3 mana, 3/4 for stats is playable in any deck, heck it's even good in arena on curve.
This legendary minion will want hunter to utilize their damaging spells for the most effective of removal available - Rapid fire which does only 1 damage now becomes a 1 mana removal. Snipe now kills anything your opponent plays and could be a huge blowout if your opponent doesn't play around it appropriately.
However like all value minions, it will become a target once it's on the field for your opponent to remove, and 4 health is pretty modest against most of the removal that's available in standard these days. Hunter as a class doesn't have the means to increase their minions health if their not a beast, and would have to resort to neutral minions to protect Professor Slate with either extra health from Beaming Sidekick or divine shield with Augmerchant.
Something else to consider, if all of your spells have poisonous, does that mean buff spells that are played could potentially kill your own friendly minions? would minions summoned by spells such as Animal Companion, Swarm of Locusts and Nagrand Slam! come into the field with poison?
With all of the spells revealed hunter's new damage spell is beast dependent, but cheap, possibly having a soft synergy with Prof Slate. However, it seems like Hunter's Beast package has been greatly improved, and this minion may not have room in Hunter's already crammed 3 mana slot.
I decided to follow up on my own post earlier about a visual for Transfer Student. Not the best quality, but hopefully it helps others in this discussion.
Yep, that's what I had for patch 1.5 as well, look back at my post on that.
But I will sum up, Noxious had the best 2 drops, Ionia had elusives, Frej had the best champs.
These things were all gutted in patch 1.6 or tweaked at the very least, which was for the best
Now we see Ezreal in everything, and a whole lot of Bilge. Demacia is also a whole lot better
I hadn't realized 1.6 had changed the meta that much (to be frank, my playtime has been very brief these past weeks and I've abandoned ladder entirely, so I've been mostly ignoring the state of the meta). Regardless: I was mostly interested to know if you were are of / using ImpetuousPanda's work when you do your research for these posts.
Another thing pointing to Demon Hunter being based around being a straight out aggro style class since development.
that's not completely true. The devs said that DH was designed as a class that constantly pressures you, but quickly runs out of rescources later in the game due the lack of card generation. But the class can achive that in more ways than just aggro.
Big DH for example can pressure you early by cheating out big deamons starting on turn 5. Some of the alternative HP also supported that slower playstyle like "2 mana deal 2 damage to a minion and your hero"(removed because it was to frustrating to play against) and "2 mana gain +1 attack, can be used twice each turn"(removed because most of the time it was just a worse druid HP)
Big DH isn't successful atm even though Team 5 tried to push it, purely due to the hero power. It's the same reason why we've never seen an aggro Priest or control hunter (not counting highlander hunter as control). The class hero power greatly dictates the play style and possible archetypes for the class. The other reason why DH is so OP is coz their "weaknesses and limitations" aren't really seen that way. Card draw trumps card generation every time, except when in fatigue and due to DH's most successful archetypes, they end games before fatigue.
Yeah, except DH has some of the best draw resources in the game. It's not fun to lose to a deck that hits fatigue 15 cards earlier than your draw-heavy control deck. It's no solace to think, ah, if only I had lasted another three turns they would have finally run out of resources.
The most fundamental design-flaw for DH is the 1-mana hero power. They needed to find a balanced 2-mana hero power.
I always thought a good hero power in flavor for illidan would be the classic deal one damage to a minion give it +1/+2 attack. Since illidan is all about hurting elves and Nelfs to give them power. You could still aggro with it, and you could also control with it and it could still be 1 mana with the +1 version.
I thought about the easiest way to make OTK with this... and seems like you need The Coin with Licensed Adventurer if going first with quest. so The combo is:
Well I thought about the easiest way to make OTK with this... and seems like you need The Coin with Licensed Adventurer if going first with quest. so The combo is:
Another thing pointing to Demon Hunter being based around being a straight out aggro style class since development.
that's not completely true. The devs said that DH was designed as a class that constantly pressures you, but quickly runs out of rescources later in the game due the lack of card generation. But the class can achive that in more ways than just aggro.
