This is kinda gross. Demon Hunter has ways to cheat this onto the board earlier than T8 or T9. The fact that it gets big isn't the concern because there is a lot of board control in the meta right now. But, it does give Demon Hunter a non-spell board hit which gives some advantages
I'm not sure how I feel about this because the cost. For Druid, the cost is negligible due to their ramping power, but what kind of beasts are in your deck that would qualify for this that you would run with a ramping deck. For Hunter, I couldn't care less.
Really cool idea for an ability, which could potentially give your minions a second attack on something. It might be too hard to take advantage of though, because you're still take full damage if you attack something large (I guess that's where Kreen comes into play?) or waste the ability attacking something smaller. Speaking of Kreen, the interaction with him is kinda cool.
This looks a lot like pure paladin:you have to put the full mini-set in to your deck, and it's your win condition but there is no one who knows what else to put in there.
I thought I would try a new series where we talk about the top decks being played and their relative weaknesses.
The variance featured in any card game means that it's possible to que into certain decks over and over even if they aren't statistically played the highest.
So we're going to tackle all of the usual suspects ranging from Tier 1 - Tier 2 based on popular archetypes.
1. Bilegewater Bannerman
A very straightforward list that uses Lucian and mf, in combination with going wide with lots of little dudes and buffing with barriers, and stats
The best counter to this list in on curve removal, deal with threats as they are played which will deny their aggro and snowball potential
Keep in mind rangers resolve is always an option for them and will be played in response to aoe
As for brews, any region will work as long as it's slanted towards control, with pinging effects available to shadow, P and Z, Bilge being the best
2. Ezreal TF
This is the ultimate yoink, control, endgame burn monster, that only has three overt weakness.
The first is just to play so many big dudes that 7 pings off a riptide rex isn't a big deal, deep can do this or freijord
The second is play a bunch of shadow chump that only gains value when they die like in they who endure
The third is play fast and hard with aggro
So there is no perfect brew approach just experiment with these three solutions to see what works best
3. Ash Sej
Thought to be the best midrange list, and it probably is.
It runs a ton of 5 attack creatures, and than draws off trifarian assessor
It frostbites you during combat
And it even has 1 board clear
There is only 1 weakness here and that is haaaaaard control
I'm talking, ruination, vengence, thermo beam, anything that kills unconditionally
4. Deep
Deep plays big dudes, and mills you, and it's annoying but it's also balanced
Damage done that ignores board state is your friend here
Experiment with elusives, burn options, and Ezreal to find what works best
Beyond that will of ionia is still a card and concussive palm so that region is a valid option here
As for trying to out control them that is a very bad option, go with aggro instead.
5. They who endure
Plays a bunch of dudes that threaten just enough damage to possible kills you, and then plays a 20/20 overwhelm
Another list that is designed to beat control, and aggro by draining their resources.
Here I would suggest a solid value midrange brew, play stuff that isn't threatened by their little dudes, but also will win you the game before their trump card gets too big to deal with.
Ash Sej is a solid option, tempo Sej, bannerman variants, discard because they don't have removal for jinx.
6. Burn variants
Burn will always be a thing in legends in some shape or form, because non combat damage is very good against some lists
Therefore the best counter will always be healing, usually whatever you're playing is fine but incorporate 6 - 10 points of healing for a big uptick in wins.
7. Elusives
Always tricky to play against, because winning games quickly go to losing games
Fast speed removal is your best friend here, with single combat being the a real headache the same is true of challenger
You're taking an un-interactive board and forcing interactivity, so Demacia is a solid counter
consider lux, or bannerman
8. Tempo Sej
Plays a bunch of dudes along with yoink and riptide rex
Used to be the strongest deck in the game, and is still very good.
Deep is the best yoink counter
you give them useless cards, think of high synergy brews
9. Darrowing
Nox allegience aggro, with Darius and harrowing as their endgame plan
This list can present a brewing challenge, because you are on two clocks.
The first is you die to aggro because you didn't brew in enough removal
The second is you die to harrowing
Ezreal lists are a great option here because you will be able to deal with the aggro, and burn them down when they play harrowing.
10. Karma/ Yassao
Ionia is very good at disruption, and very bad at hard removal
If you run a list that is good at board development you will win
Darrowing is a great option here, you present an aggressive board state, and even if it gets controlled out
Even if you only Discover one spell, it's still stronger than Vulpera Scoundrel.
The amount of chain reactions you can make with this card is pretty nice. Now you just good spell triggers. What do you throw in?
With luck, you could potentially "miracle" you way into a way with some damage spells, or you can grab more defensive spells to put yourself back in the game. She's very flexible.
