This card looks cool but i think its to slow in a midrange/rush deck. Also the random hero power might be a bigger drawback than most think. Only if mechs are strong enough this card will be good
All three are good crafts. It depends what you like to play. I would carft leeroy or genn because they are neutral and you can put them in a lot of decks. Rexxar is op like all of the Dk cards .Its also a safe craft because it in every hunter deck. like said before... it depends on your collection and what playstyle you like.
I think the card itself is a big problem as its a potential enabler for broken combos and it will only get worse with coming expansions. Shudderwock just autowins against slow control decks which is the same shit we had with quest-rogue before and feels super frustrating. The deck has only such a low perfomance score because most players are bad at piloting the deck. Shudderwock can easily beat most control decks if played right. only bad matchup is token druid
Is the 1 mana hero power really that worth? i saw similar decks without genn and they seemed more consistent as they had more defensive options for the early game and more options to draw the combo with that 2/2 mana dude which discovers a minion from your deck. Recruit hunter seems really strong at the moment. I like the even-theme of the deck but i would like to know how this decks compares to the "normal" recruit hunter. someone got experience with both decks?
You dont have to explain that hearthstone is playing cards from hand. Its a card game and i noticed that too. Shudderwock is not playing minions on curve and it does matter what minions you play and at what timing because shudderwock repeats those battlecries and if you mess up because you burn you hand or kill the other shudderwocks with aoe effects its mostly gg for you. Yes you have to draw shudderwock but till then you have to setup the combo and survive. Players who are bad or not good enough will not get to the point of playing the combo or mess it up. There is a big difference in performance if a skilled player plays the deck or just some regular dude. good players will have 60%+ winrate and most casual players have below 50% winrate. If this deck is fun to play is another question
I agree on all points but on the last one. The shudderwock-OTK-Deck is on of the more difficult decks to play out there. Saw so many people who failed the combo by playing it wrong. Full hand and buring shudderwock so on... also hadronox may be auto pilot against some decks but against decks with transformation spells or in mirrors its not the easiest deck to play.
you could dust useless or wild cards if you have some but in general i would keep the cards. You loose much value if you have to recarft the cards. You could play arena to grind some dust or just spend a few bucks.
how can be dealing with a doomsayer on turn 2 be easy? the only way you can remove him is sap. behind a taunt its also difficult to remove it or if you cast ancestral spirit on it. Also doomsayer isn't a real board clear but a way to slow you opponent down so you can assemble your combo or pass your overload turns. How can you cube a an earth elemental on turn 6 if you are overloaded for 3 mana? and why would you cube it in the first place? this is just bad play as it punishes you so hard if the opponent silence/transforms it and is also nonsense if you play against agressive decks and need the taunt. Hagatha is a good card and can be game winning but the generated resources are random and you wont always get what you need. I just think the doomsayers are a better craft as they are neutral and less expensive to craft.
I dont know how you got to this conclusion. The only though matchups i faced were against tempo-mage or miricale-rogue and you still have a decent winning chance. scream is only bad against you if you might die next turn. If you dont, just play hagatha and create additional resources with the shuffled giants. Against all other combo decks its just a matter of who draws the combo first.
I think the version with the cubes is less efficient. I think Acestral spirit does the same job as the cube but is less expensive and you dont loose too much value if it get silenced/transformed. The full combo (giant+ancestral spirit+ spellstone) is way stronger because no deck can full clear it. Also in my experience hagatha is one of the less important cards in this deck as it is most of the time just another way to clear/heal. I would have crafted doomsayer because you play them in many other control decks and its also a neutral classic card, wich means it wont rotate.
It doesn't matter if CCG in real life are more expansive. Only because something is worse it doesn't mean the other thing is good because its better in comparison.
I think the pity-timer doesn't need to be changed. Players are not content with what they get for what they pay because the release rate for new expansions has increased and you have to buy way more packs now or grind pretty hard to be up-to-date. I think They should lower the cost for packs in gold and money. New players would get way more commons and rares so they could play more than 1 deck. Players with a big collection would get dust faster to craft the cards needed and people who spent money would also get more for what they pay. I would also like some reward for consecutive logins and pack purchases which would be in blizzards interest and award players who play regularly or pay money. Maybe a little bit dust, the privilege to choose the next legendary you will open, reduced craft cost or double dust refund... something like that
Also the pity-time is not some blessing but self-evident as it is a guarantee that you get what you pay for.
Reallly good deck! I am playing with Acolyte of Pain , Bloodmage Thalnos and Witchwood Piper because i often found myself with not enough carddraw to get to the combo. Included Crushing Hand into my deck after i saw your list. I tough the card was pretty bad but it it is really good. Also free wins against control mage if they think you are playing shudderwock and surrender :D
Sorry to say this but this version of spellhunter seems not very good. only 1 eaglehorn bow although you play so much secrets and only 1 unleash the hounds? also rat trap is pretty bad. Crushing walls and snake trap are also not worth in my opinion. Anyway it doesnt matter as you win most of the games with the spellstone ,your DK or the good old double kill command to face
0
This card looks cool but i think its to slow in a midrange/rush deck. Also the random hero power might be a bigger drawback than most think. Only if mechs are strong enough this card will be good
0
All three are good crafts. It depends what you like to play. I would carft leeroy or genn because they are neutral and you can put them in a lot of decks. Rexxar is op like all of the Dk cards .Its also a safe craft because it in every hunter deck. like said before... it depends on your collection and what playstyle you like.
