You might want to show a screenshot because otherwise we'd only have your word for it.
Far as I know, everything seems to be fine so far. Ive not lost because I got bs by bugs.
On your task 18, I think it checks only the damage done to the boss, not the small minions. The deaths head cultist doesn't count perhaps. Admitably, I dont tend to count these stuff anymore. As long as its finished thats fine enough I guess.
Three 2/6s taunts for 6 is good, but I struggle somewhat to see where this belongs. In deathrattle dhunter, you may not be able to consistently proct the battlecry unless the card has been in your hand from turn 1, and in quest decks this card is straight up redundant.
There might be a new tempo archetype that can play enough spells to accommodate to the conditions. But Im not optimistic to be honest.
Agreed. I brought up hobart because its the first card that came to my mind, and also because I think what everyone would focus on would be the upgrade to weapons in hand and deck rather than battlefield.
I really dont remember anyone playing it to be honest. Pirate warrior in means streets has always been small time bucc into free patches, and then curve into fiery war axe. I remember that upgrade! was played, but not this card.
Far as I know hobart has never been competitive, ever in its lifetime, and certainly not in wild neither.
This card has one thing going for it, in that it also buffs your current weapon by +1+1. But is that really enough to justify the inclusion of a 5 mana 5/5 that has no other description?
Unless there's some massively powerful weapon down the line, or something as simple as Arcanite Reaper I really dont think anyone would need it.
The card does plenty of things, but as it stands I struggle to see what the win con is with this card. The supposed idea is that a flexible legendary like this will be auto-include into all decks, but is it really?
In standard we have only Scalding Geyser as the only burn fire spell available, and the only AoE fire spell already does 10 damage. so +2 fire spell damage comes at an expensive, not premium price of 3 mana.
Nature spell reduction is good, since a large majority of shaman's spells are nature oriented. But since there's no spell damage, nor a nature draw spell, what is this supposed to accomplish?
And then there's 3 health per frost spell. You're paying 3 mana + whatever frost spell to gain maybe 6 health. Might as well just play Bracing Cold then. Even Cookie the Cook heals better for less mana.
Of course everything can change simply by printing a version of Ignite, some kind of nature Cram Session, and perhaps more ways to cheat mana for other spells. Until then this card merely dreams big but accomplishes little.
This card is bafflingly flexible that it misses the mark on where it counts most. The very epitome of a jack of all trades master of none. The spell damage for fire is great, but so far there's only one real burn fire spell. The nature cost reduction is also great, but since it doesn't raise their spell damage, youre cheating mana for a non-existent payoff. And then there's frost spells which gains you armor, which sounds great, but the gain is only a mere 3 per spell on top of the 3 mana investment for this card.
Will this see play? Im sure it will in some capacity, especially if there are better fire spells down the line. But for now? You're better off playing a card that actually raises spell damage so you can win with.
Right now, the only thing that excites me about this card is that you can play spidertank on 3 that can never be ignored on board. That's basically it.
Those YO packs don't have that 10 pack pity timer on it. I remember that being stated explicitly but I can't remember where I read it from. Either way, this is has been discussed before, and quite honestly I dont have a problem with it. The best packs are almost always targetted expansions, and these YO packs are, to me, only here for new/returning players. Its almost always worse than current expansion packs. Since these things come out yearly, we might suggest that its open for 'abuse' - that is to say, blizz will never actively allow us to abuse their systems for our advantage.
Also, these YO packs are granted free from tavern brawls. I can imagine why theres no 10 pack pity timer.
As for the 40 pack timer, I can't say because I dont actively keep a note on YO packs, but I happen to believe theres a timer for it. But I look forward to someone else providing the data to prove it, because I dont have it myself.
They really should just publish all the rates of each pack and how they work. That way it doesn't feel like we're being conned every time we open lots of these things. Because every time I pity timer a legendary I can distinctly feel a part of my soul being sucked out of my life.
