+Hello. ( ͡° ͜ʖ ͡°) And I think that card will be better than most people think. People also underestimated shredder, creeper and belcher a lot and this card is also a spawn more stuff value card.
+Parsa Khani Shaping is flexible and has that versatility which preist just lacks. Having any minion played grantees some level of tempo, so I fail to see how preist won't run with the advent of lightbomb leaving their arsenal. Flame is just worse in every scenario, where as shaping is so much better in similar situations.
You know what >I< would use if I wanted to pre-emptively counter C'thun combos? Grim Patron. While hogger's potential health by itself is like 20, Grim Patron's is infinit. Plus, the fact that the patrons replicate themselves, rather than having a single minion that spawns more when it is hit, makes it statistically more likely for the patrons to absorb a larger amount of the missiles than hogger would. Then again, if I were to play a Grim Patron style deck, I probably would be running the new Hogger anyway. If I had it, that is.
The priest "0" mana spell seems somewhat useful in arena. First of all there are minions with negative deathrattles as well, so i'm gonna take a guess that on average you get a decent minion. But what this card means is that you can perfectly fill out your curve at any time. That seems like a big deal to me. And you could choose, for example, whether to play the spell for a 6 mana minion, or play a 3 mana minion from hand and then play the spell for another random 3 mana minion. I am charmed by the versatility of this card. The two other cards really suck though.
+dragonslair951167 well Reno can also be played in fatigue decks where you are supposed to draw all your cards. But yeah C'thun-Reno sounds kinda stupid.
The marvelous dropper dunno why all people talk about Exodia. "F.I.N.A.L." was way easier to make work and it was more fun too in my opinion while doing basically the same as Exodia.
+dragonslair951167 C'Thun is pretty good as long as you reach around 12hp which is 3 buff cards. Depending on the situation it could actually be pretty good in Reno
Nice thing about C'Thun are the, so far, revealed c'tun based class cards. They are pretty strong if you buff c'thun - so buffing c'thun is not only your turn 10 finisher, but supports strong plays. I do wonder if we'll get to see a tutor for C'thun, though. Tutor-Esque cards, i feel, miss in HS. Say, a Hobgoblin deck needs a way to get hobgoblins in hand. But we only have simple "card draw". And card draw is soooooo strong in HS that it is hard to fit the card draw cards in your deck anyway... Which is why Warlock stands there as the go-to combo guy(Like Reno, for example). Tutor's, of varying quality, could be a great way to offset that. Just don't make em be card draw, but just 1 for 1's with minor benefit, cheap and with limitations. Example: 2 ,mana: Search your deck for a minion with 3 or less attack and put it in your hand. Restore 3 health to a target." Something simple as that would allow for a lot of creative space.
I remember when Argent Command top deck on turn 6 after you played Azure Drake was a thing. I always got super salty when it happened. I guess the newer players have no idea how powerful a divine shield is.
Forbidden Flame may not be as bad as you think. It lets you do other things and THEN use as much mana as you need to take out a minion, so you have a lot of flexibility.
i actually really like the idea behind Forbidden Shaping because it will be a great way to curve out on mana when you have a bad hand or just be an amazing top deck in the late game to put something tough on the board.
Guys, am I the only one that knows that the new expansion will be released on the 31. Of May?????? Because I saw no one ever mention it and it is clearly stated In the German iOS update text of the app!!!
+Jim Galanis Pack expansion. 130-ish new cards. Those who log in near the release date get 3 free packs, the first one of which will always contain C'Thun.
c'thun and the ember weaver sounds great as card example lore wise im not really understanding a klaxxy card helping c'thun i mean wherent the klaxxy someone else's minions?
it's funny that you say chill wind yeti is "not that bad of a card" considering it was the go-to 4 drop for most decks until piloted shredder appeared. now that shredder is gone, a 4 mana 4 5 is going to be quite good again.
