Is this the first colossal minion to feature the appendage in front of the minion itself? I wonder if the positioning when summoned will actually reflect that.
Regardless, this minion is not really all that good. It heals you for 8 sure, but there's other cards that do the same at a cheaper mana cost like Lightshower Elemental, and though it does have monstrous stats, it has neither taunt nor grant you initiative after playing because it attacks at random, at the end of the turn, so its even worse than a regular rush minion.
The stats of this monster is really just the only thing it has going for it. But in a class that rarely plays for tempo, its all for naught. It almost feels like its foreshadowing some other card that synergizes with it, because its a little baffling that its printed for priest, one of the classes that dont do normal mundane legendaries. Maybe some easy way to copy it, or its lure, so this minion full clears the entire board and heals you back to 30.
You can dodge the Lightshower Elemental heal - silence, faceburn, transformation effect, steal effect. For this card you only need to have your opponent a minion. So this is heal, removal and big threat in one card, packed.
If the cards would be normal power level, they would be overrun by last years madness. So the new norm is 7 mana 7/11 over two bodies generate 3 cards and reduce they cost to 1
Disenchanting the card only to re-craft the card again is essentially the same thing as having not disenchanting the card.
Disenchanting the card, using that dust to craft another card, realizing you probably shouldn't have done that as the new card is worse than the nerfed card you just disenchanted, for some players that don't have tens of thousands of extra dust is basically a way of telling the game "I never want to own this card again" as the game also doesn't let you open the card in packs since you owned it previously.
Technically, after collecting all cards from that rarity you can open it again in packs (at random
Good Hearthtone is when opponents wrestle, one or the other is slightly ahead, but the other one is keeping up and the one with better tactics win.
Current typical Hearthstone is playing against warlock who only removes your minions while healing itself, draws his entire deck by turn 7 discounting all cards by 4 mana and on turn 8 kills you from hand without possibility of interaction. Great to watch, great to play. Or Kazakusan on turn 4. Or infinite value from Pirate warrior. Or shot down from 20 life by hunter quest. Board does not matter.
Honestly, no one cares what you feel about being "fair". Hearthstones monetary model is built in different way than games with single price.
As Suchti mentioned above, sale is the card bundle in HS. But, on the other hand, they could create for example of a Spring Sale bundle of 15 standard packs for 10 USD purchasable once. That would be nice and would make them a lot of money.
they wouldnt touch Hysteria cause its a standard card. wild is the issue here. and btw warlock pulls this combo off way more easily and consistent. 2 deathspearkers and the tiller is enough. 60 seconds dmg. if u face some high armour deck just play both tillers speakers and hysteria for 120 dmg. emperor reduces the cost and the way warlock draws is fast enough i was able to defeat a 80 armour druid by turn 10 . I had only 3 cards in the deck so u can see how fast the deck can draw and consistently pull the combo.
One year ago drawing the whole deck by turn 10 was a Wild thing, now it is done by multiple classes as a game plan in standard. Powercreep is very, very real.
Should be easy, Just stack all the SI:7 cards, card draw and bounces and eventually you're gonna get a 10-drop legendary. Probably easier in Wild considering there's only like 3(?) 10-drop legendaries in Standard.
Actually, there are ten 10 mana minions in standard out of which 6 are legendary (so 60% chance to do that) - 3 old gods, Deathwing, new Onyxia and Lokholar
Quest Hunter is too weak according to Blizzard
You can dodge the Lightshower Elemental heal - silence, faceburn, transformation effect, steal effect. For this card you only need to have your opponent a minion. So this is heal, removal and big threat in one card, packed.
If you survive to turn 8 against agro, the opponent is doing something really bad.
I was thinking about this. I came to a conclusion, that for a very expensive card it is OK to be powerful if all these cards are equally powerful.
If the cards would be normal power level, they would be overrun by last years madness. So the new norm is 7 mana 7/11 over two bodies generate 3 cards and reduce they cost to 1
This happened already, for example a disco
No, it waits until a minion is played and counters it.
Yes, when your opponent plays a minion it does *POOF* and dissapears, mana is spent but the cards does not exist anymore anywhere.*
*it does not dissapear from collection
Same here. This is ludicrous.
Technically, after collecting all cards from that rarity you can open it again in packs (at random
https://fb.watch/bNS-r3rpjn/
or here https://www.facebook.com/Hearthstone.en/
The video is not on Youtube yet
Good Hearthtone is when opponents wrestle, one or the other is slightly ahead, but the other one is keeping up and the one with better tactics win.
Current typical Hearthstone is playing against warlock who only removes your minions while healing itself, draws his entire deck by turn 7 discounting all cards by 4 mana and on turn 8 kills you from hand without possibility of interaction. Great to watch, great to play. Or Kazakusan on turn 4. Or infinite value from Pirate warrior. Or shot down from 20 life by hunter quest. Board does not matter.
Thanks, I did not know that!
When you get the buddy depends on your tavern tier?
Honestly, no one cares what you feel about being "fair". Hearthstones monetary model is built in different way than games with single price.
As Suchti mentioned above, sale is the card bundle in HS. But, on the other hand, they could create for example of a Spring Sale bundle of 15 standard packs for 10 USD purchasable once. That would be nice and would make them a lot of money.
Void Contract destroys decks, too (half of each)
Also, there are more subtle deckbuilding altering cards like Kazakusan, Kazakus, Golem Shaper, Prince Keleseth, Prince Taldaram, Prince Valanar, Drek'Thar or Vanndar Stormpike. All mage or hunter cards which work only if your deck contains spells only (Font of Power, Apexis Blast, To My Side!, Rhok'delar).
Lord Jaraxxus used to set your life to 15.
Also, Transfer Student cares for board.
One year ago drawing the whole deck by turn 10 was a Wild thing, now it is done by multiple classes as a game plan in standard. Powercreep is very, very real.
So let summarize what needs to change to make board-centric game viable:
Sure, but again, you are warping all strategies around one card, that removes one of basic HS limitations - fatique.
Actually, there are ten 10 mana minions in standard out of which 6 are legendary (so 60% chance to do that) - 3 old gods, Deathwing, new Onyxia and Lokholar