Not so terrible as it could seems at first sight. If you play it with minions on board + cheap rush minions you could easily have an unexpected huge minion for your opponent.
It's pretty cool, since it could get very big. Unfortunately, big balls of stats don't do too well in Constructed and this is just one Silence away from being a huge waste of everyone's time anyway. It's also a huge problem that it gets the minion's "original stats" so you can't even do weird buff shenanigans for some fringe OTK deck. It's probably not going to be great and, honestly, it's not even that interesting.
This minion has some very strong synergies with DH weapons, and could slot in as an AoE seeing as how DH is losing most of its cheap AoE. The main problem I foresee with this minion is its mana Cost: remember, Shardshatter Mystic saw a ton of play in Soul Fragment DH back when it Cost 3, but when it got bumped up to 4 Mana it saw a huge downspike in playability. 4 is just a little too clunky, especially if you don't have a weapon set up beforehand. It's got a chance for Questline/Control DH, but I don't think faster decks would want it.
Its only good enough to see some play, but I'd imagine its too costly to actually do more than clearing aggro boards. In most cases, it compares unfavorably to Felrattler, which comes out earlier and deals 4 damage to a single target.
Definitely a card to consider though, given that dhunter has lost a lot of its AoE.
It has a murloc's chance in hell that it'll survive the turn its played, no matter how big it is. In most cases, the best part of the card would be the three taunts it spawns along with itself, which at very least means youre not skipping your turn without affecting board. Laughably, this card can't even inherit stats from usually big stated cards in shaman like Snowfall Guardian, because it takes the original stats rather than whats on board.
Im at a loss as to what kind of shaman would play this card to be honest. Removal has only gotten more efficient as hearthstone ages, so much so that even if this was a 10/10 on turn 7 there's still a decent chance that it either gets frozen or plain destroyed, long before it ever snowballs you to victory.
Its only hope is that the meta switches to such a state where decks aren't equipped to deal with massive stat monsters. In which case this has a semblance of a chance to be good. But so much has to be contrived before this gets a second look at all.
Glaiveshark - Decent card that would see more play should the meta switch to aggro. Dhunter lost a key AoE card in Immolation Aura (assuming it isn't part of the core set), so if they are in need of clears this one would be an option. A rather expensive option though.
Glugg the Gulper - Im not too big a fan of this card. Its just a massive stat minion that mercifully spawns three taunts, easily the best feature of the card itself. In most cases, if your opponent is unable to deal with glugg himself, then they are practically dead, but removal being what it is in hearthstone today, Im not holding my breath.
At least he'll get a little bigger if there's a board prior to playing him.
Nope. Overgrowth and Lightning Bloom does way too much. Druid getting a way to fight the board is good because they aren't allowed to have good Aoe or Single target removal. It's only a problem when you can reliably play it at any point from turn 4 upwards.
Just hold on for another two weeks, it'll all be over soon
I'd refine that statement to: it's only a problem because druid has been designed to function well in the absence of any good AoE or single target removal.
It's a specific case of why class identity matters, regardless of how cool it might be for control hunter/rogue to work, for example. When a class is designed to have certain strengths and weaknesses, the effective removal of those weaknesses invariably leads to decks with no reliable counter, and the feeling from opponents that there is nothing they could ever have done (even at a deck building stage). Often it's associated with one class being completely dominant, and we've been there a few times before. I'm not sure that's where we are with druid right now, though the (thankfully brief) overlap of Scale of Onyxia with crazy ramp from the Year of the Phoenix puts it pretty close.
It is OK for class identities can shift over time, but it has to be a slow process with at least 2 HS years between a power card balanced by a class weakness, and a card that shores up that weakness.
On the contrary I feel like this is why class identity is overrated. If Druid wasn't able to deal with wide boards in shape or form while also not being allowed to have viable single-target removal then the entire ramp playstyle would just be doomed. Scale of Onyxia is quite literally a worse flamestrike and is only even enabled because Druid has ramp. The problem is that the amount of effective ramp has reached absurd levels right now and therefore cards that would be balanced in another scenario are now suddenly really nuts.
