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Marioland

"[@The_Butcher":](/1213596#comment_7889940
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@Ledvi":](/1213596#comment_5272658
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If it's gonna be shot by a fireball, that's amazing value on it's own and worth 4 mana even if it didn't do anything else. But it does, it's a beast with charge, that's huge.


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Think of it like a boar: 1/1 Charge, then with 2 extra mana you add 1/3 stats. That's a fair card. But it's a Legendary, so you have a narrow but powerful synergy, that's the effect. The extra stat? That's just too much. It can't be dealt with by frostbolt and ping, that's just evil and if mage goes second that's even worse.


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So, to make it a really powerful tech in any hunter deck, make it 2-4. It's still OP, but it's a legendary, so you'll only have one. [/bq]

 
A 2/4 Charge is arguably too strong as a solo minion without any other abilities (mostly arguable because Huffer exists, but he's also random and neasy to kill with ahis gu2 hearanlteeh). Even one trigger makes it an immediate 3/5 with Charge, which is worth about 5 mana on top of destroying an opponents card in the Secret it counters which itself adds just more value and lets it take out at least 2 cards by itself. On top of that Deathstalker Rexxar exists, and this is under 5 mana and is therefore a possible pull, so "It's a Legendary" doesn't really excuse its power level.


 
It's very much a tech card, and tech cards need to have some downside to them to prevent them from being auto-includes in every deck. It's why Mind Control Tech got removed from the Arena, since it has decent stats and a really powerful ability if you can get it off that caused massive swings. If you saw it in your Arena pick, you usually took it.

A 2/4 with Charge is too strong even if its ability never goes off to really balance it as a tech option.
 
Honestly you could make it a 2/3 Charge and it would probably be more fair as a punishing card (if a little understated. I think people would undervalue it a little), or make it a 2/4 without Charge so your opponent has a chance to deal with it before you destroy their secrets and buff it to high heaven (although you could still give it Charge through Tundra Rhino, which is a workaround but is alright because it takes 2 cards and 8 mana to do).
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Edited by Marioland
Marioland

"@The_Butcher":/1213596#comment_7889940
[bq="The_Butcher"] "@Ledvi":/1213596#comment_5272658
If it's gonna be shot by a fireball, that's amazing value on it's own and worth 4 mana even if it didn't do anything else. But it does, it's a beast with charge, that's huge.

Think of it like a boar: 1/1 Charge, then with 2 extra mana you add 1/3 stats. That's a fair card. But it's a Legendary, so you have a narrow but powerful synergy, that's the effect. The extra stat? That's just too much. It can't be dealt with by frostbolt and ping, that's just evil and if mage goes second that's even worse.

So, to make it a really powerful tech in any hunter deck, make it 2-4. It's still OP, but it's a legendary, so you'll only have one. [/bq]
A 2/4 Charge is arguably too strong as a solo minion without any other abilities (mostly arguable because Huffer exists, but he's also random and not a guarantee). Even one trigger makes it an immediate 3/5 with Charge, which is worth about 5 mana on top of destroying an opponents card in the Secret it counters. On top of that Deathstalker Rexxar exists, and this is under 5 mana and is therefore a possible pull, so "It's a Legendary" doesn't really excuse its power level.

It's very much a tech card, and tech cards need to have some downside to them to prevent them from being auto-includes in every deck. It's why Mind Control Tech got removed from the Arena, since it has decent stats and a really powerful ability if you can get it off that caused massive swings. If you saw it in your Arena pick, you usually took it.

Honestly you could make it a 2/3 Charge and it would probably be fair if a little understated, or make it a 2/4 without Charge so your opponent has a chance to deal with it before you destroy their secrets and buff it to high heaven (although you could still give it Charge through Tundra Rhino, which is a workaround but is alright because it takes 2 cards and 8 mana to do).
No reason given
Edited by Marioland