A new Demon Hunter card has been revealed by Basarcos!
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Comments
Ok so currently, demon hunter has arguably the best aggro in the game and is equipped with the following:
We will now see demon hunter (who still defines the meta after 5 rounds of nerfs) getting more tech and tools to support an already powerful aggro class (that has access to things other aggro has been purposefully denied to keep them from singularly defining the meta... hmmmmm):
I don't like demon hunter, but I don't think the class is misplaced. I think it's completely new and thus Blizzard wanted it out of the starting gates with a bang, and overshot the power levels quite a bit. It's more manageable now, but the class has an unbelievable array of tools that address almost every major problem an aggro class could deal with.
Can't rush the combo deck fast enough, or control really riding you every turn? Just glide that turn, slow them down and reset your hand and theirs.
Worried the opponent has a key card in hand? Why worry when you can Stelina and throw it back in their deck!
Taunt wall? Not if you play Kayn (he really shouldn't exist, not in his current state. He erases a whole keyword from every match he's in).
Drawing cards? Hunter wasn't allowed but demon hunter - the faster version of hunter - gets to draw 3 at a time and discount them if the hand placement is right).
Tough board? Blur and Warglaives of Azzinoth can take care of at least 12 health worth of minions, no penalty to your face.
Wide token board threatening to run you over? Not if you have a single copy of Cycle of Hatred in hand.
It seems pretty unfair that demon hunter as a class is given such specific and powerful tools, all of which eliminate the weaknesses that we were told by Blizzard is part of the balance in Hearthstone (I won't get into the levels of RNG they're introducing every expansion since that's a separate but just as relevant issue).
As long as one class has access to tech like this - tech that negates the class's own shortcomings - it creates a design problem for every other class. The solution becomes an arms race, culminating in "Who drew/played their nuke card first?" which comes down to draw RNG.
Thanks for coming to my TED Talk.
This card is basically a giant middle finger to anyone NOT playing aggro. The only way to deal with this plague of a card is to join or resist. I, personally, will probably instant quit against any DH because I primarily play Control. Blizzard, once again, caters to a degenerate form of game play. Hopefully if enough people just refuse to play against DH and instant quit (basically making the opponent pick a different class or get bored because everyone just quits when the game begins), they will address this more quickly. Is it immature to not let a DH play? Absolutely. But there is no point in playing a game and planning ahead only to be punished for trying to have options, and making sacrifices along the way for those options.
Most of the comments here have seemingly been directed at slow classes that are traditionally trying to build big hands. If you're a Warlock or a Priest, the optimists say, you can just "anticipate" Glide by playing out your hand before it swells to too tempting of a size for your opponent.
Setting aside whether or not that's a reasonable argument -- it isn't -- I also fear that one of the biggest problems this creates is allowing the DH to respond reactively to any effect that generates value in hand. Rogue's major legendary mechanics are all hand manipulation -- Toggwaggle's wand draws 0-cost cards, Galakrond draws 1-cost ones now, Hanar lets you pull secrets like Counterspell that don't exist for your class, even (the mostly unplayed, except by me) Anka the Buried converts your Deathrattle cards to 1-cost versions. With Glide in the meta, every single one of those actions is invalidated. The moment any of those cards hits the board, the DH should get Glide ready, because all your discounted or buffed cards now get dumped back into the deck naked, without any of their modifications.
Rogue Galakrond in effect becomes 7 mana, gain 5 armor. Togwaggle becomes a highly conditional 5/5. The only way to not "spoil" those turns is to play out every discounted card the turn it's drawn, but in most cases, that's actually impossible. This of course doesn't mean that the class is unplayable. There are obviously other match ups. But against any Demon Hunter opponent, I can't even imagine what a plausible path to victory would look like, since Glide actively blunts the underlying win condition(s).
I CANNOT preorder this expansion now. DH was HS's suicide.
Imagine drawing this from playing Skull of Gul'dan ... I'll just leave that thought out there
Oh. Hell. No.
This card is as balanced as skull of guldan at launch. It’s not balanced. I’d love to see more wheel effects in hearthstone, but making one for aggro decks is the worst way to implement it
I've just woken up, and only briefly looked at the card while catching up on todays reveals. Initially I thought it was something along the lines of Plot Twist but doing for the opponent also if outcast position.
I thought that's going to be a total nightmare and totally unfair. They've often said they try to address unfair unfun things especially where's there no counter.
Then I read the card text again.........................
If this sees a lot of play, then I won't.
no
no
NO
If this sees ANY amount of play (and it will) and doesn't get hotfix nerfed within the first two weeks I'm quitting the game until it is dealt with.
This literally spits in the face of everything they previously claimed to care for. THIS IS LITERALLY A WATERED DOWN VERSION OF THE EFFECT THAT ILLIDAN HAD BACK IN BETA, THAT WAS DEEMED TOO UNFAIR BECAUSE IT JUST SHITCANNED AN ENTIRE ARCHETYPE WITH NO COUNTER.
