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Servants Review-Hunters
Posted On: 04/09/2008 21:26:43
The set review rolls on with the Hunter class.  I think Hunters may have come away the best in Servants of the Betrayer.  Let's just jump right in.

Bogspike

Bogspike probably isn't going to see much play.  There are better 1-drops in both factions for Constructed.

In Limited, Bogspike is certainly playable and is one of few cards in the game that is better on the draw.  If your opponent comes out swinging with a 1-drop, you can drop Bogspike and get an early tempo swing back in your favor.  Not too much to say about this card, it's playable but not spectacular.

Death Trap

Have you ever heard the phrase, good in a vaccuum?  This card is a perfect explanation.  Based on its power alone, this might be the best card in the set for Hunters (Survival Instincts is still up there too).  However, when you look at the card's application, I find it very difficult to think that Traitor Hunters are going to be better than Survival Hunters.  An incredibly powerful card, that won't be able to find a home.

In Limited, this card isn't quite as good as you think it is, but it's still really good.  Much of Limited play revolves around ally vs. ally combat, so you won't be able to play for free as often as you would like.  Still, any time you have the possibility to get a free kill and an AoE effect as well, that's an incredibly powerful card.  Definitely a reason to strongly consider a Traitor Hunter in this format. 

Feeding Frenzy

I think this card has very limited possibilities.  The only real place I see for it is as a finisher in a rush deck.  Even in that sense I don't like it because it's reliant on your opponent leaving himself defenseless, you having a Pet, and you having enough allies to destroy to make it worthwhile.  If all that is happening you're going to win anyway.

In Limited, I still don't really like this card that much.  Again, it's very important that your opponent makes it clear he has no way to mess with your plans.  It's slightly better in Limited because you may end up with some small allies who are having no other real effect, but even then they are often best used in combat.  If you have allies that are better as fodder than anything else, you either drafted really poorly or opened 6 lousy packs.

Feign Death

This card has been the topic of much discussion.  The card is good, possibly very good, but it's not as good as a lot of people seem to think.  It has a lot of applications and will definitely allow you many blowouts vs. people who forget about it.  However, it's probably only the fourth or fifth best Hunter card in the set (which is also a testament to Hunter's power in this set). 

I like the card more in Limited because your opponent isn't as likely to play around it.  It can be particularly devastating late in a game as a wary opponent will realize something is up when you leave three resources open early in a game.  It doesn't have as many applications because your hero won't be targeted as much and again much of the important combat will be ally vs. ally.  Still, it's probably playable but not a game changer against good opponents. 

King Khan

I like this guy quite a bit.  He can be a nail in the coffin to rush decks following a turn 3 Survival Instincts.  He poses an immediate threat against any kind of ally based deck.  Once he starts getting to attack every turn, it's going to be tough sledding for opposing allies.  I like him along with Hootie as the pets of choice in Survival Hunter right now.

In Limited, this guy is a bomb.  Having an ability to remove a 4-health 4-drop is going to be very tough, and if they also don't have a 4-ATK ally or 5-Health, it's going to be very difficult for them to ever remove him.  Definitely a reason to go Hunter.

Rain of Arrows

I will like this card one day when Hunters have a better way to ready their own resources.  Until then, it's a combo piece waiting for some partners. 

In limited, it's a 2-damage for 2 ability which is definitely playable.  It's not a reason to go Hunter but worth playing if you're already in Hunter.

Ranged Weapon Specialization

I think this card would see more play if it weren't Marksman spec'd.  I would really like to see it paired with Blastershot Launcher in a Survival deck, but that's not going to happen.  The most likely use for this card is in an Elendril Rapid Fire combo deck.  I don't think that deck is particularly strong, but there are some people out there who think it's going to be the next big thing.  If it is, this card will be one of the reasons. 

This card is very limited in umm limited.  Without a Ranged weapon it's absolutely worthless.  Even with one, your chances of drawing both in the same game are slim.  You would probably need two ranged weapons, but in that case you'll probably still win without the Spec. 

Run to Ground

This card is decent if Hunter rush makes a comeback.  Giving all your guys +3 attacking their hero is pretty good.  It's simple but effective.  Not much more to say about it. 

In Limited, this card has a lot of potential.  Aside from the beatdown it can allow you to administer to an opposing hero, it can also let you generate very favorable trade when the big allies start coming out on your opponent's side.  I think it's a good card in Limited.

Snake Trap

This may be the most misunderstood card in the new set.  I'm sure everyone has done it at some point, whether it's this card or some other one.  You start reading the card, assume one word there is something it's not and say "Holy crap! That's good!"  A lot of people seem to think that this card says the ATK of the attacker and not the cost of the attacker.  That's a pretty big difference.  It also targets.  All that combined makes it worthless against solo and untargetables.  It's only good against control decks running big allies.  Even then, Hunter has better options in those matchups like Thrill of the Hunt and Trophy Kill to handle the fatties. 

This card is better in Limited since your opponent will always be attacking with allies.  In fact, it's really good in Limited.  Getting free dudes is never a bad thing, especially in the mid-game when they can really swing the tempo of a game. 

Survival Instincts

I think this is the best Hunter card in the set and the reason many people are predicting big things from Survival Hunter.  The card is very good and combined with cards like Lightning Reflexes and Hootie really gives Survival Hunters the ability to just blow out aggressive decks.  The card can also pose somewhat of a problem to control decks as well.  They don't always deal a lot of damage in one turn.  Some of the more popular allies can have a significant chunk of their damage taken away when the first 4 is prevented.  I'm still not sure how good Survival Hunter is going to be, but be ready to face a lot of these at the Realm Champs next month.

In Limited, this card is really good.  It forces your opponent into the control role as they will have no chance of racing you.  They will have to wipe out all of your allies and then get what damage through that they can.  Over the course of a Limited game, this could easily prevent 30+ damage or even more. 

That wraps up the Hunter cards.  The Mage installment should be along soon.

Tags: World Of Warcraft



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Viewing 1 - 1 out of 1 Comments

04/10/2008 16:45:12
ive played with run to ground in limited and found it pretty lacking.  the biggest thing is it doesnt do anything the turn it comes out.  turn 5 is a big turn and youre usually playing a 5 cost ally.  you cant really afford to play it early without losing tempo and later on its too easy to play around.  agree that fien death is overrated and suvival instincts is awesome



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