Its really doing just good enough to be considered for nearly every deck. Remove 8 health from the opponent's board and discover a card from the bottom of your deck. A decent payoff for something that requires no further setup other than playing it.
But it does have a few downsides;
- The stats of this unit along with its tail are simply too small for a 7 drop. Most minions will easily value trade it, and most decks would not have any problems dealing with 7 health on board.
- It costs 7, which means you'll likely have to choose between playing Lightforged Cariel on curve and this thing. And whatever you pick will likely force an awkward turn next.
- It'll draw you one card. But with something like Radar Detector, is this really an upside? Paladin is notorious for being a class that mostly play 1 or 2 cards per turn, so with draw aplentiful, the importance of this one drawing a card is diminished somewhat.
Im fairly certain the next core set will see the return of many mechs, and maybe even the magnetic keyword, which will no doubt bolster the usefulness of this card further. But if Ive got to be honest, this card is good but definitely poorer than the other colossal minions so far, with the possible exception of Blackwater Behemoth.
Basically what this card does is it allows you to go Tracking for one card down your deck.
The best part about this card is that both sides have divine shield and will do a total of 8 attack without taking damage, and assuming you're doing it right you'll draw a card which you discovered from the bottom of your deck.
Will probably see play, mostly because Im sure there's a mech archetype somewhere. But its definitely not on the level of nellie, crabatoa, or xhilag.
Being able to draw 5 is nice. But that's near impossible unless your deck is literally 100% mech, and even then I'd still say its all for naught because there's never enough cheap mechs available that you can endlessly flood the floor with mechs
Its more realistic to see this as 2 mana draw 2-3, because even aggro pally's got to play a few spells, and then there's the indispensable cariel roame hero card too. So the best you can manage is about 20 mechs and 10 other cards. That's still a good average for this card to do really well for 2 mana.
Given that sunken sweeper belongs to mage, I doubt theres going to be a card that jams 5 mechs down your deck. But there's still the paladin colossal card so its still entirely possible.
Looks like pally's going mech next expansion. Perhaps teasing the return of magnetic, given than mage is also going mech? Because with this card, it goes without saying that if there's simply not enough mechs in standard then whats the point of even printing such a card.
And that's basically the performance value of this card. If your deck is 80% mechs and you get 4 cards for this one then this card is absolutely broken. But more likely you'll be getting around 2-3 on average, and at the very worst all you'll accomplish is shuffling your deck for 2 mana.
Its kinda hard evaluating this, because we dont know the full set of mechs available yet. But if there is enough, then you can perhaps have a deck with 20 mechs in it and 10 spells/hero cards and call it a midrange pally deck.
Youve got to be more specific, because your description of what dhunter should be more or less covers everything.
As for spell slinging, that's practically what the class has been doing since the start of darkmoon. The old il'gynoth dhunter had 5 minions tops. The current one has a little more. Its nothing new.
Mistake happens. No worries here :) Just have to adjust my wording from half-shit to OP. Guess being able to hit face really elevates anything in hearthstone.
The best thing about this card is that it allows you to play spells while having this card essentially dealing with the board. Meaning you'll hit face more often, and taunts are less effective against you.
Too bad that its effect seemingly implies that it'll also hit your minions. Meaning its only ever going to be in control or combo.
One last thing it can do; it allows you to refresh your kurtrus hp with spells. But the 3 mana investment hurts it somewhat, and you still need your opponent to have a board of course.
Edit: If it can hit face, this card is just completely OP. In quest dhunter, you can just draw your entire deck and destroy them from 30 straight up. No taunts can stop this thing. I guess an overcompensation for the loss of Immolation Aura and Il'gynoth? Either way, this card is nearly an auto include into most decks, if not all.
The wording seems to imply that it can hit your own minions.
In that respect this card is niche. Very niche in fact. Because it'll only ever function in control or combo, such as quest and fel dhunter, where spells are aplenty and this card cant backfire. The last thing you want is this card locking you out of spells until it dies or your opponent plays a lower health minion.
