These are ideas to help hunter without adding card draw or heal to the class, but adding some flavor as "hunters".
0
He wants you to not get the benefit when its played from hand though.
And I agree, this fits priest flavor better. Have an understatted / bad minion that is really good when you resurrect it. In fact, it could be called <b>Resurrect</b>, which is applied when a minion is summoned that died earlier in the game.
0
compare to meteor (and before you say it, I know, class identity, etc. but mage has SO MUCH more AOE and removal already)
5 mana - 5 dmg, 2 to adjacent
6 mana - 15 dmg, 3 to adjacent
I think Explosive Trap should be better/cheaper to help out hunter which sucks at clearing anything.
8
Fiery War Axe is a BASIC card. People are like, how come all other 3/2 weapons are better. Because they are NOT basic cards. Sets routinely powercreep over the basic cards (and we have many well known examples of that). FWA is actually the card that was breaking the trend by being better than a lot of the bad options that came after, which is why it has been in every deck since the beginning. Now that it has been nerfed, it opens design space.
For example, the next expansion could have a 3/2 weapon Bloodseeker cost 3. Effect: Costs (1) less if you have a damaged minion. Now that could see play, before it couldn't. (not to say this is the best/most interesting weapon, but it opens up options that weren't playable before for new sets).
5
I feel like I need chemo after reading this post and looking at the picture.
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that is correct. but it is consistent.
the formula is:
1 if you have the same number or more minions.
the difference between their # of minions and yours if you have less.
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I wonder, is this card viable now with UI?