This is the type of card you give Warlock because you know it goes against everything they usually play and will end up as some meme. You don't give this to a HIGH TEMPO CLASS that quickly empties their hand and is already a pain to deal with for most control decks.
This will probably just replace Skull of Gul'dan. 2-mana cheaper, you only need to play it once you're completely out of ressources and it halves your opponents options. It's only bad against other aggro decks WHICH YOU STILL TROUNCE, BECAUSE YOU ARE DEMON HUNTER.
This is the same type of garbage as Conjurer's Calling that clearly was never playtested by anyone competent and it upsets me that we are still being subjected to this kind of careless design in 2020.
Keep all copies.
Our only hope is that its been playtested and found to either be problematic on its own or that its just straight up weaker than Skull of Gul'dan in tempo dhunters.
There's a small sliver of hope that this isn't really an autoinclude inside tempo dhunter lists. It still doesn't really do much, and its real strength is mucking up your opponent's hand, which in a tempo dhunter match, even against control, typically has both sides really low on cards anyway.
Admitably cards like this will always be controversial, and I wouldn't exactly be surprised to see this nerfed or changed in some way. So yeah, save those extra copies.
Honestly, I believe that this will be an auto include in EVERY DH deck. It's way too powerful. This should be on a Legendary minion, and only affect one card to shuffle. (like they did with the new DH Legendary) Might as well change the card to read: Shuffle your hand into the deck and draw 4 cards. Outcast: Make opponent rage quit the game.
Finally, a Demon Hunter card that won't require 8 nerfs and won't be the most infuriating thing in the world to play against. I am so thankful that this is in no way a better version of Divine Favour, which, in itself, was never an unfair or overpowered card.
ARE YOU PICKING UP ON MY SARCASM YET?
There's no way this card is good for the game. Encourages the same dumb shit Divine Favour did, except instead of just rewarding you for dumping your hand ASAP, it also punishes your opponent for playing a slower deck than your brainless aggro...so really it just punishes your opponent for playing, period.
apparently Demon Hunters class identity is to ruin the game for everyone else
Well, in that case Blizzard is doing a terrific job!
About Augmented Elekk: which side of the board does it have to be to trigger for your opponent?
If you control it and you cause the shuffling it will work for both decks. So you would double the enemy shuffles as well with this.
I find the wording leaves some room for ambiguity until we see the card in action or hear from Blizzard: "Your opponent does the same" could mean that it is your opponent who does the shuffling, not you. Why not something along the lines of "do the same for your opponent's hand?"
Edit: I'll just add mine to the chorus of concerns over this card. This card breaks the rock-paper-scissors relationship between the various play styles by supporting aggro while crippling anything that is slower (tempo, control, combo). I like the concept of disruption as a class identity but it should have been assigned to a different class (priest or rogue maybe?).
I actually can’t believe this exists.
As a control player who really enjoys playing Galakrond Priest (I can feel the downvotes coming already) this scares me because a lot of the time I have 9 cards in hand and the big question is how to play stuff, generate more stuff and deal with my opponents stuff. If my DH opponent can just reset my hand to 4 AND restock their hand for just four mana, why bother playing slow decks with expensive cards that build up in your hand, being saved up for those crucial moments?
It does feel like a slight counter to combo decks in particular, but compare this to Dirty Rat and they aren’t even in the same league.
More oppressive DH cards I suppose..
Correct me if I'm wrong, but if you're playing as galakrond priest with 9 cards consistently in hand against DH, isn't your victory pretty much ensured since you almost always have an answer to the opponent's cards, can heal yourself each turn and/or generate infinite value? While I understand it's annoying if you love playing control-heavy decks, this card could push the meta to more midrange builds and reduce the boring polarization of pure aggro vs control decks.
The idea is that Glide chucks the healing/clears into the deck while refueling the DH.
Generally, people like to be rewarded for doing well, and if Priest has managed to stabilize and has card advantage against the DH, they deserve to be rewarded for surviving, but Glide prevents this in the same way Divine Favor did, only arguably in a more oppressive form - not only is it gas for the DH it eliminates the card advantage control decks are built around. Given how strong Aggro DH is currently, this card only exacerbates the problem.
Remember 5 mana skull? Powerful draw options see play in aggro decks with burn capability since it's more potential burn cards to throw at the opponent's face. And this is where Glide gets even worse, because the counterplay to burn for control decks is to try and heal out of range. But Glide reshuffles your hand into your deck, which gets rid of your heal options - generally Control's first priority is to stabilize and then heal, so most Control decks won't have had the opportunity to use all that healing when it's just ripped out of their hands, and then they die.
That being said, I don't like how you're being downvoted like this. Even though you're wrong it's counterproductive to discussion if everyone shits on you instead of answering your question.