Perhaps this is an indication that we wont be getting anymore AoE cards for dhunter, because the best one, Immolation Aura, is actually rotating, leaving them fairly helpless against token decks. And this card is supposed to be the answer to that.
Edit: Well with further revelations, this card turned from niche to OP. Assuming that there's no more corrections, this can also strike your opponent's face.
Its scary to see how much damage can be done with hero kurtrus and this card on board, because it also refreshes your hp. You might just destroy them from 30 with a few spells.
Im giving 5 stars to this one, simply because Im 100% sure everyone, pros casual all alike, will be playing this card in some capacity or another. At some point someone will figure out a broken deck out with this card in it.
But if I were to offer my own opinion of the card; its not very good. Or at least Im sure the winrate wont be tier 1 level. The problem with this card is that rogue has little to no defensive options available, and you're likely be playing a very linear pirate deck akin to the current quest pirate warrior. In other words, the deck will be easily beaten by tempo and aggro decks.
Because in what world can we play an 8/8 on turn 8 that has no rush or taunt and expect to survive? Despite having three choices (powerful ones I may add) what will most likely happen is that you'll pick mindcontrol 90% of the time, because if you dont then you're probably dead the next turn.
All this can change if rogue receives a card that summons lots of pirates. Then rogue will have some deck slots for some tempo/defensive cards instead of full on pirates. But Ive a feeling that there would be no such card. Not unless team5 enjoys receiving threatening christmas cards.
I know one angryshukie would be glad to see this one. Seems like hooktusk is just a rogue for life. Now all we need is a portrait.
The card itself? Well, Ive a feeling it'll start more reddit anger, with pitchforks raised up high because this card embodies very nearly everything the majority of the playerbase seem to hate. Take cards away from their deck, hand, or just plain Mind Control at 8 mana. Because why not?
The conditions are pathetic. Playing 8 pirates by turn 8 may not be as easy as it looks in standard, but if the payoff is this good, you'll be jamming every pirate into your deck to make it happen. Amalgam of the Deep already guarantees 4 ticks, you just need another 4 more. In wild, this can be accomplish way before this card even gets online, never mind turn 8.
But the question remains, whether this will see play. The answer is yes. Will it be good? Probably not. Again, this is a turn 8 play with no rush or taunt, and rogue is notorious for their lack of defensive cards. So chances are good, if you maintain tempo throughout the game rogue will simply just die the following turn after this is played. Expect the mindcontrol to be picked often, not because its the best choice, but because they'll literally lose the game if they dont.
Its just Arcane Shot in another name most of the time, and some times its a smaller more useful Multi-Shot.
Why? Because the condition requires you to play a naga, and how many times can anyone keep arcane shot in their hand for an upgrade? Quest hunters will shoot immediately, while face hunters simply wont care about it. Unless there's a 0 mana naga, or really cheap ones, dont expect this to do more than an arcane shot.
Not that that's any problem at all. I mean, we're still playing arcane shot today. And quest hunter will take anything they can get, having lost some of their arsenal.
Its power level is near Heistbaron Togwaggle, in that the rewards matches the conditions required to make it happen.
The main problem with this card is the conditions itself. 3 spells are not easily played out, especially in slower decks, and you can't even topdeck this into a win con, it has to be in your hand for the longest time. My prediction is that team5 would print something that will generate some token spells, or perhaps we'll all just move on to Kobold Taskmaster, just so we get some cheap spells to trigger these cards. Because there's little to no chance control warrior can do it without spell generation, if its not in the hand on turn 1.
But if you can get it done, then this card is amazing. There's no need for further explanation; every one of the treasure is good in some capacity; the worse one is possibly Xal'atath, and that card can deal 10 damage on its own.
Dont be too surprised if this card gets nerfed one way or another, because Ring of Tides may well just be illegally broken. Its practically a one mana any spell you want, any time you want, as long as the spell was the last casted.
You might want to show a screenshot because otherwise we'd only have your word for it.