Overgrowth and Lightning Bloom are the problem here, not the fact that Druid is allowed to fight back from behind.
the gulper becomes a 9/11 after you clear the 3 taunts? seems massively overstatted if so, and will singlehandedly swing enough matchups to be auto-include.
I think 2v2 would see more play than Arena, Duels, and mercenaries. What would be something more innovative than something I haven't already said?
Also an idea is increasing standard deck size to 32 or 34. Sometimes we just want to fit that last card in our deck and don't have a slot. Just adding 2-4 more cards to decks would be a cool change.
In MTG you can have as many cards in your deck as you want. Yet, everyone plays with 60 cards, because adding more cards will just increase the inconsistency of your deck.
Also, adding the 2x2 mode definitely cannot be " easily made". This is a major overhaul and redesign of complete UI and logics.
Also, just imagine, now you have to wait 75 seconds for your opponents turn. In 2x2 you could be waiting 225 seconds, roughly 4 minutes for your next turn.
Legends of Runeterra made it work. Also I don't think adding 2 cards would worsen a deck especially if it's a control deck.
even for control 2 less cards mean you are less consistent with your deck so might not have the removall or the healin where youd otherwise have had it.
Extra cards are only really usefull in fatigue matchups and even then you could just include like kazzakusan to egt 10 cards once your deck is empty and not make your deck less consistent in general/vs all other matches
On Duels, maybe you never asked for it, but there was definitely people talking about wanting a PVP version of Dungeon Run back when it was first introduced with Kobolds & Catacombs. To say no one asked for it isn't factual nor is it nice.
But yes, Tournament mode would be a nice addition to the game.
2v2 is definitely more difficult to add with how Hearthstone's UI is setup and how it must be mobile-accessible too. Would it make Hearthstone better? Sure. Personally, I'd rather see development time spent on something more innovative that wouldn't be a niche part of the game.
Dean Ayala has mentioned wanting to do a Sandbox mode several times and I agree, Hearthstone would be more awesome with it. It brings that feel of kitchen table card games into the digital world and it kinda blows my mind that no one has really done it in any of the big card games. Being able to force rules on players through that type of mode would tie-in nicely to tournaments!
I know this isn't what you'd like to hear, but I think Hearthstone is one of the cheaper games to play. Considering that the game is a card game, there is a certain amount of money any non-casual player should expect to pay to continue to be a part of the meta. Hearthstone is cheaper now than it used to be (don't include cosmetics), the bundles have even been better if you look at them historically. Hearthstone is a small drop in the bucket compared to what it costs to play Magic competitively, and many players are completely Free to Play and have some great collections. Hearthstone is generous.
You are right though, cheaper Hearthstone has a possibility of being better.
Blizzard has stated in recent times that they are working on Arena and trying to see where they want to go with it. (Source 1) (Source 2)
For the price, is 1thing id really want changed, the tavern pass as the mega bundle instead of the battleground perks. The preorder is primarly for constructed and pass is better then bg perks and the pass actully benefitsd evry type of hs player with the extra exp even if dont care about the cosmetics.
Ah, sorry. It's impossible to calculate exactly without seeing the full set, but assuming Core will have about the same number as it does now, I believe it's still only 10% to 15%.
Extremely good on turn 5, and also good if you have a weapon equiped on turn 4. Remember that Tuskpiercer, Lion's Frenzy and Dreadprison Glaive are still in standard. (Ignoring the possibility that a weapon is in the core set) So getting it activated on turn 4 is very possible. Also this really helps a bit more of a midrange DH deck survive against hyper aggro, which is always a good thing. And it goes face, so that's amazing as well. This is basically Consecration on a stick after you attack, and we all know that a Consecration effect is pretty strong.
It seems like they are REALLY pushing some kind of control/midrange DH deck, which i like a lot!
Seems like a strong option for a midrange shaman deck, and like in the wronchi reveal i think murloc shaman will run this. But i think some slower shaman decks might consider this as well, because of the 3 2/2 taunts it summons. Also i love how BIG Glugg the Gulper is, really makes it FEEL collosal!