Depending on how the card works, even if he takes enough damage to kill him Kreen may stay on the board until the effect finishes. Kind of like Mass Hysteria, how even though they die, minions stay on the board until the spell finishes. So if that’s the case, positioning doesn’t matter. Unless the minions stop attacking when the enemy minion is out of health, then in a predictable attack order you would position him last to hopefully avoid him swinging in.
Yes, I would like another 2 mana 6/6, thank you very much.
This card seems like it could be really insane, and I'm sure we'll all grow to hate it. Until then, let's appreciate it while we still feel positively towards it.
But if you ever need to counter it, Magehunter is right there for you in Demon Hunter.
I am guessing that the weapon will consume the minion's attack, but they will still attack with the weapon even if their attack for the turn has already been used.
The effect is absolutely insane, although Hunters don't have that many spells to take advantage of this effect.
Rapid Fire in particular is insane with Slate, although you're not going to want to hold onto Rapid Fire just to combo it with this guy and destroy two minions. I'm not so sure about this one. The effect is really cool and strong, but I don't feel like Hunter has enough spells to fully utilize it yet.
In a vacuum, it does seem worse than Kun since you also need to cast a spell and it has worse stats. Standard doesn't have Kun though, so that's not that big of a deal, and should still see some use.
HOWEVER, In Wild, you could potentially have both on the field for a 30 mana turn. Why not throw in a Twig for good measure?
You wouldn't want to hard-cast it (unless your opponent happens to have a board full of 1-Health minions). It does seem really good for Big Demon DH, even if Pit Commander does cause it to lose its effect for a turn.
Other than that though, it's just a giant stat-stick, which might be the downfall of the card. Still though, it's a really cool card with some nice artwork.
At the time of this reveal there weren't a lot of 5 mana or lower minions you'll want to spend 7 mana on to summon from your deck.
Now that the full sets been revealed reviewing this card is much easier since Hunter and Druid received some nice 5 drop beasts for their standard repertoire.
In druid you'll want this to pull out Teacher's Pet (a 4/5 taunt with deathrattle: summon a 3 cost minion) and Twilight Runner (a 5/4 with stealth that draws you 2 cards whenever this attacks). You can use Embiggen before paying this spell in order to make the minions you summon much bigger, and with them having rush you will probably guarantee a kill with them. Outside of their usual ramp to cheat this spell out faster Druids now have access to Lightning Bloom which is a 0 mana gain 2 mana crystals that turn, it might make your next turn weak but if you pull out 2 5 mana minions on turn 5 you'll probably be ahead on the board.
Hunters can also get Teachers pet from this spell, along with their newly printed Krolusk Barkstripper and Bloated Python, but these are pretty weak in comparison to Twilight Runner or using embiggen and then playing this spell. Hunter also has some strong draw for minions they want with rush with the Diving Gryphon or Scavenger's Ingenuity, and while cheating out mid cost minions sounds good Hunter's current hand buff synergy will want them to play minions from hand, not summon from deck.
Primordial Studies is a New Shaman & Mage Card Revealed for Hearthstone's Scholomance Academy Expansion
sorry, can someone explain to me? It says "next one" as in next spell damage minion?
New Demon Hunter Minion - Shardshatter Mystic
I suppose it has to be about as easy to activate as Duskbreaker, or else it won't won't be good enough for DH.
Ancient Void Hound
This is kinda gross. Demon Hunter has ways to cheat this onto the board earlier than T8 or T9. The fact that it gets big isn't the concern because there is a lot of board control in the meta right now. But, it does give Demon Hunter a non-spell board hit which gives some advantages
Guardian Animals
I'm not sure how I feel about this because the cost. For Druid, the cost is negligible due to their ramping power, but what kind of beasts are in your deck that would qualify for this that you would run with a ramping deck. For Hunter, I couldn't care less.
Primordial Studies is a New Shaman & Mage Card Revealed for Hearthstone's Scholomance Academy Expansion
I firstly read it as "Discover a Spell. Damage minion. Your next one costs (1) less." and said "Wtf is Damage minion. Wtf is this card really doing ?"
I'm ok now. Don't panic.
New Demon Hunter & Hunter Weapon - Trueaim Crescent
Really cool idea for an ability, which could potentially give your minions a second attack on something. It might be too hard to take advantage of though, because you're still take full damage if you attack something large (I guess that's where Kreen comes into play?) or waste the ability attacking something smaller. Speaking of Kreen, the interaction with him is kinda cool.
