Is that a sling that is targeted to my face ? but how exactly that shot buffs that beast ?
I really can't get some of the flavors that Team 5 chooses.
Yeah, flavor wise it is a little strange. But I guess since it's "scrap shot" the left over scrap metal from the sling shot is used to fashion armor and weaponry for the beast??? I'm really trying here..
At this point Handbuff Hunter must be the new archetype they're promoting right.
They had a few cards before that pushed for handbuffs in Hunter, but it was mostly a bad Gadgetzan archetype that didn't really get enough good cards and no support after. This time it looks like they are going all in on the archetype
I have yet to touch the Summoner Hunter deck in Wild after the unnerfings. However, I plan on trying it out after April 7 if I open some of these. Get big minions through Spiteful, load up one or two of these and a Call of the Wild for a Zul'jin turn later! Could be fun!
With the beast hand buffing effects the Prime is pretty nasty! What is the WitchWood dragon for Hunter that never really saw play and doubles all stats in hand? Emeriss? Could be fun in Wild after some big buffs. There is also still that spider in Standard that reduces the cost of a beast in your hand by 5 too!
Might be used with Innervates and Coins too before playing your 7-drop. So quest druid + Licensed Adventurer maybe. But this is the most optimistic strategy of course.
Might have to test that out to see if it works. I remember a while back playing a game as Warrior and on turn 9 I did Coin into Omega Assembly and I only got to keep one of the three discovered mechs. However, in that case it may count as 9 mana again after I use the mana generated by the Coin. In this instance it might work as the cost reduction of the card happens prior to playing it and losing the temporary mana crystals
It's like playing two unnerfed Wild Growths in one card! Brilliant!
Real question: if you play this on ten mana will you get an Excess Mana? I'm always confused why Wild Growth is the only ramp card to give you one of those if you are on full mana already. It's not like it specifies that you get it if you are fully ramped when played.
Maybe an all spell Druid can work, but as of right now I just don't see this reverse version of Book of Specters being played unless you are doing a combo and you already have all the minions you need for it in hand.
This card could replace Flobbidinous Floop in Malygos Druid. It could also fit into some kind of big druid, even though such a deck does not exist in standard at the moment.
First Maly has to survive on board, or have it's cost reduced... or be summoned through the Sidequest being completed. Because you can't play Maly at 9 and this at 4 in the same turn. Unless you Frizz while Maly is in the deck and then later play Maly at 7, Innervate, and this. But then you better have an opponent at 22 or less and have two Moonfire's in hand!
I don't see it in any deck besides spell druid (if there is one). However in spell oriented deck it's very strong.
Treant Druid already runs several spells that summon a bunch of 2/2s and they are losing Landscaping and a few other cards. I know that it's more beneficial in that deck to summon a bunch of Treants for synergy reasons, but if you have four spells in hand this is a better [card[Force of Nature in sheer terms of stats/bodies, and with 5 spells it's a way better The Forest's Aid too!
Why is this a hydra? I do not think the effect fits.
Considering every hydra we've seen before have had different effects (Cave Hydra, Bittertide Hydra, and Gahz'rilla) I don't think we should expect any consistent effects from hydras. I mean, they are hydras. Not crabs!
But if "both effects" is active... Will it summon one 9/9 with taunt and rush, or one 9/9 taunt and one 9/9 rush? Based on the wording my guess is that it is the former option.
actually the wording suggests two summons.
If it summoned the one minion with both keywords then it would have to be worded "Summon a Humungus Fungus. Choose One: it has Taunt or Rush"
based on how it's worded right now, the two choices would have to read "Summon a 9/9 with Taunt/Rush" meaning that combining them summons two seperate minions
Or maybe I'm wrong and Blizzard's wording is as fucked up as usual. Could go either way, but I'M almost certain they were going for this kind of powerful effect.
The wording suggests to me summon one thing and what we are choosing is to give it taunt or rush. Given that previous cards like Druid of the Claw have wording that would be more suggestive of two different minions but summon a third combined option when effects like Untapped quest are in play, it would be weird for this Prime to summon two minions. Likely staying consistent with a single9/9 Taunt Rush minion.
This is a much stronger card in wild. Either she was a mistake to print, or they have some strong Druid spells coming in the next couple of expansion. As is, not a great Standard card come April 7, 2020.
I guess this is gonna be a staple card in every DH deck
Not necessarily. In fast decks, likely. In something slower like a midrange/control variant, depends on how badly you need the card draw. As they already have a ton of it in this class, Blazing Battlemage and Battlefiend are much better 1 drops.
I'm already planning a Wild OTK deck using Metamorphosis, Clockwork Automaton(s), and Garrison Commander! A few different ways to get some cards reduced in cost like Emperor Thaurissan or Skull of Gul'dan when it has the Outcast effect. Worst case it's a two turn set up after cost reductions, but you could potentially drop Metamorphosis, Automaton, either another Automaton or an active Prince Taldaram, and Commander to do a nice 40 damage to face with your hero power in a single turn.
Will it be meta defining?! Not likely. Will it be fun to pull off from time to time?! Absolutely!
After seeing the additional neutral minions that gain attack each time they take damage, this is a pretty decent card with great synergy. We'll see if that proves to be a good strategy in the meta though.