Hogger won't be able to spawn more than 6 2/2s in response to C'thun's battlecry: Their deaths resolve after the battlecry ends. Therefore, if Hogger is the only minion on the board, he'd be able to tank 6 shots, summon 6 minions (because his effect triggers before he dies, like with the dragon egg) who then eat 12 damage each. So, best-case scenario, hogger can eat 18 missiles. Provided they actually hit him. Krippneverlucky BabyRage
Hogger as a C'thun counter? Just use Bolf Ramshield it will nullify ALL damage done by C'thun to you. Even if bolf dies first the battlecry phase wont be over so it's so bolf still takes all the damage for you.
+sonicario49 no, everytime it kills an enemy, it can attack again, with windfury, when it attacks onece and kills an enemy, the first windfury effect is already uses, so findfury on it wont grand you anything, unless you go full face
Austin Weaver Well, yes If Windfury sets your attack amount to 2 then you would be able to hit face then minion then face then minion. Because you reset your attack timer each time you kill something Face 1 Minion 2 Then reset because you killed the minion Face 1 Minion 2 Then reset again because you killed the minion
+Alacrix Well, it's really tough to say without actually trying it out, but the text says "you may attack again", so I think it doesn't reset the abilities on the card, but instead just gives it another attack. But again, we really won't know until we can actually try it out.
+MrSerrrg88 No, it works basically like Acolyte of Pain. "Whenever this minion takes damages" - meaning that the moment it takes damage, the power will be activated. :)
I don't think the C'Thun cards and strategy will be broken because in Magic the Eldrazi and Gods were quite a well-balanced strategy. If you manage to get to turn ten with a C'Thun pre-buffed and in-hand then it's a game over soon for the other player, but it takes a lot of commitment and sacrifice of other (maybe better than C'Thun's minions and spells) cards that could have won you the game much sooner. 😊 Ultimately, it's a high-risk-high-reward mechanic; especially against face decks.
Sure, the Brann+C'thun combo is nuts... but you don't even really NEED it for a deck around that to be effective. All of the C'thun centered cards are Battlecries as well. Turn 7 Brann + 2 Beckoner of Evil instantly gives your C'thun 14/14, and a Brann on the board that basically has taunt, because if you leave it, BAAAD things are gonna happen. Brann in a C'thun Druid seems RIDICULOUS - imagine a 4/15 Klaxxi Amberweaver. Silencing it still leaves you with a Yeti, and no Silence to potentially deal with your other big stuff (as a C'thun Druid would probably be some type of Ramp Druid, they would HAVE big stuff, and lots of it). I think I know the type of deck I'm going to craft once Whispers hits the shelves.
what about the brann, beckoner, shadowstep deck? a turn 9 combo to get your c'thun to 24/24. granted, you then need to play c'thun, but if it's in hand you can play it next turn. if you've been lucky with when you play thaurisson, you may be able to stealth your brann for 48 split damage as well.
Tbh, for me it isn't any big change. I faced secret paladin maybe 3 times in my life, cause I'm lower ranks player. I didn't even feel that bad, I just new that secret paladin is literally not my level. I've seen this deck many times on streams etc, so I'm happy that this is the end of this cancer, but it won't change my life
Ceasar Arezzo Fair enough, it really kicks in from rank 10 upwards... I've tried it myself and was annoyed how easy it is to win. Would much rather be rewarded for playing unique decks...but Arena's entrance fee kind of locks that out lol
He noticed that he said C'thun wrong in his first review. As a lore junkie and one of the many whom called him out for his mispronunciation, I feel like a proud dad watching his son get a gold star for participation
forbidden shaping might get you a mediocre minion, but it perfectly plugs any hole in a mana curve. EDIT: Also, maybe corrupted healbot in a silence deck? C'Thun's Chosen is much less arcane missileable
I'm actually super excited to get into old gods constructed; it feels a lot like their's this theme of more niche cards and flexibility than we've ever really had before and I think meta gaming and deck building is just gonna be amazing.
