New Demon Hunter Legendary Card Revealed - Final Showdown
Thijs just revealed a new United in Stormwind card: Final Showdown
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The final reward is pure crap, but the questline itself proves just how stupidly broken demon hunter card draw is.
I think they'll add more cards in order to support X cards drawn in 1 turn. Also, the "tradeable" keyword draws a card, which can be helpful for 1 remaining draw you need to complete 1 step of the quest for example.
At least, Glide is not useful in the OTK DH, it can be counterproductive so let's see.
I notice that people focus on the last reward. The firsts rewards can be also strong, in this quest 9 (1) mana discounts can be powerful, we all know that mana cheating have always been a strong mechanic in hearthstone (octopus, incarner flow, guldan skull...).
For a such art, characters and name of card, the effect is pretty boring and bad. :(
here is something thats needs to tested. so you draw your first cards. then you play glide, so your hand gets shuffled and you draw 4 more completing the quest. the 4 new cards in your hand get reduced. but does the first one you had drawn, which likely is somewhere in your deck now, still also get the reduction? from tje wording I would think yes? we also know from cards like incanters flow, that in-deck reduction is possible
Rules for card state with buffs and reduction. They lose all buffs if the following happens. If the card moves from; Board to Hand or Hand to Deck. Buffs are kept in the opposite order; Deck to Hand (draw), Hand to Board (play).
But in this case the card is in the deck when it receives the buff. So it should keep the cost reduction?
there are some more noteworthy interactions/to me unclear situations: first stage of quest you need 4 cards in a turn, but much like the old warlock quest, the counter for the quest should tick seperatly after each card ia drawn, right? so you draw your regular card, then you glide and the quest shoukld xomplete mid-cast, after the 3rd "glide-card" is drawn. then the reduction happens to those 3 cards in hand and possibly also to the one shuffled card in deck and then ylu draw your final glide-card which will not be reduced. but since the quest is allready updated to second stage this last card should then again start the next counter and if you are able to say play yoir second glide or other 4-card draw, you will have the next szage completed in the same turn.
Disappointed to say the least but I am not surprised at this point
So, otk dh, otk warlock, otk priest, otk shaman, otk mage (if I wanted to play a solitaire I didn't open hs) this is the least fun and definitely the fastest way to finish killing the ladder.... (whoever decides for this game has a brain - dead, for a few bananas a team of baboons could do better...)
So basically a card that enables OTK DH to be an even more obnoxious and game breaking deck.
Drawing 5 cards in one turn is no easy feat, AND YOU'LL HAVE TO DO IT TWICE, so this card is strictly bad, and OTK DH has no interest in running it.
I realized that the questlines counts your normal draw at the start of your turn, that means any card that draws 3 completes part 1 easily
The same applies to the other two parts of questline, you actually only need do draw 4, since you will already draw 1 at the start of your turn, that’s kinda relief
still awkward having to draw 4 in one turn, since Skull only does 3. So you ll need to include Acrobatics, which is highly inconsistent.
I mean Spectral Sight, Sigil Runner and Glide are all way better for this than Acrobatics is.
But I don't think this is actually *that* good in OTK. I think it's better in a deck that runs Tradeable cards or that can run Glide. (Like Tempo or Outcast DH)
OTK Demon Hunter amasses combo pieces. You can't draw 5+ cards multiple times while keeping your hand full of combo pieces.
This is just warlocks weapon, but cheaper, always starts in your hand, has a bonus at the end, and can't be removed by weapon removal.
Warlock's weapon always activates though, over time. This requires help.
Such cool artworks to then....waste the Legendary effect.
Given that DH already often passes with hero power + attack on turn 1, I think you might run this just for the extra discount you'll get on the turn you play Skull of Gul'dan (1 natural draw + 3 from Skull = 4). That's an extra 4 mana discounted doing something you aim to do every game anyway, and in most cases you're only giving up one damage to the opponent's face. You don't even need to play it on turn 1, you can weave it in at any point before you want to trigger first step.
I think it's a natural fit in any OTK deck, even if you only get the first step completed. That alone means you can assemble the OTK more quickly and more consistently, because you either draw combo pieces and give them an extra discount (OTK for more damage / less mana) or you cycle more quickly because the cycling costs less mana.
Deathrattle also runs two Skulls of Gul'dan, two Tuskpiercers, and a Taelen. There will be times where you can complete the second step without even building around it if you just happen to kill your Taelen or break a weapon on the same turn you play your second Skull of Gul'dan. And that gets you another five mana in discounts.
It even makes Skull of Gul'dan more viable if it gets stuck in your hand in a position where you can't outcast it but you desperately need to draw more, because you at least still get a partial discount on that turn.
Also plays very well with Soul Fragments and tradeable cards.
I don't know about consistently completing the quest, but it feels like a pretty easy inclusion for almost all DH decks. 1 mana turn 1 for a 4 mana total discount when you play Skull feels like it's good enough to include in any deck that runs Skull, let alone decks built around completing the quest.
Don't forget it also gives up a card. That's very important. You're not just substituting your turn 1 with something else; you're consuming a card that would otherwise be something else.