It seems very good against aggro, but i think it's not good at all against control. 5 health is easy to remove, and most classes have acces to single target removal. Also it has negative synergy with Snowfall Guardian, which is only a good thing i.m.o. This seems like a really good card.
In wild i'm not sure what deck it goes into though. Evolve shaman might run it, but i feel like they have better options. Burn shaman doesn't care about board so they wont run it. Shudderwock shaman already has a way different gameplan, and better board control options. The deck i think might experiment with Glugg the Gulper is Unite the Murlocs shaman, because it absorbs the stats and can act as a late game stat bomb.
Wronchi card reveals never fail. Always a 10/10 reveal with tons of laughter. That [Hearthstone Card (Mutanous, the devourer) Not Found] eating Crimson Sigil Runner joke was so good, and hurt cuz everyone experiences this a lot. (Especially if your opponent has questline reward in hand, but no it always eats the random 1/1.)
Oh crap, I didn't notice that was a Gryphon lol. Still thou I don't think he would showcase this card if this wouldn't be a part of core set, just as you said, animations are indeed taking quite a time
Nope. Overgrowth and Lightning Bloom does way too much. Druid getting a way to fight the board is good because they aren't allowed to have good Aoe or Single target removal. It's only a problem when you can reliably play it at any point from turn 4 upwards.
Just hold on for another two weeks, it'll all be over soon
I'd refine that statement to: it's only a problem because druid has been designed to function well in the absence of any good AoE or single target removal.
It's a specific case of why class identity matters, regardless of how cool it might be for control hunter/rogue to work, for example. When a class is designed to have certain strengths and weaknesses, the effective removal of those weaknesses invariably leads to decks with no reliable counter, and the feeling from opponents that there is nothing they could ever have done (even at a deck building stage). Often it's associated with one class being completely dominant, and we've been there a few times before. I'm not sure that's where we are with druid right now, though the (thankfully brief) overlap of Scale of Onyxia with crazy ramp from the Year of the Phoenix puts it pretty close.
It is OK for class identities can shift over time, but it has to be a slow process with at least 2 HS years between a power card balanced by a class weakness, and a card that shores up that weakness.
Pretty insane if you get the effect on curve, on turn 5 less so, but still good. Should be a mainstay in any Demon Hunter deck for the forseeable future.
That's great to hear. It's been my favorite deck since BRM, but since it's nerfs, people just gave up on it. I myself have been tinkering with it but it would be great to see someone else's take on it.
New Shaman Minion - Glugg the Gulper
Not so terrible as it could seems at first sight. If you play it with minions on board + cheap rush minions you could easily have an unexpected huge minion for your opponent.
New Shaman Minion - Glugg the Gulper
It's pretty cool, since it could get very big. Unfortunately, big balls of stats don't do too well in Constructed and this is just one Silence away from being a huge waste of everyone's time anyway. It's also a huge problem that it gets the minion's "original stats" so you can't even do weird buff shenanigans for some fringe OTK deck. It's probably not going to be great and, honestly, it's not even that interesting.
New Demon Hunter Minion - Glaiveshark
This minion has some very strong synergies with DH weapons, and could slot in as an AoE seeing as how DH is losing most of its cheap AoE. The main problem I foresee with this minion is its mana Cost: remember, Shardshatter Mystic saw a ton of play in Soul Fragment DH back when it Cost 3, but when it got bumped up to 4 Mana it saw a huge downspike in playability. 4 is just a little too clunky, especially if you don't have a weapon set up beforehand. It's got a chance for Questline/Control DH, but I don't think faster decks would want it.
New Demon Hunter Minion - Glaiveshark
Its only good enough to see some play, but I'd imagine its too costly to actually do more than clearing aggro boards. In most cases, it compares unfavorably to Felrattler, which comes out earlier and deals 4 damage to a single target.
Definitely a card to consider though, given that dhunter has lost a lot of its AoE.
New Shaman Minion - Glugg the Gulper
Its probably not very good.
