I just don't see it. His effect wants you to play him in a tempo deck, but the payoff for building your deck around him (and he's only one card in a 30-card deck) is that you get some extra face damage to go along with the board control that you were already inherently receiving from your Rush minions. In what world do you NEED to push in some extra face damage if you're already controlling the board?
Compare this to Town Crier and remember how Tome of Intellect compares to Babbling Book. Lesson: Never expect from a spell the same playability as a minion that costs the same and does the same thing. Having a body attached to the effect is always better.
This card is terrible. You pay 4 for two semi-random Secrets which would normally combine to cost 4, and the weapon itself provides no offensive pressure or board control flexibility.
This is a fine card. It's in some ways a better Tar Creeper, but I think in this meta (and with how Demon Hunters play) that being a fine card may not be enough to make the cut. My collection is already cluttered with decently efficient Demon Hunter Taunts, and this will likely join them in obscurity, which is sad.
Comparable to Omega Devastator, but with more of a failsafe if you have to play it on curve. However, the stats are bad and the failsafe is weak, and I'm not sure that a deck that can count on Corrupting it will want to run it.
Feels really good, especially considering Demon Hunter already runs Pen Flinger (which synergizes like gangbusters with this), as a cheap way to remove your opponent's board. Obviously, a huge downside that you don't get it back if you don't kill the thing it hits but I am cautiously optimistic this card works its way into Souls builds.
This is some pretty bad stats for a 3-drop, but I'm a sucker for cards that put cards from your deck into play. It may not end up being very good but I know that I will be trying it out in as many places as I can. Probably at its best in Mage, but not terrible in Hunter or Rogue.
This is probably the least efficient way for Demon Hunter to give its Hero Attack for a turn. Likely would be at its best if you want to attack a large minion with Aldrachi Warblades. Pretty inflexible when compared to Twin Slice.
Assuming this doesn't draw a card if the next card is the exact same Cost, it feels like you would need to build your deck in a very specific way to make this more than just a worse Wrath. I'm not sure it's worth the effort.
If you have Mecha'thun, I was just able to beat the Lich King with Paladin using a Mecha'thun+Skaterbot+Subdue combo (with 2x Galvanizer to discount the mechs). The deck I used had a few wild cards in it, but the ones it had were either card draw or heals to help me stall out the game until I drew out my deck and not actually necessary to pull off the combo itself. There was a Warrior deck I borrowed from the internet that also used Mecha'thun to beat him, but I can't remember right now if it needed any wild cards.
I just don't see it. His effect wants you to play him in a tempo deck, but the payoff for building your deck around him (and he's only one card in a 30-card deck) is that you get some extra face damage to go along with the board control that you were already inherently receiving from your Rush minions. In what world do you NEED to push in some extra face damage if you're already controlling the board?
Compare this to Town Crier and remember how Tome of Intellect compares to Babbling Book. Lesson: Never expect from a spell the same playability as a minion that costs the same and does the same thing. Having a body attached to the effect is always better.
This card is terrible. You pay 4 for two semi-random Secrets which would normally combine to cost 4, and the weapon itself provides no offensive pressure or board control flexibility.
This is a fine card. It's in some ways a better Tar Creeper, but I think in this meta (and with how Demon Hunters play) that being a fine card may not be enough to make the cut. My collection is already cluttered with decently efficient Demon Hunter Taunts, and this will likely join them in obscurity, which is sad.
Comparable to Omega Devastator, but with more of a failsafe if you have to play it on curve. However, the stats are bad and the failsafe is weak, and I'm not sure that a deck that can count on Corrupting it will want to run it.
Feels really good, especially considering Demon Hunter already runs Pen Flinger (which synergizes like gangbusters with this), as a cheap way to remove your opponent's board. Obviously, a huge downside that you don't get it back if you don't kill the thing it hits but I am cautiously optimistic this card works its way into Souls builds.
This is some pretty bad stats for a 3-drop, but I'm a sucker for cards that put cards from your deck into play. It may not end up being very good but I know that I will be trying it out in as many places as I can. Probably at its best in Mage, but not terrible in Hunter or Rogue.
This is probably the least efficient way for Demon Hunter to give its Hero Attack for a turn. Likely would be at its best if you want to attack a large minion with Aldrachi Warblades. Pretty inflexible when compared to Twin Slice.
Assuming this doesn't draw a card if the next card is the exact same Cost, it feels like you would need to build your deck in a very specific way to make this more than just a worse Wrath. I'm not sure it's worth the effort.
If you have Mecha'thun, I was just able to beat the Lich King with Paladin using a Mecha'thun+Skaterbot+Subdue combo (with 2x Galvanizer to discount the mechs). The deck I used had a few wild cards in it, but the ones it had were either card draw or heals to help me stall out the game until I drew out my deck and not actually necessary to pull off the combo itself. There was a Warrior deck I borrowed from the internet that also used Mecha'thun to beat him, but I can't remember right now if it needed any wild cards.