Now I understand, Demon Hunter is supposed to be a card that uses Health as a ressource, draws a lot of cards and utilizes demons, and to compensate they get a bunch of efficient healing.
NOW WHY THE FUCK DOES WARLOCK ALWAYS HAVE TO BEG FOR SCRAPS?
"oh no, we can't give Warlock healing, that would completely offset their intended weakness and allow for abusive strategies"
so yeah, let's completely ignore that and give a tempo oriented sm0rc class with almost infinite card draw also supreme defensive tools, what could possibly go wrong?
While I do enjoy the fact that DH is looking to be a very versatile class, it does worry me that they may end up just being way too strong! Which also makes me hope I get nothing but golden DH cards to wait for the impending nerfs if they are OP
Yeah, flavor wise it is a little strange. But I guess since it's "scrap shot" the left over scrap metal from the sling shot is used to fashion armor and weaponry for the beast??? I'm really trying here..
They had a few cards before that pushed for handbuffs in Hunter, but it was mostly a bad Gadgetzan archetype that didn't really get enough good cards and no support after. This time it looks like they are going all in on the archetype
I have yet to touch the Summoner Hunter deck in Wild after the unnerfings. However, I plan on trying it out after April 7 if I open some of these. Get big minions through Spiteful, load up one or two of these and a Call of the Wild for a Zul'jin turn later! Could be fun!
With the beast hand buffing effects the Prime is pretty nasty! What is the WitchWood dragon for Hunter that never really saw play and doubles all stats in hand? Emeriss? Could be fun in Wild after some big buffs. There is also still that spider in Standard that reduces the cost of a beast in your hand by 5 too!
Could be really nice, could be better in Wild with cards like Charged Devilsaur.
Might have to test that out to see if it works. I remember a while back playing a game as Warrior and on turn 9 I did Coin into Omega Assembly and I only got to keep one of the three discovered mechs. However, in that case it may count as 9 mana again after I use the mana generated by the Coin. In this instance it might work as the cost reduction of the card happens prior to playing it and losing the temporary mana crystals
I just think this is going to be too unreliable, yet super salt inducing for the players who you face when you pull off a big combo because of this.
It's like playing two unnerfed Wild Growths in one card! Brilliant!
Real question: if you play this on ten mana will you get an Excess Mana? I'm always confused why Wild Growth is the only ramp card to give you one of those if you are on full mana already. It's not like it specifies that you get it if you are fully ramped when played.
I'd play this in a Token deck... maybe. Then again, maybe not.
Maybe an all spell Druid can work, but as of right now I just don't see this reverse version of Book of Specters being played unless you are doing a combo and you already have all the minions you need for it in hand.
First Maly has to survive on board, or have it's cost reduced... or be summoned through the Sidequest being completed. Because you can't play Maly at 9 and this at 4 in the same turn. Unless you Frizz while Maly is in the deck and then later play Maly at 7, Innervate, and this. But then you better have an opponent at 22 or less and have two Moonfire's in hand!
Treant Druid already runs several spells that summon a bunch of 2/2s and they are losing Landscaping and a few other cards. I know that it's more beneficial in that deck to summon a bunch of Treants for synergy reasons, but if you have four spells in hand this is a better [card[Force of Nature in sheer terms of stats/bodies, and with 5 spells it's a way better The Forest's Aid too!
Considering every hydra we've seen before have had different effects (Cave Hydra, Bittertide Hydra, and Gahz'rilla) I don't think we should expect any consistent effects from hydras. I mean, they are hydras. Not crabs!
The wording suggests to me summon one thing and what we are choosing is to give it taunt or rush. Given that previous cards like Druid of the Claw have wording that would be more suggestive of two different minions but summon a third combined option when effects like Untapped quest are in play, it would be weird for this Prime to summon two minions. Likely staying consistent with a single9/9 Taunt Rush minion.
This is a much stronger card in wild. Either she was a mistake to print, or they have some strong Druid spells coming in the next couple of expansion. As is, not a great Standard card come April 7, 2020.
Not necessarily. In fast decks, likely. In something slower like a midrange/control variant, depends on how badly you need the card draw. As they already have a ton of it in this class, Blazing Battlemage and Battlefiend are much better 1 drops.
I'm already planning a Wild OTK deck using Metamorphosis, Clockwork Automaton(s), and Garrison Commander! A few different ways to get some cards reduced in cost like Emperor Thaurissan or Skull of Gul'dan when it has the Outcast effect. Worst case it's a two turn set up after cost reductions, but you could potentially drop Metamorphosis, Automaton, either another Automaton or an active Prince Taldaram, and Commander to do a nice 40 damage to face with your hero power in a single turn.
Will it be meta defining?! Not likely. Will it be fun to pull off from time to time?! Absolutely!
After seeing the additional neutral minions that gain attack each time they take damage, this is a pretty decent card with great synergy. We'll see if that proves to be a good strategy in the meta though.
Stats are okay, but I always love an early game card that also helps fill your hand back up.
While I do enjoy the fact that DH is looking to be a very versatile class, it does worry me that they may end up just being way too strong! Which also makes me hope I get nothing but golden DH cards to wait for the impending nerfs if they are OP