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What Legendaries from Old Gods are Worth Crafting? - Class Cards
Hearthstone
Pubblicato
18/05/2016 alle 08:22
da
Skiffington
Remember that time you crafted a class Legendary and then proceeded to never use it? Me too. We've all been there. Which is why I've taken the stance of waiting a few weeks until after the meta has settled to see what truly ends up being good and bad. Admittedly it can be kind of hard to tell which of the game's rarest cards are worth investing in unless you're actually aware of what's actually being played. So we're going to be taking a look at some of the Whispers of the Old Gods legendaries now that the meta has had about two weeks to settle down.
In alphabetical order, we'll be talking about what the card is, why or why not it's being played, let you know what type of decks utilize it, and then give you a final verdict.
In an ideal world, Anomalus is a card that not only requires your opponent to trade into it, but also clears their entire board when doing so. It's a very control oriented card that's ultimately too fragile to ever see play. Strifecro originally did some testing during the first few days of Old Gods in , but it was quickly removed after just a day for something far more reliable.
Even in a post world, frequently your opponent will just trade a few minions into Anomalus and be done with it, leaving the board clear effect wasted. As such, there are much better and more impactful minions to play that will serve your needs. which does occasionally appear in Tempo Mage comes to mind, not only is it big and requires trades, it also has an immediate activation to give it value and help you right off the bat, something that really needs to happen with an 8-Cost card.
Verdict: Pass
The effect on Cho'Gall is one of the more interesting possibilities in all of Hearthstone - spending Health to cast a spell instead of Mana. Theoretically this allows you to not only get a big body on the board, but play a more expensive removal spell to give him a shot at surviving until the next turn. Good in theory, not so much in practicality.
is easily the most popular topic of discussion. You pay seven mana for a 7/7 body and then pay an additional three Health (since you lose six, but regain three of that) to basically complete a free trade in which your minion remains unharmed. If you're on curve there's a lot more value here. Once you reach Turn 10 however, it obviously doesn't make sense to spend Health to cast anything that costs three or less mana.
Here are all the possible Standard Warlock spells you could cast.
Verdict: Pass
Aside from looking
fantastic
in his golden form, Fandral Staghelm has quickly become a must have for Druid players. His "Choose Both" effect works wonders with the current decks which rely on things like , , and even . A Turn 5 Fandral + Raven Idol alone is a great deal of value with many seeing it as enough to warrant inclusion. But, there are also buff minions like and (though the former technically transforms) which gain both of their abilities, meaning many view Staghelm as an immediate threat that must be dealt with.
Because of his relatively cheap mana cost and healthy stat line, this is one that you should be seeing in most Druid decks, regardless of where others choose to label the class in terms of relevancy.
Verdict: Playing Druid? Craft it!
Many had Hallazeal pegged to be the new face of Shaman. With the plethora of tools available for the class, many expected it to dominate the ladder - and it has, but not because of Hallazeal.
In a perfect situation you play him on eight mana and follow it up with a giant board clear like or to essentially restore all of your Health. As we said, this was the case at the start, but that quickly faded as folks removed the heavy board wipes for more direct damage. Even then some tried to include the latest legendary, but it turns out that more direct damage meant more aggro and less control. As such, he's ended up getting cut from the majority of Shaman decklists.
Maybe one day we'll see a true Control Shaman, but until then this is only a so-so situational card.
Verdict: Pass
There were a few hopefuls for Herald Volazj's debut. A six mana 5/5 isn't all that impressive, but some were sure that you'd be able to copy large minions like and and double their bonuses. But at six mana, Volazj basically requires a two turn set up, something that most players are not comfortable relying upon, especially in the slower meta that we're seeing today. More-often than not, at least compared to before Standard, players will now choose to trade or remove large threats rather than ignore them. This means that getting the proper value out of Volazj is a very difficult thing to do, especially because the minions it summons are very easily dealt with.
Though Priest isn't in a very good place currently on the ladder (in tournaments N'Zoth Priest is actually somewhat popular), there just doesn't seem to be enough value here to justify inclusion.
Verdict: Pass
Malkorok is one of those cards that makes us glad we don't rush to craft everything that seems overpowered the second the expansion comes out. At first it looked like he'd be an auto include in every type of Warrior deck, but as the days went on and the lists became more refined, he ended up getting cut from everything but Tempo Warrior. This is largely in part due to the fact that Control decks can get away with running more greedy cards, but Tempo decks usually have to either push for damage or board presence, they can't normally get both.
This is where Malkorok comes in.
The average Standard weapon allows them to not only summon a 6/5, but to push an additional 3.66 damage to the face or otherwise. Of course leads to
some disastrous situations
, but most of the time it's great.
Verdict: Playing Tempo Warrior? Craft It. Otherwise you can probably pass for now.
Hunter is admittedly still in a bit of a rough spot. Initially some slotted Huhuran into Midrange Hunter decklists to get some added value out of their plethora of Deathrattles, ideally . A 5-Cost 6/5 that summons two 2/2s for a total of 10/9 in stats is great if you can actually manage to accomplish that...There's an unwritten rule with Highmane's that says if it hits your face, the Hunter will win. So not many players are going to leave up a Highmane and even give you a chance at utilizing it with Huhuran.
Since release she's somewhat tapered off. Just the other day, Thijs was laddering with this decklist () which doesn't even run her. He instead opts for a bunch of one ofs such as and oftentimes finding their effects useful more frequently than hers.
Verdict: Pass. But keep an eye on her, she may become relevant at some point.
Some had qualms with the concept of Ragnaros, Lightlord when it was first revealed, and we're not just talking about the lore backlash. The initial discussion revolved heavily around whether healing eight points of damage from a random target was nearly as good as dealing eight damage. It's not usually, but the difference is that Lightlord can attack, so he posses a significant threat while having a large enough effect that he sometimes justifies inclusion.
Though there were some doubts Control Paladin would ever be viable again, we've ended up with a meta where N'Zoth Paladin is easily one of the top tier archetypes out there. And these decks frequently run many high cost control oriented minions like Lightlord. In fact, the majority of N'Zoth Paladins actually utilize both Ragnaroses (Ragnarosi?). Chakki actually won DreamHack Austin with his if you're interested in taking a look at what a typical list looks like.
Verdict: Craft! If you play Paladin at all, N'Zoth Paladin will not be going anywhere anytime soon.
If you're unaware of what Toxin cards Xaril can generate,
you can find them here
.
Xaril provides is a decent minion at a low mana cost that also happens to provide two 1-Cost spells to help you combo off of or to save for the inevitable activation. Because of this, he's now a staple of Miracle Rogue, an archetype that has surged to the forefront of the meta. With so much emphasis on getting the maximum value possible out of the Auctioneers, and provide excellent means for you to either Stealth or bounce it back to your hand.
There's really no arguing against Xaril. Though there may be a time where Miracle Rogue is bested by another archetype come the rest of this year's set releases, we don't suspect he'll leave relevancy in 2016.
Verdict: Craft! Assuming you play Rogue of course.
We hope you enjoyed this look at the Whispers of the Old Gods class legendaries. We'll be back with Part 2 which examines the neutrals of the set including those pesky Old Gods!
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