No-Tribe 1 and 2 mana minions, and some good beast? But we didn't get any yet. But together with [Hearthstone Card (Shando Wildclaw) Not Found] this can win you the board back.
The card seems fair, meaning it's probably not broken enough to see play. But we are talking about paladin and priest here, who didn't have many viable decks.
I'll just ignore the thread sofar, and answer the question posed in the title: What is DH's class identity (going forward)? Ace Hunter Kreen, Glide and Star Student Stelina are obviously the most interesting, since controversial cards revealed up until now. Let's look at them for their keyconcepts and their likely decks.
Ace Hunter Kreen is the second DH card with immune, (there is "0 mana:your hero is immune this turn), and most similar to Commanding Shout and Kayn Sunfury. The latter was used as a finisher in all standard DH decks, while the former barely ever saw play. It falls right in line with their theme to attack first, (never ask questions later, and then edgyly mourn their own fate) and not being defensive.Comparing with Commanding Shout, Kreen does not seem so strong, because he will likely have less of an immeadiate effect on the opponents Health Total as doesKayn Sunfury- which incidentaly makes him better suited for slower, more controll-y decks. But just as with Kayn, this card is infuriating, because it does not follow central rules: attacking minions has a cost.
Glide: draw up to four cards, for 4 mana, and maybe even f**k your opponent. Contrary to forum belief, I don't believe this to be overpowered. If you have a lead on the board, you can possibly pass a turn there, without it being your end. But in many cases, you pay most of your mana, and maybe only have enough left for a heropower or a 1-drop. Since DH has a lot of great drawing tools, Glide seems different for its outcast effect- 4mana, make your opponent "discard" up to 6 cards. But in the midgame, you lose a turn for a potential disruption, in the lategame, barely any deck but Priest has large hands. But here you can actually do something more than to play one card, which makes it best suited for the lategame. While it is infuriating- as seen above- I don't think it will be metadefining. I think it will only be included in more top-heavy DH-decks.
Star Student Stelina: This bully hides other student's homework. That's unacceptable! Except, it's slightly above the power level of a child of Madame Lazul and Gnomeferatu. Some knowledge of your opponents hand, and if you were very lucky you destroyed a combo. It has less stats than most DH card's, and while you'll hate to see it played against you, it's mostly preventive, less aggressive. If the meta is combo-heavy, it will probably be played a lot, but it won't define the entire meta.
And finally:Magehunter: comparable to Keeper of the Grove after quest completion, this is a better owl, and combined with Beaming Sidekick it can possibly silence several minions! While it is proactive (rush) it is also defensivly statted, and -again- disruptive.
There's also [Hearthstone Card (Cycle of vengeance) Not Found], which promotes both token and control archetypes, both of which haven't really seen play yet.
In conclusion: The new DH cards are disruptive, less aggressive than in Ashes of Outland, while somewhat not traditional. Thus the DH class identiy is: being mean and cool. It feels unfair to play against, (while being mostly balanced now), and nice to play as one- while also being somewhat flashy and edgy. While that is less of a traditonal class identy than most other classes, it's a good fit for the class overall.
I get the feeling that they push combo, controll and value this expansion. Most cards are parts of several card combos, and even DH's cards are, even the aggro ones-mostly disruptive and set up to be the counter of a slower meta.
I kept this in mind for my most recent games, and in about 2/3 of cases, I'd have used it fully, and in only the other games I was either lucky or unlucky enough, that it wouldn't have matered either way.
No-Tribe 1 and 2 mana minions, and some good beast? But we didn't get any yet. But together with [Hearthstone Card (Shando Wildclaw) Not Found] this can win you the board back.
So, is there any viable two-card combo for paladin, except for this +Consecration?
It also fits into DH's disruptive theme. They also have some end of turn effects, so this is - while strange- not very surprising.
A callback card for the Bingo!
This expansion is Custom Hearthstone Official.
This expansion is Custom Hearthstone Official.