Far as I know, everything seems to be fine so far. Ive not lost because I got bs by bugs.
On your task 18, I think it checks only the damage done to the boss, not the small minions. The deaths head cultist doesn't count perhaps. Admitably, I dont tend to count these stuff anymore. As long as its finished thats fine enough I guess.
Three 2/6s taunts for 6 is good, but I struggle somewhat to see where this belongs. In deathrattle dhunter, you may not be able to consistently proct the battlecry unless the card has been in your hand from turn 1, and in quest decks this card is straight up redundant.
There might be a new tempo archetype that can play enough spells to accommodate to the conditions. But Im not optimistic to be honest.
Agreed. I brought up hobart because its the first card that came to my mind, and also because I think what everyone would focus on would be the upgrade to weapons in hand and deck rather than battlefield.
I really dont remember anyone playing it to be honest. Pirate warrior in means streets has always been small time bucc into free patches, and then curve into fiery war axe. I remember that upgrade! was played, but not this card.
Far as I know hobart has never been competitive, ever in its lifetime, and certainly not in wild neither.
Hobart Grapplehammer was 2 mana and saw a resounding zero play whatsoever.
This card has one thing going for it, in that it also buffs your current weapon by +1+1. But is that really enough to justify the inclusion of a 5 mana 5/5 that has no other description?
Unless there's some massively powerful weapon down the line, or something as simple as Arcanite Reaper I really dont think anyone would need it.
The card does plenty of things, but as it stands I struggle to see what the win con is with this card. The supposed idea is that a flexible legendary like this will be auto-include into all decks, but is it really?
In standard we have only Scalding Geyser as the only burn fire spell available, and the only AoE fire spell already does 10 damage. so +2 fire spell damage comes at an expensive, not premium price of 3 mana.
Nature spell reduction is good, since a large majority of shaman's spells are nature oriented. But since there's no spell damage, nor a nature draw spell, what is this supposed to accomplish?
And then there's 3 health per frost spell. You're paying 3 mana + whatever frost spell to gain maybe 6 health. Might as well just play Bracing Cold then. Even Cookie the Cook heals better for less mana.
Of course everything can change simply by printing a version of Ignite, some kind of nature Cram Session, and perhaps more ways to cheat mana for other spells. Until then this card merely dreams big but accomplishes little.
This card is bafflingly flexible that it misses the mark on where it counts most. The very epitome of a jack of all trades master of none. The spell damage for fire is great, but so far there's only one real burn fire spell. The nature cost reduction is also great, but since it doesn't raise their spell damage, youre cheating mana for a non-existent payoff. And then there's frost spells which gains you armor, which sounds great, but the gain is only a mere 3 per spell on top of the 3 mana investment for this card.
Will this see play? Im sure it will in some capacity, especially if there are better fire spells down the line. But for now? You're better off playing a card that actually raises spell damage so you can win with.
Right now, the only thing that excites me about this card is that you can play spidertank on 3 that can never be ignored on board. That's basically it.
Those YO packs don't have that 10 pack pity timer on it. I remember that being stated explicitly but I can't remember where I read it from. Either way, this is has been discussed before, and quite honestly I dont have a problem with it. The best packs are almost always targetted expansions, and these YO packs are, to me, only here for new/returning players. Its almost always worse than current expansion packs. Since these things come out yearly, we might suggest that its open for 'abuse' - that is to say, blizz will never actively allow us to abuse their systems for our advantage.
Also, these YO packs are granted free from tavern brawls. I can imagine why theres no 10 pack pity timer.
As for the 40 pack timer, I can't say because I dont actively keep a note on YO packs, but I happen to believe theres a timer for it. But I look forward to someone else providing the data to prove it, because I dont have it myself.
They really should just publish all the rates of each pack and how they work. That way it doesn't feel like we're being conned every time we open lots of these things. Because every time I pity timer a legendary I can distinctly feel a part of my soul being sucked out of my life.