Big DH for example can pressure you early by cheating out big deamons starting on turn 5. Some of the alternative HP also supported that slower playstyle like "2 mana deal 2 damage to a minion and your hero"(removed because it was to frustrating to play against) and "2 mana gain +1 attack, can be used twice each turn"(removed because most of the time it was just a worse druid HP)
Neutral has enough card generation to where a classes weakness being bad card generation (which they didnt even stick to since they have a demon that discovers another demon in their classic set) is a joke. And a class having a joke weakness and being good at everything else is a joke as well. Also everyone keeps talking about "big demon hunter" but I have never seen in in wild or standard. It's just the same old same old tempo demon hunter where they always curve you out never wasting any mana.
Yeah, except DH has some of the best draw resources in the game. It's not fun to lose to a deck that hits fatigue 15 cards earlier than your draw-heavy control deck. It's no solace to think, ah, if only I had lasted another three turns they would have finally run out of resources.
The most fundamental design-flaw for DH is the 1-mana hero power. They needed to find a balanced 2-mana hero power.
This is a very potent spell for two classes who know how to get value from very cheap minions with strong effects.
Rogue's have plenty of minions with combos and battlecries and even deathrattles that benefit from being played at 1 mana; deathrattle rogue when SoU came out used the Anubisath Warbringer and Anka, The Buried to increase the minions in Rogue's hand by +3/+3, being able to pull that effect off more than once could mean for MASSIVE cheap minions for rogue to play. Getting a cheaper Edwin Van Cleef for a later turn can also be huge as well. Rogue's Preparation will allow them to play this spell at 1 mana, allowing Rogue to use this pretty much on the same turn they play the minions.
Mage also has plenty of minions they don't mind playing for 1 mana - Luna's Pocket Galaxy saw some constructed play when it was buffed from 7 to 6 mana, allowing minions such as Archmage Antonidas to be played for 1 mana and then go off with fireballs. Mage can also discount spells, but not as fast as Rogue, they do have access to Incanter's Flow from AoO which discounts spells in deck by (1), and Sorcerer''s Apprentice which discounts spells in hand by (1). I believe the idea for this card with mage is to get these three minions on the board with a free potion of Illusion, and then if you're opponent removes your board you can repopulate it with your key pieces and go off with fireballs.
Mage also has received Ras FrostWhisper and Mozaki Master Duelist in this set, both have fantastic synergy with each other, and having them both cost (1) and being able to throw out a barrage of cheap spells to power Mozaki's spell damage can make Ras become a very powerful AOE that could put your opponent in lethal range, if not finish the game like Demon Hunters do with Altruis the Outcast
If you play this with a 3 mana spell, then it becomes a slightly better Gyrocopter. But if you pair it with something like Overflow or Dragon's Pack then it will probably be able to kill two guys and still survive until the next round. This card is flexible, and useful. I don't think it will be too powerful, but a handy card to have in most situations.
New Mage & Rogue Spell - Brain Freeze
Cheap spells are always good. For both classes. This will see play one way or another.
Blizzard's Celestalon Talks Demon Hunter, Scholomance Academy, and New Classes in Hearthstone
a Zephrys tattoo... that's dedication
New Druid & Shaman Minion - Speaker Gidra
It's like a flexible, cheap and ofc weaker version of walking fountain or siamat. But the main point is - flexible. For both classes.
New Hunter Minion - Professor Slate
3 mana, 3/4 for stats is playable in any deck, heck it's even good in arena on curve.
This legendary minion will want hunter to utilize their damaging spells for the most effective of removal available - Rapid fire which does only 1 damage now becomes a 1 mana removal. Snipe now kills anything your opponent plays and could be a huge blowout if your opponent doesn't play around it appropriately.
However like all value minions, it will become a target once it's on the field for your opponent to remove, and 4 health is pretty modest against most of the removal that's available in standard these days. Hunter as a class doesn't have the means to increase their minions health if their not a beast, and would have to resort to neutral minions to protect Professor Slate with either extra health from Beaming Sidekick or divine shield with Augmerchant.