You also have to consider that some of these cards are also being made to balance out the Wild format, which is very considerate of Blizzard. Secret Paladin will still thrive in Wild, so the Eater of Secrets will do WONDERS there. But mostly against just that.
Giant sand worm has nice potential though. It might work in hunter decks with thundra rhino. It could clear 3 small minions and still hit face in one turn.
The Giant Sand Worm instantly gave me a huge nostalgia attack. Anyone else remember the old cartoony-animated buzz lightyear movie where he is actually at star command?
Worth noting that all of these cards will be playable in Wild as well (unless I've missed some major announcement), so for cards like Eater of Secrets, that's definitely going to be gunning for Secret Pally in Wild. It's worse than Kezan Mystic against Freeze Mage, but way better against Secret Paladin, so it'll serve as a serious check against that deck if it remains popular in Wild format.
I think you're heavily underestimating forbidden shaping. It's not going to give you a perfect drop, but it is going to give you one of the perfect cost. If you're in the early game against a rush deck and you really need something on the board, you can use it. If you're in the mid game and you had bad draws, you can use it. If you're in the late game and you're in need of a big dude, you can use it. You can basically use this card to function as an extra creature for whenever you want it.
Until we see more C'Thun cards, right now I feel that warrior has a good shot at being the top C'Thun pick. Warrior is known for being able to conduct slow, drawn-out games that last way past turn 10, not to mention the class has access to a whole host of cheap, efficient removal to ensure there's as little in the way of C'Thun's Battlecry as possible once the time comes. In particular, Ancient Shieldbearer will easily proc on turn 7 compared to Klaxxi Amber-Weaver who will struggle on turn 4 meaning your Shield Slams will always have a plentiful armour total with which to nail shit. I suspect the sixteen C'Thun support cards will be one per class (possibly all 'if C'Thun has x Attack, do y' effects) and then seven neutrals (probably all C'Thun buffs). Since this video was made the only additional C'Thun card we've been shown is Skeram Cultist (which Kripp covers in a later video), which means we still only have 6/16 such cards revealed. I look forward to seeing what the other ten can contribute to the archetype.
Corrupted Hogger could also work in a Control Warrior with whirlwinds, possibly replacing the Obisidian Destroyer (Can't be BGH-d, produces "bigger" taunts)
I feel like in arena if you get 4/5 cthun cards when picking your deck you could get the option at the end of the draft to select cthun. It would add more hesitation when picking your deck in arena and even if you don't get enough cThun cards then the cards already have decent stats so you don't get fucked over when playing games ! Just a thought
Hogger, Doom of Elwynn's effective health against missile effects alone is only 18, not 20. He has 6 himself plus his 6 2/2 gnolls. 6x2=12. 12+6=18. How do you not miss more lethals with your skills in arithmetic?
I think you are miss understanding the 0 mana cards for example the japanese card. It is better then a 10 mana heal 20 card becouse it is more flexible and if u only think it is good at ten mana only play it as ten mana and it will be as consistent as a 10 heal 20
You have the board, a 3-6 drop minion, and forbidden healing. With that minion you have lethal next turn. However, your opponent can kill you this turn. This is a scenario that happens all the time. Forbidden Healing lets you put another body on the board AND gain a shit ton of life
Forbidden shaping might be good IMO. It's a bit lower in its power level from the average minion on the turn that you play it, but it's extremely flexible. It can be used in early game, mid game, and late game, and be equally good in all 3. It's pretty much the only card in this game that's good to draw on every single turn in the game, and I think that flexibility might make him worth playing, even if the minion you get is at a lower power level than just playing a minion of your choice that costs as much as forbidden shaping did. And of course, sometimes you might win off of an esports forbidden shaping that gave you just the right minion.
Forbidden flame would be almost too strong if it could target enemy hero. Pyroblast is a 10 mana 10 damage that has the weakness of being useless on the turns leading up to it. Forbidden flame is potentially useful on every turn and if you are in topdeck mode it could basically be a pyroblast. If it could target the enemy hero that is. It would be pyroblast but better.