That'S just pretty damn good. With Lightshower Elementals you basically heal yourself to full (or ideally at least for 16), then you can add the new Taunt thing for a boardclear. If you want you can even run the Shadow Spirits that deal 3 to put some burn damage in there.
The hero power is also pretty sick although the swap should keep it balanced.
Now, this doesn't let you beat Combo decks any better but at least it gives you some legitimate lategame power to deal with Warrior or Shaman Quests.
I'm assuming the eventual Secret Payoff involves triggering a lot of them so this makes sense in conjunction with Bunker. On the flipside, I currently am very worried about having to shove all the available secrets into a deck because most of them aren't that good and I don't think Petting Zoo alone can carry the early game since it hasn't been doing it so far.
If the Hero card turns out to be some sick Secret payoff it could work though, although I wonder what that might be.
Also we're gonna need at least 2 more secrets that do something other than protect face or spawn board because right now they are just way too easy to play around and offer very little protection unless your opponent doesn't have any options.
ah shit you're right. I guess that does make it better even though I still think it might be too slow compared to what other decks are capable of in that timeframe.
Not terrible as an anti aggro tool, but I think Heavy Plate is better in general. Generally it's better to just clear the board instead of undoing damage.
I think this might genuinely make the cut in some lists. It's a great way to build tempo by slowing down your opponent. The randomness doesn't even matter because in any case you're preventing something from attacking.
Not sold on it at all. 8-mana is really slow for an immediate effect that's barely worth half that. I estimate that you'd need at least 3 turns afterwards for the effect to pay for itself which i don't see happening with all the other much better lategame strategies currently available (and this isn't the fault of the Quests either, I doubt this would have been playable during Frozen Throne days)
I feel like you're overestimating this card heavily. It's 8-mana do nothing, which means you need to be ahead to play it. Then it only pays off once per turn meaning your next turn will still be weak. In order for this to really shine it would have to be a very grindy matchup where you win by value instead of win conditions, and that's not really a thing right now. Hell, I doubt this would have beaten Barrens Control Priest.
Just stick to the Quest, it's much better overall.
EDIT: alright so I only now realized that your first hero power activates immediately, which makes it slightly better but still not good enough in my opinion. You still need to be winning because a Consecration or Feral Spirits won't save you at 8-mana if you're behind.
Pretty damn good DR support although I really need to know what the actual Deathrattles are. Generally speaking this curves perfectly into your 3-mana deathrattle of choice although you have to be careful against decks with non-targetting removal.
Really hoping this turns into something interesting and not just something like DR Demon Hunter where you just play a bunch of boring vanilla minions that keep spawning each other.
I'll give it points for being a cheap DH weapon with a decent upside but it's questionable how often you'lll get to proc the effect. Aggressive Demon Hunters aren't really a thing right now (Deathrattle doesn't really thrive on weapon buffs) so I don't see how this would help out.
That'S just pretty damn good. With Lightshower Elementals you basically heal yourself to full (or ideally at least for 16), then you can add the new Taunt thing for a boardclear. If you want you can even run the Shadow Spirits that deal 3 to put some burn damage in there.
The hero power is also pretty sick although the swap should keep it balanced.
Now, this doesn't let you beat Combo decks any better but at least it gives you some legitimate lategame power to deal with Warrior or Shaman Quests.
I'm assuming the eventual Secret Payoff involves triggering a lot of them so this makes sense in conjunction with Bunker. On the flipside, I currently am very worried about having to shove all the available secrets into a deck because most of them aren't that good and I don't think Petting Zoo alone can carry the early game since it hasn't been doing it so far.
If the Hero card turns out to be some sick Secret payoff it could work though, although I wonder what that might be.
Also we're gonna need at least 2 more secrets that do something other than protect face or spawn board because right now they are just way too easy to play around and offer very little protection unless your opponent doesn't have any options.
I'm assuming the Hero card has something to do with Secrets or else this whole thing seems entirely pointless.
Looks decent but without knowing the other frost spells there's no way of telling whether it's good.
If you combine him with Youthful Brewmaster he's a 6-mana Mind Control. How the fuck is that bad?
4-mana [Hearthstone Card (Mind Contro) Not Found]l, what the actual fuck.
And yes, I am going to run Brewmaster to abuse this, who the fuck wouldn't?
We just have to go through this every year, don't we?
aaaand there goes my hope for Deathrattle support.
It's decent stats for the cost but boardclears that require your opponent to trigger them haven't been good historically.
If Deathrttle Priest becomes a thing this is obviously core but I have doubts about that.
ah shit you're right. I guess that does make it better even though I still think it might be too slow compared to what other decks are capable of in that timeframe.
Pretty solid Token support but I still don't believe in that deck. Gonna have to see what the DH Hero card is all about.
Not terrible as an anti aggro tool, but I think Heavy Plate is better in general. Generally it's better to just clear the board instead of undoing damage.
I think this might genuinely make the cut in some lists. It's a great way to build tempo by slowing down your opponent. The randomness doesn't even matter because in any case you're preventing something from attacking.
Pretty sweet actually. Good stalling tool for control. You just drop it for tempo and if your opponent plays minions they need to deal with it somehow
Not sold on it at all. 8-mana is really slow for an immediate effect that's barely worth half that. I estimate that you'd need at least 3 turns afterwards for the effect to pay for itself which i don't see happening with all the other much better lategame strategies currently available (and this isn't the fault of the Quests either, I doubt this would have been playable during Frozen Throne days)
I feel like you're overestimating this card heavily. It's 8-mana do nothing, which means you need to be ahead to play it. Then it only pays off once per turn meaning your next turn will still be weak. In order for this to really shine it would have to be a very grindy matchup where you win by value instead of win conditions, and that's not really a thing right now. Hell, I doubt this would have beaten Barrens Control Priest.
Just stick to the Quest, it's much better overall.
EDIT: alright so I only now realized that your first hero power activates immediately, which makes it slightly better but still not good enough in my opinion. You still need to be winning because a Consecration or Feral Spirits won't save you at 8-mana if you're behind.
Sounds cute but maybe a tad impractical?. I guess it's a good way to do something with eggs?
I just don't see this happening.
Pretty damn good DR support although I really need to know what the actual Deathrattles are. Generally speaking this curves perfectly into your 3-mana deathrattle of choice although you have to be careful against decks with non-targetting removal.
Really hoping this turns into something interesting and not just something like DR Demon Hunter where you just play a bunch of boring vanilla minions that keep spawning each other.
If this continunes we'll be able to build an entire deck of Deathrattle synergies without any actual deathrattles.
I'll give it points for being a cheap DH weapon with a decent upside but it's questionable how often you'lll get to proc the effect. Aggressive Demon Hunters aren't really a thing right now (Deathrattle doesn't really thrive on weapon buffs) so I don't see how this would help out.