Something else to consider, if all of your spells have poisonous, does that mean buff spells that are played could potentially kill your own friendly minions? would minions summoned by spells such as Animal Companion, Swarm of Locusts and Nagrand Slam! come into the field with poison?
With all of the spells revealed hunter's new damage spell is beast dependent, but cheap, possibly having a soft synergy with Prof Slate. However, it seems like Hunter's Beast package has been greatly improved, and this minion may not have room in Hunter's already crammed 3 mana slot.
Blizzard's Celestalon Talks Demon Hunter, Scholomance Academy, and New Classes in Hearthstone
2 mana/2 attack
Professor Slate is a New Hunter Legendary Revealed for Hearthstone's Scholomance Academy Expansion
Am I the only person who thought of Rick Sanchez when I saw this card?
"The spells, the spells have poison Muh-MORTY!"
"Aw Jeeze Rick, why do the spells gotta have poison?"
"It's Team 5, Morty! They want Hunter to be a control class when it's geared for midrange and aggression!"
Transfer Student's Effect Changes Based on the Game Board - Here Are All the Effects!
I decided to follow up on my own post earlier about a visual for Transfer Student. Not the best quality, but hopefully it helps others in this discussion.
Transfer_Student.gif (August 2020)
New Region Tier List - Patch 1.6
I hadn't realized 1.6 had changed the meta that much (to be frank, my playtime has been very brief these past weeks and I've abandoned ladder entirely, so I've been mostly ignoring the state of the meta). Regardless: I was mostly interested to know if you were are of / using ImpetuousPanda's work when you do your research for these posts.
Potion of Illusion
I suppose for consistency you might also run Maiev Shadowsong so that if second Potion of Illusion doesn't come you can use coin to make Archmage Antonidas dormant instead
Blizzard's Celestalon Talks Demon Hunter, Scholomance Academy, and New Classes in Hearthstone
Big DH isn't successful atm even though Team 5 tried to push it, purely due to the hero power. It's the same reason why we've never seen an aggro Priest or control hunter (not counting highlander hunter as control). The class hero power greatly dictates the play style and possible archetypes for the class. The other reason why DH is so OP is coz their "weaknesses and limitations" aren't really seen that way. Card draw trumps card generation every time, except when in fatigue and due to DH's most successful archetypes, they end games before fatigue.
Potion of Illusion is a New Mage & Rogue Card Revealed for Hearthstone's Scholomance Academy Expansion
Or you can just run both second Potion of Illusion and Maiev Shadowsong and whichever you draw first enables your combo
Blizzard's Celestalon Talks Demon Hunter, Scholomance Academy, and New Classes in Hearthstone
I always thought a good hero power in flavor for illidan would be the classic deal one damage to a minion give it +1/+2 attack. Since illidan is all about hurting elves and Nelfs to give them power. You could still aggro with it, and you could also control with it and it could still be 1 mana with the +1 version.
Potion of Illusion is a New Mage & Rogue Card Revealed for Hearthstone's Scholomance Academy Expansion
I think it is not the best way of doing this.
I thought about the easiest way to make OTK with this... and seems like you need The Coin with Licensed Adventurer if going first with quest. so The combo is:
play 2 Sorcerer's Apprentices play Potion of Illusion twice (they are discounted so it is only 8 mana)
Then on 10 mana you go:
Archmage Antonidas
The Coin (get first fireball)
4x 1 mana Sorcerer's Apprentice
EZ win no need for Maiev shenanigans
Potion of Illusion
Well I thought about the easiest way to make OTK with this... and seems like you need The Coin with Licensed Adventurer if going first with quest. so The combo is:
play 2 Sorcerer's Apprentices play Potion of Illusion twice (they are discounted so it is only 8 mana)
Then on 10 mana you go:
Archmage Antonidas
The Coin (get first fireball)
4x 1 mana Sorcerer's Apprentice
EZ win
New Mage Minion - Lab Partner
Auto-include in any mage deck except control, but I guess if Dwarven Sharpshooter wasn't nerfed, neither will this?