Trueaim Crescent
What I am wondering is if this will remove the attack from minions that haven't attacked yet
Trueaim Crescent is a New Demon Hunter & Hunter Weapon Revealed for Hearthstone's Scholomance Academy Expansion
I can already see Mayor Noggenfogger kill the opponent with this weapon.
Primordial Studies
Nice addition to no minion mage
New Druid & Hunter Spell - Guardian Animals
I don't think a 5-Cost Beast Hunter/Druid archetype exists, so I don't see much of a home for this card.
New Neutral Minion - Educated Elekk
Maybe it's not its time for Constructed, but it otherwise looks really silly which means that someone will inevitably try to use it in some way.
I fully expect the flavor text to reference Augmented Elekk.
New Demon Hunter Minion - Soulshard Lapidary
This looks a lot like pure paladin:you have to put the full mini-set in to your deck, and it's your win condition but there is no one who knows what else to put in there.
brewing against the meta - patch 1.6
I thought I would try a new series where we talk about the top decks being played and their relative weaknesses.
The variance featured in any card game means that it's possible to que into certain decks over and over even if they aren't statistically played the highest.
So we're going to tackle all of the usual suspects ranging from Tier 1 - Tier 2 based on popular archetypes.
1. Bilegewater Bannerman
A very straightforward list that uses Lucian and mf, in combination with going wide with lots of little dudes and buffing with barriers, and stats
The best counter to this list in on curve removal, deal with threats as they are played which will deny their aggro and snowball potential
Keep in mind rangers resolve is always an option for them and will be played in response to aoe
As for brews, any region will work as long as it's slanted towards control, with pinging effects available to shadow, P and Z, Bilge being the best
2. Ezreal TF
This is the ultimate yoink, control, endgame burn monster, that only has three overt weakness.
The first is just to play so many big dudes that 7 pings off a riptide rex isn't a big deal, deep can do this or freijord
The second is play a bunch of shadow chump that only gains value when they die like in they who endure
The third is play fast and hard with aggro
So there is no perfect brew approach just experiment with these three solutions to see what works best
3. Ash Sej
Thought to be the best midrange list, and it probably is.
It runs a ton of 5 attack creatures, and than draws off trifarian assessor
It frostbites you during combat
And it even has 1 board clear
There is only 1 weakness here and that is haaaaaard control
I'm talking, ruination, vengence, thermo beam, anything that kills unconditionally
4. Deep
Deep plays big dudes, and mills you, and it's annoying but it's also balanced
Damage done that ignores board state is your friend here
Experiment with elusives, burn options, and Ezreal to find what works best
Beyond that will of ionia is still a card and concussive palm so that region is a valid option here
As for trying to out control them that is a very bad option, go with aggro instead.
5. They who endure
Plays a bunch of dudes that threaten just enough damage to possible kills you, and then plays a 20/20 overwhelm
Another list that is designed to beat control, and aggro by draining their resources.
Here I would suggest a solid value midrange brew, play stuff that isn't threatened by their little dudes, but also will win you the game before their trump card gets too big to deal with.
Ash Sej is a solid option, tempo Sej, bannerman variants, discard because they don't have removal for jinx.
6. Burn variants
Burn will always be a thing in legends in some shape or form, because non combat damage is very good against some lists
Therefore the best counter will always be healing, usually whatever you're playing is fine but incorporate 6 - 10 points of healing for a big uptick in wins.
7. Elusives
Always tricky to play against, because winning games quickly go to losing games
Fast speed removal is your best friend here, with single combat being the a real headache the same is true of challenger
You're taking an un-interactive board and forcing interactivity, so Demacia is a solid counter
consider lux, or bannerman
8. Tempo Sej
Plays a bunch of dudes along with yoink and riptide rex
Used to be the strongest deck in the game, and is still very good.
Deep is the best yoink counter
you give them useless cards, think of high synergy brews
9. Darrowing
Nox allegience aggro, with Darius and harrowing as their endgame plan
This list can present a brewing challenge, because you are on two clocks.
The first is you die to aggro because you didn't brew in enough removal
The second is you die to harrowing
Ezreal lists are a great option here because you will be able to deal with the aggro, and burn them down when they play harrowing.
10. Karma/ Yassao
Ionia is very good at disruption, and very bad at hard removal
If you run a list that is good at board development you will win
Darrowing is a great option here, you present an aggressive board state, and even if it gets controlled out
You have harrowing and they have no healing
You'll win eventually one way or another
------------------------------------------------------------------------------------------------------------------------------------------------------------------------
There you go guys, hope you found this guide helpful, and keep brewing towards those easy and not so easy wins.