It has a murloc's chance in hell that it'll survive the turn its played, no matter how big it is. In most cases, the best part of the card would be the three taunts it spawns along with itself, which at very least means youre not skipping your turn without affecting board. Laughably, this card can't even inherit stats from usually big stated cards in shaman like Snowfall Guardian, because it takes the original stats rather than whats on board.
Im at a loss as to what kind of shaman would play this card to be honest. Removal has only gotten more efficient as hearthstone ages, so much so that even if this was a 10/10 on turn 7 there's still a decent chance that it either gets frozen or plain destroyed, long before it ever snowballs you to victory.
Its only hope is that the meta switches to such a state where decks aren't equipped to deal with massive stat monsters. In which case this has a semblance of a chance to be good. But so much has to be contrived before this gets a second look at all.
Glugg the Gulper is a New Legendary Shaman Card Revealed by Wronchi for Voyage to the Sunken City (+1 More Card!)
Glaiveshark - Decent card that would see more play should the meta switch to aggro. Dhunter lost a key AoE card in Immolation Aura (assuming it isn't part of the core set), so if they are in need of clears this one would be an option. A rather expensive option though.
Glugg the Gulper - Im not too big a fan of this card. Its just a massive stat minion that mercifully spawns three taunts, easily the best feature of the card itself. In most cases, if your opponent is unable to deal with glugg himself, then they are practically dead, but removal being what it is in hearthstone today, Im not holding my breath.
At least he'll get a little bigger if there's a board prior to playing him.
Scale of Onyxia does way too much.
On the contrary I feel like this is why class identity is overrated. If Druid wasn't able to deal with wide boards in shape or form while also not being allowed to have viable single-target removal then the entire ramp playstyle would just be doomed. Scale of Onyxia is quite literally a worse flamestrike and is only even enabled because Druid has ramp. The problem is that the amount of effective ramp has reached absurd levels right now and therefore cards that would be balanced in another scenario are now suddenly really nuts.
Overgrowth and Lightning Bloom are the problem here, not the fact that Druid is allowed to fight back from behind.
Glugg the Gulper is a New Legendary Shaman Card Revealed by Wronchi for Voyage to the Sunken City (+1 More Card!)
the gulper becomes a 9/11 after you clear the 3 taunts? seems massively overstatted if so, and will singlehandedly swing enough matchups to be auto-include.
Top 5 things that would make Hearthstone better
even for control 2 less cards mean you are less consistent with your deck so might not have the removall or the healin where youd otherwise have had it.
Extra cards are only really usefull in fatigue matchups and even then you could just include like kazzakusan to egt 10 cards once your deck is empty and not make your deck less consistent in general/vs all other matches
Top 5 things that would make Hearthstone better
For the price, is 1thing id really want changed, the tavern pass as the mega bundle instead of the battleground perks. The preorder is primarly for constructed and pass is better then bg perks and the pass actully benefitsd evry type of hs player with the extra exp even if dont care about the cosmetics.
Yu-Gi-Oh Master Duel Adds New Missions to the N/R Event and New Selection Packs in Shop
Oh nice, new cards coming.
Also enjoying more gems to collect, but at the same time, they cap you on free gems and I'm pretty much always at cap lol
School Teacher is a New Card Revealed by Heartkween for Voyage to the Sunken City
You mean abandon a design method that has been used in every CCG since the beginning of time? Probably not.
School Teacher is a New Card Revealed by Heartkween for Voyage to the Sunken City
Ah, sorry. It's impossible to calculate exactly without seeing the full set, but assuming Core will have about the same number as it does now, I believe it's still only 10% to 15%.
New Demon Hunter Minion - Glaiveshark
Extremely good on turn 5, and also good if you have a weapon equiped on turn 4. Remember that Tuskpiercer, Lion's Frenzy and Dreadprison Glaive are still in standard. (Ignoring the possibility that a weapon is in the core set) So getting it activated on turn 4 is very possible. Also this really helps a bit more of a midrange DH deck survive against hyper aggro, which is always a good thing. And it goes face, so that's amazing as well. This is basically Consecration on a stick after you attack, and we all know that a Consecration effect is pretty strong.