Its really doing just good enough to be considered for nearly every deck. Remove 8 health from the opponent's board and discover a card from the bottom of your deck. A decent payoff for something that requires no further setup other than playing it.
But it does have a few downsides;
- The stats of this unit along with its tail are simply too small for a 7 drop. Most minions will easily value trade it, and most decks would not have any problems dealing with 7 health on board.
- It costs 7, which means you'll likely have to choose between playing Lightforged Cariel on curve and this thing. And whatever you pick will likely force an awkward turn next.
- It'll draw you one card. But with something like Radar Detector, is this really an upside? Paladin is notorious for being a class that mostly play 1 or 2 cards per turn, so with draw aplentiful, the importance of this one drawing a card is diminished somewhat.
Im fairly certain the next core set will see the return of many mechs, and maybe even the magnetic keyword, which will no doubt bolster the usefulness of this card further. But if Ive got to be honest, this card is good but definitely poorer than the other colossal minions so far, with the possible exception of Blackwater Behemoth.
Basically what this card does is it allows you to go Tracking for one card down your deck.
The best part about this card is that both sides have divine shield and will do a total of 8 attack without taking damage, and assuming you're doing it right you'll draw a card which you discovered from the bottom of your deck.
Will probably see play, mostly because Im sure there's a mech archetype somewhere. But its definitely not on the level of nellie, crabatoa, or xhilag.
Being able to draw 5 is nice. But that's near impossible unless your deck is literally 100% mech, and even then I'd still say its all for naught because there's never enough cheap mechs available that you can endlessly flood the floor with mechs
Its more realistic to see this as 2 mana draw 2-3, because even aggro pally's got to play a few spells, and then there's the indispensable cariel roame hero card too. So the best you can manage is about 20 mechs and 10 other cards. That's still a good average for this card to do really well for 2 mana.
Given that sunken sweeper belongs to mage, I doubt theres going to be a card that jams 5 mechs down your deck. But there's still the paladin colossal card so its still entirely possible.
Looks like pally's going mech next expansion. Perhaps teasing the return of magnetic, given than mage is also going mech? Because with this card, it goes without saying that if there's simply not enough mechs in standard then whats the point of even printing such a card.
And that's basically the performance value of this card. If your deck is 80% mechs and you get 4 cards for this one then this card is absolutely broken. But more likely you'll be getting around 2-3 on average, and at the very worst all you'll accomplish is shuffling your deck for 2 mana.
Its kinda hard evaluating this, because we dont know the full set of mechs available yet. But if there is enough, then you can perhaps have a deck with 20 mechs in it and 10 spells/hero cards and call it a midrange pally deck.
Youve got to be more specific, because your description of what dhunter should be more or less covers everything.
As for spell slinging, that's practically what the class has been doing since the start of darkmoon. The old il'gynoth dhunter had 5 minions tops. The current one has a little more. Its nothing new.
Mistake happens. No worries here :) Just have to adjust my wording from half-shit to OP. Guess being able to hit face really elevates anything in hearthstone.
The best thing about this card is that it allows you to play spells while having this card essentially dealing with the board. Meaning you'll hit face more often, and taunts are less effective against you.
Too bad that its effect seemingly implies that it'll also hit your minions. Meaning its only ever going to be in control or combo.
One last thing it can do; it allows you to refresh your kurtrus hp with spells. But the 3 mana investment hurts it somewhat, and you still need your opponent to have a board of course.
Edit: If it can hit face, this card is just completely OP. In quest dhunter, you can just draw your entire deck and destroy them from 30 straight up. No taunts can stop this thing. I guess an overcompensation for the loss of Immolation Aura and Il'gynoth? Either way, this card is nearly an auto include into most decks, if not all.
The wording seems to imply that it can hit your own minions.
In that respect this card is niche. Very niche in fact. Because it'll only ever function in control or combo, such as quest and fel dhunter, where spells are aplenty and this card cant backfire. The last thing you want is this card locking you out of spells until it dies or your opponent plays a lower health minion.
