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TopicHearthstone Topic - C-C-C-COMBO META
metroid composite
10/28/21 11:35:04 PM
#23:


azuarc posted...
A 3/1 rush for 1 by itself is stupid strong. Do you know how many times I've gotten pissed off by that stupid Fel Rattler in DH? And that thing costs 4. (And does more.)
Fel rattler costs 3, but yeah, it's good because it's a 3 mana swipe (that can't go face).

This is 1 mana holy smite. Still good.

Thoughts on the cards

DH

Crow's nest lookout: 3 mana 2/2 deal damage to the left and rightmost minion. Worth noting, if the enemy has one minion, this'll hit twice. But...TBH, as long as minionless decks like quest mage and big warrior remain popular, I can't see running this.

Need for Greed: If it works the way I think it works (the mana gets set to 3 even if you've discounted the card with the quest or skull of gul'dan) I don't think this will be that great. But still, it's tradeable. Quest probably swaps this in in exchange for some of the other tradeable cards that the deck literally only trades and never plays.

druid

Druid of the Reef: It's very good.

hunter

Monstrous Parrot: looks like garbage. And I say that as someone who still occasionally plays a meme deck in wild casual built around Unearthed Raptor. This still has the 3/4 statline of unearthed raptor, but it costs 4.

Defias Blastfisher: So...back in the stone age when mech mage was a thing, they did 4 random damage on a 4 mana 5/4. This with one beast is 4 random damage on a 5 mana 3/2. Doesn't go into any existing decks. I guess the idea is that you put this into a deck with Rodent Nest, and then you play rodent nest on 4, pop it, then play this and deal 12 random damage. Yeah, that's a game winning blowout if it happens. Sounds like a very high RNG deck, though.

mage

Grey Sage Parrot: Big spell mage support. In another era, this would be scary. Right now, I don't think existing mage decks want it.

paladin

Sunwing Squawker: I mean, sure, put this into libram paladin maybe? Most of the time is a yeti that adds a libram of wisdom to your hand. Occasionally will draw a card instead, or summon an 8/8 divine shield taunt. The one thing I don't like about it is that it doesn't save you from a bad draw. Didn't draw libram of wisdom or hand of a'dal? LOL, sucks to be you, here's a minion that does nothing. Not sure this makes the cut.

priest

Defias Leper: This is a big deal for wild shadow priest, since it already runs patches the pirate, and was using bad pirates to pull it out. Now it can run good pirates.

Amulet of the Undying: Gross, big priest support. That said, don't think this matters too much in wild. Scrapyard Colossus isn't usually the best res to get off of your res effects anyway; you'd rather grab blood of G'huun. Probably relevant in standard, though, where priests run lightshower elemental, and Taelan Fordring.

rogue

Blackwater Cutlass: 1 mana 2/2 weapon looks a little bit frightening to me, but...I guess 2 mana 2/2 weapons have been historically pretty weak even with upsides, and if there's a class where it could make sense it's rogue, since the weapon shuts down rogue hero powers, doesn't play nice with the existing "weapon rogue" archetype.

shaman

Brilliant Macaw: Doesn't say "this turn", which is a big deal. But...I don't think it has very good targets in standard. In wild it can replicate Zephrys, Reno Jackson, and Shudderwork. In standard...most of shaman's battlecry cards already have very good stats these days. 2 mana 2/2s. 5 mana 5/6s. Seems like a card for wild reno shaman.

warlock

Shadowblade Slinger: so...most warlocks have moved on from the self damage plan, and are now mostly doing a handlock plan. This maybe pushes them back towards the self-damage plan.

Wicked Shipment: Lost in the jungle, but it's imps. Zoo hasn't shown signs of life in ages, though.

Warrior

Man the cannons: 2 mana swipe, although only 3 damage to the primary target, and 1 damage to your minions too, not just enemy minions. But...still excellent into Druid, 3 is a good number for taking out key targets, and they often have a bunch of 2/1s.

Defias Cannoneer: I've seen the people hyping that this spells doom for wild. I...think it's overhyped. Something that was mentioned on the state of wild podcast is that you basically want to cut all 3 and 4 mana pirates (except for southsea captain). You want to run basically all 1 cost pirates, because in the current meta, completing the quest fast is a big deal. Quest Warrior can beat Quest Hunter, but they do so by completing the quest first. This new card, Defias Cannoneer, is a 3 drop, and you don't even necessarily want to play it on turn 3--only if you've already got a weapon equipped. It will often wait for turn 4 or 5 for after you equip a weapon. The wild VS list still has one 3-drop spider tank pirate left in the list, so maybe this could sub in for stormwind freebooter. But Stormwind Freebooter is a lot better on turn 3 when you don't have a weapon yet. This by comparison is better once you have a weapon. Overall...maybe it replaces Stormwind Freebooter, but I don't think this moves the needle very much for wild. Watch out to see if they release another 1 drop pirate, though. It could be a 1 mana 1/1 with no text, and it might get run in wild pirate warrior just to complete the quest faster.

Golakka Glutton: Who would want to tech against beasts this badly? Maybe blizzard is worried the parrot cycle will be too good? But...3 mana tribe tech cards don't have a good history. Looking at Dragonslayer here, which even if the opponent didn't run dragons at least it was a 4/3. This is a 3 mana 2/3 if the opponent doesn't have beasts.

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