Vanilla 4-mana 6/7 probably does. Six really is a potent value for attacking, and seven is a lot of health to remove. I bet 6 health would see play, maybe even 5 health.
I'm highly confident that four-mana 5/5 would not see play (well, maybe if it had a good tribe, but probably not). Keening Banshee didn't, and that's effectively a vanilla 5/5. In just about every game, the discarded cards wouldn't matter for any deck that'd want a 4-mana 5/5, just like how the cards discarded from Fel Reaver usually didn't matter.
Really simple card. For 2 mana more than Arcanite Reaper (which sometimes saw occasional play in aggro warrior, depending on the quality of the rest of the weapons available), you get a better weapon and switch Armor Up (often useless if you're the aggressor) into a better version of the Hunter hero power.
Meanwhile, there's no complicated set-up, there's no changes you need to make to a deck to run this. Just find a card slot and smash. Maybe it doesn't make the cut, but as a simple card that isn't archetype defining, it doesn't look terrible.
An astonishing looking card, that's probably useless in today's Hearthstone. Consecration on a stick, with a really fun exact-lethal healing mechanic? That's amazing. Or would have been, once upon a time. Maybe there's enough early-game stall in Paladin, but is there enough payoff for a slow paladin? Just makes me depressed about the state of Hearthstone, looking at this. It ought to be so good, but I doubt it'll work.
Seems more to supplement than replace Rattlegore, IMHO. A stray 9/9 charge can follow up a smack or to from Rattlegore to to finish a game, or just be a strong removal piece. If a deck is already finding a slot for Rattlegore, I think RG fits more with that deck's likely gameplan than this dude.
Did he? Sure, 9/9 charge for 6 is great on paper. But decks which run Grom tend to focus heavily on tempo, and while 15 armor probably isn't too hard, I don't think I'd want to waste time gaining it in a tempo deck.
It's useful not to misread what this card does. At first glance, I figure "Gee, having 15 armor is going to be really hard to accomplish. Folks can just chip away and this will just be a dead 6/6 most of the time."
But it's not have 15 armor, it's "have gained 15 armor over the course of the game" and then, OK, this isn't so hard to trigger.
I guess I'm still kinda mixed, tho. A 6-mana 9/9 charge is pretty beefy, but 9 damage isn't enough to really finish a game in control vs control, and it might be slow in tempo matches, where you don't want to waste time gaining armor. Mr. Smite is going to be a lot stronger in a pirate deck (since he'll give charge to your other pirates, notably ones from the Juggernaut), and Grommash Hellscream might be better since he'd combo with enrage activators you might already be using.
For starters, it seems like a solid Arena card. Value trade a minion, kill it with this, profit. But constructed isn't like arena.
Too expensive for powerful mana cheating. With good cheap Deathrattles, there's potential for a lot of tempo from this. But is a cheap deathrattle zoo warlock something that can even exist in Hearthstone in 2021 going on 2022?
This is just about the coolest card I've seen in a long time. Stealth protects it, then you get a really nifty and potentially very powerful copy effect which you can trigger immediately with the Rush.
And yet, it doesn't seem broken. So many new powerful things seem utterly broken. This does copy a deathrattle, and that has sometimes been quite strong in Rogue. But this can't "cheat" a deathrattle out for low mana cost. Really fair, and a tonne of potential to do cool things.
It is kinda dull. Sure, the battlecry is huge, but the hero power upgrade isn't anything exciting. It's Life Tap without damage (which we've seen) plus maybe eventually a 3/3, which isn't bad, but it doesn't really change how you play your deck. In contrast, the Rogue hero power does something really different with that Preparation on a stick. Even if this winds up being a higher win rate card, it's bland rather than spicy.
Eh, if you've gotten all the way to fatigue, 3/3 imps probably don't matter much. The game is probably decided--you have the gas left to win, or your opponent is far enough out of range that you don't. Two or three extra imps after emptying a deck aren't going to be the deciding factor. On top of that, when facing off against the quest, tap isn't what scares me--it's the various "Draw 3" spells.
I'm also kind of supposing that the questlines will get the Genn/Baku treatment, and get rotated early with the first expansion next year (so around 4-5 months from now). They just lead to such boring and repetitive games, much like the Odd/Even mechanics. Without the quest, there isn't a race to fatigue, and we'll see how the imps work out, but even if the hero power isn't exciting, this is still a potent battlecry.
Does it matter that the words are awkward? I don't think it does.
The wording is just a clue to the player. The game will almost surely handle mechanics as intended (bugs happen, but they tend to get fixed), and once players actually play with it, they'll understand the ways it works. No need for rules lawyering like in non-digital.
The forum hates Bliz for even daring to release Mercenaries. They can see Bliz is just another evil corporation for that.
But the instant it comes time to choose between an evil business and the victims of a CEO who literally threatened to kill someone on an answering machine (that is to say, it's absolutely been proven since there was a recording!), well, folks line right back up behind the evil corporation.
16
Summon Leokk? Nope.
Summon Huffer? Yup.
Summon Misha? Nope.
Another Huffer? Yup.
0
Vanilla 4-mana 6/7 probably does. Six really is a potent value for attacking, and seven is a lot of health to remove. I bet 6 health would see play, maybe even 5 health.