Perhaps this is an indication that we wont be getting anymore AoE cards for dhunter, because the best one, Immolation Aura, is actually rotating, leaving them fairly helpless against token decks. And this card is supposed to be the answer to that.
Edit: Well with further revelations, this card turned from niche to OP. Assuming that there's no more corrections, this can also strike your opponent's face.
Its scary to see how much damage can be done with hero kurtrus and this card on board, because it also refreshes your hp. You might just destroy them from 30 with a few spells.
Im giving 5 stars to this one, simply because Im 100% sure everyone, pros casual all alike, will be playing this card in some capacity or another. At some point someone will figure out a broken deck out with this card in it.
But if I were to offer my own opinion of the card; its not very good. Or at least Im sure the winrate wont be tier 1 level. The problem with this card is that rogue has little to no defensive options available, and you're likely be playing a very linear pirate deck akin to the current quest pirate warrior. In other words, the deck will be easily beaten by tempo and aggro decks.
Because in what world can we play an 8/8 on turn 8 that has no rush or taunt and expect to survive? Despite having three choices (powerful ones I may add) what will most likely happen is that you'll pick mindcontrol 90% of the time, because if you dont then you're probably dead the next turn.
All this can change if rogue receives a card that summons lots of pirates. Then rogue will have some deck slots for some tempo/defensive cards instead of full on pirates. But Ive a feeling that there would be no such card. Not unless team5 enjoys receiving threatening christmas cards.
I know one angryshukie would be glad to see this one. Seems like hooktusk is just a rogue for life. Now all we need is a portrait.
The card itself? Well, Ive a feeling it'll start more reddit anger, with pitchforks raised up high because this card embodies very nearly everything the majority of the playerbase seem to hate. Take cards away from their deck, hand, or just plain Mind Control at 8 mana. Because why not?
The conditions are pathetic. Playing 8 pirates by turn 8 may not be as easy as it looks in standard, but if the payoff is this good, you'll be jamming every pirate into your deck to make it happen. Amalgam of the Deep already guarantees 4 ticks, you just need another 4 more. In wild, this can be accomplish way before this card even gets online, never mind turn 8.
But the question remains, whether this will see play. The answer is yes. Will it be good? Probably not. Again, this is a turn 8 play with no rush or taunt, and rogue is notorious for their lack of defensive cards. So chances are good, if you maintain tempo throughout the game rogue will simply just die the following turn after this is played. Expect the mindcontrol to be picked often, not because its the best choice, but because they'll literally lose the game if they dont.
Its just Arcane Shot in another name most of the time, and some times its a smaller more useful Multi-Shot.
Why? Because the condition requires you to play a naga, and how many times can anyone keep arcane shot in their hand for an upgrade? Quest hunters will shoot immediately, while face hunters simply wont care about it. Unless there's a 0 mana naga, or really cheap ones, dont expect this to do more than an arcane shot.
Not that that's any problem at all. I mean, we're still playing arcane shot today. And quest hunter will take anything they can get, having lost some of their arsenal.
Its power level is near Heistbaron Togwaggle, in that the rewards matches the conditions required to make it happen.
The main problem with this card is the conditions itself. 3 spells are not easily played out, especially in slower decks, and you can't even topdeck this into a win con, it has to be in your hand for the longest time. My prediction is that team5 would print something that will generate some token spells, or perhaps we'll all just move on to Kobold Taskmaster, just so we get some cheap spells to trigger these cards. Because there's little to no chance control warrior can do it without spell generation, if its not in the hand on turn 1.
But if you can get it done, then this card is amazing. There's no need for further explanation; every one of the treasure is good in some capacity; the worse one is possibly Xal'atath, and that card can deal 10 damage on its own.
Dont be too surprised if this card gets nerfed one way or another, because Ring of Tides may well just be illegally broken. Its practically a one mana any spell you want, any time you want, as long as the spell was the last casted.