New Neutral Minion - Sunstruck Henchman
Submitted 5 years, 4 months ago by
Arthas
A new Rare Neutral Minion, Sunstruck Henchman, has been revealed!
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A new Rare Neutral Minion, Sunstruck Henchman, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Saviors of Uldum
Head on over to our dedicated guide for Saviors of Uldum!
Get Cheaper Card Packs
This section contains affiliate links.
If you want to save money when buying Hearthstone packs, you should check out Amazon Coins! It's an easy way to save up to 25% off Hearthstone packs so you can get into the new expansion without worrying about your wallet too much. We've got a detailed guide on how to Get Started with Amazon Coins, but if you've already dealt with them in the past, you can buy some more by clicking right here.
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Well that's kind of a new mechanic. Interesting.
I like how the devs are finally making use of the sleep mechanic (I have seen this being done in fan-made cards). The card is bad though, because for +1/+1 stats over a vanilla statted body you might get a minion, which won't attack for 2 or more turns and you will lose tempo because of it. This is why I have a hard time seeing this being used even in arena.
I like it! A very good downside compared to the overstated bad cards we’ve seen in the past (I.e. Soldier of Fortune, Hoarding Dragon, Ticking Abomination) I also like this introduction of sleep as a status effect rather than just freezing. I would like to see other cards in the future that could make minions “Sleep”
For sure not a very good minion, on average it will probably not do more than 3 damage before dying for the price of4 mana.
Really bad card. One possible use I can see is maybe in Silence Priest, it gives you a decent body that has a chance to do something if you don't draw your silence cards, but the stat boost over vanilla doesn't seem to be high enough.
In the round after he was played, the henchman will wake at the start of his turn, like every other minion, do some attacking, and only in the round after that, he may fall asleep again. Thus, he is a pretty good minion for at least a turn.
Yea that is important. You'll always get one attack at least with it. Maybe a tempo deck plays it with evolve lackeys and whatnot running around.
Anyone know if giving it rush from a rush lackey would cancel out the sleep effect?
I think it will perform well enough in arena, you usually dont want to just rely on luck and leave a minion like that alive, so you try to trade into it anyway most of the time. But yeah, overall, not a great card.
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I'm going to have to make an all ogre deck in wild now. Keep those ogres coming!
Should have costed (3) for some serious Silence synergy.
Or have taunt.
As it is, just a pack filler.
I don't get it. Some of the Rare cards that we seen so far are by far, some of the worst cards out there. The stats for this card need to be at least 7/7 to be used but then it would make Silence Priest a little better. Well, this is just a plain bad card
I think people are underestimating this a bit. While it's clearly not something you'd include in a standard deck, if you do get this off of an evolve or summon effect, it presents the opponent with a conundrum, much like Frozen Crusher: do you trade minions/resources to get rid of an overstatted minion with a big drawback or do you leave it on the board and risk it wrecking you?
Would have been a bit too much at 3 mana considering Unsleeping Soul exists.
What EXACTLY does "fall asleep" mean?
worst community ever
I'm not sure about that. As far as I can tell, the sleep status ends at the start of your opponent's turn, so presumably the ogre will always be awake when your turn starts, allowing the 50/50 die roll to happen every turn.
Hell, even if you froze it while sleeping (so it'd unfreeze still sleeping on your next turn), I'd guess the 50/50 trigger would still occur. Not sure what would happen if you put this to sleep twice though.
Getting the sleep status? When you summon a minion w/o charge or rush it emits little z's to indicate it's asleep until it "wakes up" at the start of the opponent's turn.
He should wake up if you give Rush yo the minion?
By The Holy Light!
I would guess whichever buff gets applied last overrides the other. EG if you rush a sleeping minion it can attack other minions, however, I'm assuming that even with a permanent rush buff, if your ogre gets put to sleep at the start of the turn, it won't be able to attack.
With shaw in play I could see the argument go either way, my instinct would be that the constant rush buff would override the triggered sleep debuff after it happens.
We'll probably have to wait and see though, I'm pretty sure this is the first card that induces the sleep status outside of the normal condition.
The same ZZZ cannot attack effect things have when they are first summoned. (AKA “summoning sickness.”)
So basically this guy behaves 50% of the time as if you just played him so he might be able to attack the next turn. But I guess he still retaliates when attacked. Could still be useful if you can give hem taunt for instance (or just silence), and since the opponent can not be sure if he falls asleep, its still a risk to ignore him. Interesting card. As vanilla stats its reasonably priced since its damage output is only 75% so it costs about 25% less also (4 mana for 11 stats instead of 8 stats).
And, last but not least, this can be another valuable source for the salt thread (lol).
Maybe there will be synergy with The Sandman: "Battlecry: if your board consists of at least 4 sleeping minions, wake them all up, give them +4+4, blazing eyes and the urge to wreak havoc".
It would be great if it has Taunt and 5/6 stats. This mechanic fits taunt minions more in my opinion.
Unpopular Opinion Incarnate
That would be way too broken. I could see 5/6 stats, but taunt would be too much. Everyone would play 4 mana 5/6 taunt with "Cant attack", and this would be better.
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