0
I think the card itself is a big problem as its a potential enabler for broken combos and it will only get worse with coming expansions. Shudderwock just autowins against slow control decks which is the same shit we had with quest-rogue before and feels super frustrating. The deck has only such a low perfomance score because most players are bad at piloting the deck. Shudderwock can easily beat most control decks if played right. only bad matchup is token druid
3
Is the 1 mana hero power really that worth? i saw similar decks without genn and they seemed more consistent as they had more defensive options for the early game and more options to draw the combo with that 2/2 mana dude which discovers a minion from your deck. Recruit hunter seems really strong at the moment. I like the even-theme of the deck but i would like to know how this decks compares to the "normal" recruit hunter. someone got experience with both decks?
0
You dont have to explain that hearthstone is playing cards from hand. Its a card game and i noticed that too. Shudderwock is not playing minions on curve and it does matter what minions you play and at what timing because shudderwock repeats those battlecries and if you mess up because you burn you hand or kill the other shudderwocks with aoe effects its mostly gg for you. Yes you have to draw shudderwock but till then you have to setup the combo and survive. Players who are bad or not good enough will not get to the point of playing the combo or mess it up. There is a big difference in performance if a skilled player plays the deck or just some regular dude. good players will have 60%+ winrate and most casual players have below 50% winrate. If this deck is fun to play is another question
0
I agree on all points but on the last one. The shudderwock-OTK-Deck is on of the more difficult decks to play out there. Saw so many people who failed the combo by playing it wrong. Full hand and buring shudderwock so on... also hadronox may be auto pilot against some decks but against decks with transformation spells or in mirrors its not the easiest deck to play.
0
you could dust useless or wild cards if you have some but in general i would keep the cards. You loose much value if you have to recarft the cards. You could play arena to grind some dust or just spend a few bucks.
0
how can be dealing with a doomsayer on turn 2 be easy? the only way you can remove him is sap. behind a taunt its also difficult to remove it or if you cast ancestral spirit on it. Also doomsayer isn't a real board clear but a way to slow you opponent down so you can assemble your combo or pass your overload turns. How can you cube a an earth elemental on turn 6 if you are overloaded for 3 mana? and why would you cube it in the first place? this is just bad play as it punishes you so hard if the opponent silence/transforms it and is also nonsense if you play against agressive decks and need the taunt. Hagatha is a good card and can be game winning but the generated resources are random and you wont always get what you need. I just think the doomsayers are a better craft as they are neutral and less expensive to craft.
0
I dont know how you got to this conclusion. The only though matchups i faced were against tempo-mage or miricale-rogue and you still have a decent winning chance. scream is only bad against you if you might die next turn. If you dont, just play hagatha and create additional resources with the shuffled giants. Against all other combo decks its just a matter of who draws the combo first.
1
I think the version with the cubes is less efficient. I think Acestral spirit does the same job as the cube but is less expensive and you dont loose too much value if it get silenced/transformed. The full combo (giant+ancestral spirit+ spellstone) is way stronger because no deck can full clear it. Also in my experience hagatha is one of the less important cards in this deck as it is most of the time just another way to clear/heal. I would have crafted doomsayer because you play them in many other control decks and its also a neutral classic card, wich means it wont rotate.
0
It doesn't matter if CCG in real life are more expansive. Only because something is worse it doesn't mean the other thing is good because its better in comparison.
0
Battletag: ninjakeks#2719Region: EUTrade only?: yesDone
0
I think the pity-timer doesn't need to be changed. Players are not content with what they get for what they pay because the release rate for new expansions has increased and you have to buy way more packs now or grind pretty hard to be up-to-date. I think They should lower the cost for packs in gold and money. New players would get way more commons and rares so they could play more than 1 deck. Players with a big collection would get dust faster to craft the cards needed and people who spent money would also get more for what they pay. I would also like some reward for consecutive logins and pack purchases which would be in blizzards interest and award players who play regularly or pay money. Maybe a little bit dust, the privilege to choose the next legendary you will open, reduced craft cost or double dust refund... something like that
Also the pity-time is not some blessing but self-evident as it is a guarantee that you get what you pay for.
0
Reallly good deck! I am playing with Acolyte of Pain , Bloodmage Thalnos and Witchwood Piper because i often found myself with not enough carddraw to get to the combo. Included Crushing Hand into my deck after i saw your list. I tough the card was pretty bad but it it is really good. Also free wins against control mage if they think you are playing shudderwock and surrender :D
1
Sorry to say this but this version of spellhunter seems not very good. only 1 eaglehorn bow although you play so much secrets and only 1 unleash the hounds? also rat trap is pretty bad. Crushing walls and snake trap are also not worth in my opinion. Anyway it doesnt matter as you win most of the games with the spellstone ,your DK or the good old double kill command to face