I'm highly confident that four-mana 5/5 would not see play (well, maybe if it had a good tribe, but probably not). Keening Banshee didn't, and that's effectively a vanilla 5/5. In just about every game, the discarded cards wouldn't matter for any deck that'd want a 4-mana 5/5, just like how the cards discarded from Fel Reaver usually didn't matter.
0
One other thing to note: this can wind up recasting Wildfire.
-1
Really simple card. For 2 mana more than Arcanite Reaper (which sometimes saw occasional play in aggro warrior, depending on the quality of the rest of the weapons available), you get a better weapon and switch Armor Up (often useless if you're the aggressor) into a better version of the Hunter hero power.
Meanwhile, there's no complicated set-up, there's no changes you need to make to a deck to run this. Just find a card slot and smash. Maybe it doesn't make the cut, but as a simple card that isn't archetype defining, it doesn't look terrible.
3
An astonishing looking card, that's probably useless in today's Hearthstone. Consecration on a stick, with a really fun exact-lethal healing mechanic? That's amazing. Or would have been, once upon a time. Maybe there's enough early-game stall in Paladin, but is there enough payoff for a slow paladin? Just makes me depressed about the state of Hearthstone, looking at this. It ought to be so good, but I doubt it'll work.
0
Seems more to supplement than replace Rattlegore, IMHO. A stray 9/9 charge can follow up a smack or to from Rattlegore to to finish a game, or just be a strong removal piece. If a deck is already finding a slot for Rattlegore, I think RG fits more with that deck's likely gameplan than this dude.
2
Did he? Sure, 9/9 charge for 6 is great on paper. But decks which run Grom tend to focus heavily on tempo, and while 15 armor probably isn't too hard, I don't think I'd want to waste time gaining it in a tempo deck.
1
It's useful not to misread what this card does. At first glance, I figure "Gee, having 15 armor is going to be really hard to accomplish. Folks can just chip away and this will just be a dead 6/6 most of the time."
But it's not have 15 armor, it's "have gained 15 armor over the course of the game" and then, OK, this isn't so hard to trigger.
I guess I'm still kinda mixed, tho. A 6-mana 9/9 charge is pretty beefy, but 9 damage isn't enough to really finish a game in control vs control, and it might be slow in tempo matches, where you don't want to waste time gaining armor. Mr. Smite is going to be a lot stronger in a pirate deck (since he'll give charge to your other pirates, notably ones from the Juggernaut), and Grommash Hellscream might be better since he'd combo with enrage activators you might already be using.
0
I dunno.
For starters, it seems like a solid Arena card. Value trade a minion, kill it with this, profit. But constructed isn't like arena.
Too expensive for powerful mana cheating. With good cheap Deathrattles, there's potential for a lot of tempo from this. But is a cheap deathrattle zoo warlock something that can even exist in Hearthstone in 2021 going on 2022?
4
This is just about the coolest card I've seen in a long time. Stealth protects it, then you get a really nifty and potentially very powerful copy effect which you can trigger immediately with the Rush.
And yet, it doesn't seem broken. So many new powerful things seem utterly broken. This does copy a deathrattle, and that has sometimes been quite strong in Rogue. But this can't "cheat" a deathrattle out for low mana cost. Really fair, and a tonne of potential to do cool things.
0
It is kinda dull. Sure, the battlecry is huge, but the hero power upgrade isn't anything exciting. It's Life Tap without damage (which we've seen) plus maybe eventually a 3/3, which isn't bad, but it doesn't really change how you play your deck. In contrast, the Rogue hero power does something really different with that Preparation on a stick. Even if this winds up being a higher win rate card, it's bland rather than spicy.
0
Eh, if you've gotten all the way to fatigue, 3/3 imps probably don't matter much. The game is probably decided--you have the gas left to win, or your opponent is far enough out of range that you don't. Two or three extra imps after emptying a deck aren't going to be the deciding factor. On top of that, when facing off against the quest, tap isn't what scares me--it's the various "Draw 3" spells.
I'm also kind of supposing that the questlines will get the Genn/Baku treatment, and get rotated early with the first expansion next year (so around 4-5 months from now). They just lead to such boring and repetitive games, much like the Odd/Even mechanics. Without the quest, there isn't a race to fatigue, and we'll see how the imps work out, but even if the hero power isn't exciting, this is still a potent battlecry.
1
On the one hand, this isn't too flashy. Hero power after playing this is "just" lifetap without the damage. Sure, maybe imps, but still.
But 6 mana Hellfire + Draw 3 + 5 Armor is really solid.
0
Does it matter that the words are awkward? I don't think it does.
The wording is just a clue to the player. The game will almost surely handle mechanics as intended (bugs happen, but they tend to get fixed), and once players actually play with it, they'll understand the ways it works. No need for rules lawyering like in non-digital.
0
The forum hates Bliz for even daring to release Mercenaries. They can see Bliz is just another evil corporation for that.
But the instant it comes time to choose between an evil business and the victims of a CEO who literally threatened to kill someone on an answering machine (that is to say, it's absolutely been proven since there was a recording!), well, folks line right back up behind the evil corporation.