It seems like they are REALLY pushing some kind of control/midrange DH deck, which i like a lot!
New Shaman Minion - Glugg the Gulper
Seems like a strong option for a midrange shaman deck, and like in the wronchi reveal i think murloc shaman will run this. But i think some slower shaman decks might consider this as well, because of the 3 2/2 taunts it summons. Also i love how BIG Glugg the Gulper is, really makes it FEEL collosal!
It seems very good against aggro, but i think it's not good at all against control. 5 health is easy to remove, and most classes have acces to single target removal. Also it has negative synergy with Snowfall Guardian, which is only a good thing i.m.o. This seems like a really good card.
In wild i'm not sure what deck it goes into though. Evolve shaman might run it, but i feel like they have better options. Burn shaman doesn't care about board so they wont run it. Shudderwock shaman already has a way different gameplan, and better board control options. The deck i think might experiment with Glugg the Gulper is Unite the Murlocs shaman, because it absorbs the stats and can act as a late game stat bomb.
Glugg the Gulper is a New Legendary Shaman Card Revealed by Wronchi for Voyage to the Sunken City (+1 More Card!)
Wronchi card reveals never fail. Always a 10/10 reveal with tons of laughter. That [Hearthstone Card (Mutanous, the devourer) Not Found] eating Crimson Sigil Runner joke was so good, and hurt cuz everyone experiences this a lot. (Especially if your opponent has questline reward in hand, but no it always eats the random 1/1.)
Scale of Onyxia does way too much.
Bwahaha. Introducing, 3 mana Spell gain 3 mana crystals next Expansion.
"Exclusive for Druid"
Scale of Onyxia does way too much.
Also they can potentially have over 5 copies of it with discover and Moonlit Guidance
How to Complete Alterac Valley's Neutral Achievements for Rewards Track Experience - Great Deck Lists!
Boo on me! I didn't consider the Patron family guys for dat Spammy Arcanist achievement
I think it will work also for the snowball achievement, so i can focus on fill my opponent board with minions lol
Glugg the Gulper is a New Legendary Shaman Card Revealed by Wronchi for Voyage to the Sunken City (+1 More Card!)
Oh crap, I didn't notice that was a Gryphon lol. Still thou I don't think he would showcase this card if this wouldn't be a part of core set, just as you said, animations are indeed taking quite a time
Scale of Onyxia does way too much.
I'd refine that statement to: it's only a problem because druid has been designed to function well in the absence of any good AoE or single target removal.
It's a specific case of why class identity matters, regardless of how cool it might be for control hunter/rogue to work, for example. When a class is designed to have certain strengths and weaknesses, the effective removal of those weaknesses invariably leads to decks with no reliable counter, and the feeling from opponents that there is nothing they could ever have done (even at a deck building stage). Often it's associated with one class being completely dominant, and we've been there a few times before. I'm not sure that's where we are with druid right now, though the (thankfully brief) overlap of Scale of Onyxia with crazy ramp from the Year of the Phoenix puts it pretty close.
It is OK for class identities can shift over time, but it has to be a slow process with at least 2 HS years between a power card balanced by a class weakness, and a card that shores up that weakness.
Glugg the Gulper is a New Legendary Shaman Card Revealed by Wronchi for Voyage to the Sunken City (+1 More Card!)
Not necessarily, it seems to have the Gryphon emblem in the trailer.
Edit: Then again, animation takes a while to make, so they could've had the emblem unfinished when they gave the cards to Wronchi.
Scale of Onyxia does way too much.
True, playing Scale of Onyxia on turn 7 is completely fine. Playing it on turn 4 or 5 is too much.
New Demon Hunter Minion - Glaiveshark
Pretty insane if you get the effect on curve, on turn 5 less so, but still good. Should be a mainstay in any Demon Hunter deck for the forseeable future.
Also, yay shark.
Pure Recruit Paladin - Wild Hearthstone Full Deck and Guide on the Wildest of Mondays
That's great to hear. It's been my favorite deck since BRM, but since it's nerfs, people just gave up on it. I myself have been tinkering with it but it would be great to see someone else's take on it.