Thieving for all classes. And you only get good cards, other than poor rogue.
Another good epic totem support card. For an archetype representing wooden carvings, totem shaman is expensive!
This obviously powercreeps Dalaran Mage! (while also depicting an purple-clad gnome)
Is this a bingo yet for cuteness? And does anyone know how the tokens look?
The card seems fair, meaning it's probably not broken enough to see play. But we are talking about paladin and priest here, who didn't have many viable decks.
Sadly right before the start-of-month-packs.
That's the first rush paladin minion, isn't it?
I'm surprised that we didn't have a similar card in the D-A-M-A-G-E card design competion.
Well, controll is back, isn't it?
I'll just ignore the thread sofar, and answer the question posed in the title: What is DH's class identity (going forward)? Ace Hunter Kreen, Glide and Star Student Stelina are obviously the most interesting, since controversial cards revealed up until now. Let's look at them for their keyconcepts and their likely decks.
Ace Hunter Kreen is the second DH card with immune, (there is "0 mana:your hero is immune this turn), and most similar to Commanding Shout and Kayn Sunfury. The latter was used as a finisher in all standard DH decks, while the former barely ever saw play. It falls right in line with their theme to attack first, (never ask questions later, and then edgyly mourn their own fate) and not being defensive.Comparing with Commanding Shout, Kreen does not seem so strong, because he will likely have less of an immeadiate effect on the opponents Health Total as doesKayn Sunfury- which incidentaly makes him better suited for slower, more controll-y decks. But just as with Kayn, this card is infuriating, because it does not follow central rules: attacking minions has a cost.
Glide: draw up to four cards, for 4 mana, and maybe even f**k your opponent. Contrary to forum belief, I don't believe this to be overpowered. If you have a lead on the board, you can possibly pass a turn there, without it being your end. But in many cases, you pay most of your mana, and maybe only have enough left for a heropower or a 1-drop. Since DH has a lot of great drawing tools, Glide seems different for its outcast effect- 4mana, make your opponent "discard" up to 6 cards. But in the midgame, you lose a turn for a potential disruption, in the lategame, barely any deck but Priest has large hands. But here you can actually do something more than to play one card, which makes it best suited for the lategame. While it is infuriating- as seen above- I don't think it will be metadefining. I think it will only be included in more top-heavy DH-decks.
Star Student Stelina: This bully hides other student's homework. That's unacceptable! Except, it's slightly above the power level of a child of Madame Lazul and Gnomeferatu. Some knowledge of your opponents hand, and if you were very lucky you destroyed a combo. It has less stats than most DH card's, and while you'll hate to see it played against you, it's mostly preventive, less aggressive. If the meta is combo-heavy, it will probably be played a lot, but it won't define the entire meta.
And finally:Magehunter: comparable to Keeper of the Grove after quest completion, this is a better owl, and combined with Beaming Sidekick it can possibly silence several minions! While it is proactive (rush) it is also defensivly statted, and -again- disruptive.
There's also [Hearthstone Card (Cycle of vengeance) Not Found], which promotes both token and control archetypes, both of which haven't really seen play yet.
In conclusion: The new DH cards are disruptive, less aggressive than in Ashes of Outland, while somewhat not traditional. Thus the DH class identiy is: being mean and cool. It feels unfair to play against, (while being mostly balanced now), and nice to play as one- while also being somewhat flashy and edgy. While that is less of a traditonal class identy than most other classes, it's a good fit for the class overall.
I get the feeling that they push combo, controll and value this expansion. Most cards are parts of several card combos, and even DH's cards are, even the aggro ones-mostly disruptive and set up to be the counter of a slower meta.
I kept this in mind for my most recent games, and in about 2/3 of cases, I'd have used it fully, and in only the other games I was either lucky or unlucky enough, that it wouldn't have matered either way.
But why would you by something from her, if you don't know what you're getting?
With all the swabbing of hand and deck, I think we'll even see a legendary for this theme.