New Shaman Minion - Instructor Fireheart
Even if you only Discover one spell, it's still stronger than Vulpera Scoundrel.
The amount of chain reactions you can make with this card is pretty nice. Now you just good spell triggers. What do you throw in?
With luck, you could potentially "miracle" you way into a way with some damage spells, or you can grab more defensive spells to put yourself back in the game. She's very flexible.
Trueaim Crescent is a New Demon Hunter & Hunter Weapon Revealed for Hearthstone's Scholomance Academy Expansion
Depending on how the card works, even if he takes enough damage to kill him Kreen may stay on the board until the effect finishes. Kind of like Mass Hysteria, how even though they die, minions stay on the board until the spell finishes. So if that’s the case, positioning doesn’t matter. Unless the minions stop attacking when the enemy minion is out of health, then in a predictable attack order you would position him last to hopefully avoid him swinging in.
New Paladin Minion - Argent Braggart
Yes, I would like another 2 mana 6/6, thank you very much.
This card seems like it could be really insane, and I'm sure we'll all grow to hate it. Until then, let's appreciate it while we still feel positively towards it.
But if you ever need to counter it, Magehunter is right there for you in Demon Hunter.
New Demon Hunter Weapon - Marrowslicer
This is this expansions budget deck, isn't it?
Trueaim Crescent is a New Demon Hunter & Hunter Weapon Revealed for Hearthstone's Scholomance Academy Expansion
I am guessing that the weapon will consume the minion's attack, but they will still attack with the weapon even if their attack for the turn has already been used.
New Hunter Minion - Professor Slate
The effect is absolutely insane, although Hunters don't have that many spells to take advantage of this effect.
Rapid Fire in particular is insane with Slate, although you're not going to want to hold onto Rapid Fire just to combo it with this guy and destroy two minions. I'm not so sure about this one. The effect is really cool and strong, but I don't feel like Hunter has enough spells to fully utilize it yet.
New Druid Minion - Forest Warden Omu
In a vacuum, it does seem worse than Kun since you also need to cast a spell and it has worse stats. Standard doesn't have Kun though, so that's not that big of a deal, and should still see some use.
HOWEVER, In Wild, you could potentially have both on the field for a 30 mana turn. Why not throw in a Twig for good measure?
New Demon Hunter Minion - Ancient Void Hound
You wouldn't want to hard-cast it (unless your opponent happens to have a board full of 1-Health minions). It does seem really good for Big Demon DH, even if Pit Commander does cause it to lose its effect for a turn.
Other than that though, it's just a giant stat-stick, which might be the downfall of the card. Still though, it's a really cool card with some nice artwork.
Primordial Studies is a New Shaman & Mage Card Revealed for Hearthstone's Scholomance Academy Expansion
Is that confirmed? It is a dual class card so maybe they made it discover cards from both classes.
New Druid & Hunter Spell - Guardian Animals
This spell doesn't target big beasts, tho, only beasts 5 or lower.
Biggest beasts at the time of reveal to slot with this is King Mukla and Stranglethorn Tiger.
There's more options in wild I'll admit but not a whole lot more
New Druid & Hunter Spell - Guardian Animals
At the time of this reveal there weren't a lot of 5 mana or lower minions you'll want to spend 7 mana on to summon from your deck.
Now that the full sets been revealed reviewing this card is much easier since Hunter and Druid received some nice 5 drop beasts for their standard repertoire.
In druid you'll want this to pull out Teacher's Pet (a 4/5 taunt with deathrattle: summon a 3 cost minion) and Twilight Runner (a 5/4 with stealth that draws you 2 cards whenever this attacks). You can use Embiggen before paying this spell in order to make the minions you summon much bigger, and with them having rush you will probably guarantee a kill with them. Outside of their usual ramp to cheat this spell out faster Druids now have access to Lightning Bloom which is a 0 mana gain 2 mana crystals that turn, it might make your next turn weak but if you pull out 2 5 mana minions on turn 5 you'll probably be ahead on the board.
Hunters can also get Teachers pet from this spell, along with their newly printed Krolusk Barkstripper and Bloated Python, but these are pretty weak in comparison to Twilight Runner or using embiggen and then playing this spell. Hunter also has some strong draw for minions they want with rush with the Diving Gryphon or Scavenger's Ingenuity, and while cheating out mid cost minions sounds good Hunter's current hand buff synergy will want them to play minions from hand, not summon from deck.
New Demon Hunter & Warlock Spell - Soul Shear
Good damage for the cost, and good payoff for the synergy. At this point, all of my comments for soulshard cards are sounding the same, lol.