Blizzard's Celestalon Talks Demon Hunter, Scholomance Academy, and New Classes in Hearthstone
Neutral has enough card generation to where a classes weakness being bad card generation (which they didnt even stick to since they have a demon that discovers another demon in their classic set) is a joke. And a class having a joke weakness and being good at everything else is a joke as well. Also everyone keeps talking about "big demon hunter" but I have never seen in in wild or standard. It's just the same old same old tempo demon hunter where they always curve you out never wasting any mana.
Blizzard's Celestalon Talks Demon Hunter, Scholomance Academy, and New Classes in Hearthstone
Yeah, except DH has some of the best draw resources in the game. It's not fun to lose to a deck that hits fatigue 15 cards earlier than your draw-heavy control deck. It's no solace to think, ah, if only I had lasted another three turns they would have finally run out of resources.
The most fundamental design-flaw for DH is the 1-mana hero power. They needed to find a balanced 2-mana hero power.
Brain Freeze is a New Mage & Rogue Card Revealed for Hearthstone's Scholomance Academy Expansion
Your comment killed me! +2 if I could.
Speaker Gidra is a New Druid & Shaman Legendary Card Revealed for Hearthstone's Scholomance Academy Expansion
nertz
Scholomance Academy - Reveal Season Community Bingo
But can a spell be cutie?
New Mage & Rogue Spell - Potion of Illusion
This is a very potent spell for two classes who know how to get value from very cheap minions with strong effects.
Rogue's have plenty of minions with combos and battlecries and even deathrattles that benefit from being played at 1 mana; deathrattle rogue when SoU came out used the Anubisath Warbringer and Anka, The Buried to increase the minions in Rogue's hand by +3/+3, being able to pull that effect off more than once could mean for MASSIVE cheap minions for rogue to play. Getting a cheaper Edwin Van Cleef for a later turn can also be huge as well. Rogue's Preparation will allow them to play this spell at 1 mana, allowing Rogue to use this pretty much on the same turn they play the minions.
Mage also has plenty of minions they don't mind playing for 1 mana - Luna's Pocket Galaxy saw some constructed play when it was buffed from 7 to 6 mana, allowing minions such as Archmage Antonidas to be played for 1 mana and then go off with fireballs. Mage can also discount spells, but not as fast as Rogue, they do have access to Incanter's Flow from AoO which discounts spells in deck by (1), and Sorcerer''s Apprentice which discounts spells in hand by (1). I believe the idea for this card with mage is to get these three minions on the board with a free potion of Illusion, and then if you're opponent removes your board you can repopulate it with your key pieces and go off with fireballs.
Mage also has received Ras FrostWhisper and Mozaki Master Duelist in this set, both have fantastic synergy with each other, and having them both cost (1) and being able to throw out a barrage of cheap spells to power Mozaki's spell damage can make Ras become a very powerful AOE that could put your opponent in lethal range, if not finish the game like Demon Hunters do with Altruis the Outcast
Educated Elekk is a New Card Revealed for Hearthstone's Scholomance Academy Expansion
I want to echo a lot of what has been said so far - this card (and many others) looks so fun.
New Druid & Shaman Minion - Speaker Gidra
If you play this with a 3 mana spell, then it becomes a slightly better Gyrocopter. But if you pair it with something like Overflow or Dragon's Pack then it will probably be able to kill two guys and still survive until the next round. This card is flexible, and useful. I don't think it will be too powerful, but a handy card to have in most situations.
New Shaman Minion - Instructor Fireheart
Simple but I love it, it's so versatile it can fit in almost any deck except the most aggressive ones.
Potion of Illusion is a New Mage & Rogue Card Revealed for Hearthstone's Scholomance Academy Expansion
I hope they playtested this in wild a bit :)