Hearthstone Huddle
Last week we covered commons, this week I’m covering epics. The list will be shorter as there’s not nearly as many cards. I’ve compiled three generics and then either picked a card or written notes for each class.
Druid. None. I say none because all three epics are heavily used and should be. Force of Nature wins games summoning three 2/2 treants with charge that can be buffed. Ancient of Lore lets you draw cards or gain life. Ancient of War gives you a huge taunt or a huge attacking minion.
Hunter. Bestial Wrath. This spell costs one and gives a beast +2 and immune this turn. It’s an ok spell but it never finds use and I expect more from an epic card.
Mage. Spellbender. A secret that costs three, it triggers when an enemy casts a spell targeting a creature and a 1/3 is summoned as the new target. This card rarely gets played and if you’re playing secrets there are much better options like Counterspell and Mirror Image.
Paladin. None. Sword of Justice is great as it gives summoned creatures +1/+1. Avenging Wrath deals eight damage split random between all enemies for eight mana and Lay On Hands restores eight health while drawing three cards for eight mana.
Priest. Mindgames. A spell for four mana that puts a copy of a random minion from your opponents deck onto the battlefield. That’s a pretty big gamble for four mana.
Rogue. Kidnapper. It’s a 5/3 for six which is terrible on cost. Then it’s terrible battlecry ability lets you return a minion to it’s owner’s hand. So a sap and a 5/3 rolled into one for six mana. It might be the worst card in the game.
Shaman. Farsight. A spell for three that draws a card and reduces the mana cost of that card by three. That’s really expensive for a card you draw that could cost one or two. Another awful epic.
Warlock. Pit Lord. It’s a 5/6 for four so great on curve. The trade-off is you deal five damage to yourself. That’s a ton of damage for a hero that deals two damage to draw a card as its hero power.
Warrior. None. All three epics are good. Gorehowl is a huge weapon that loses a point of attack rather than durability if you attack creatures. Brawl clears most of the board and shield slam kills minions based on your total armor value.
Generic
Hungry Crab. A 1/2 for one that kills a murloc and gains +2/+2 as it comes into play. Unless you’re playing against a murloc deck it is useless.
Doomsayer. A 0/7 for two, it destroys all creatures at the start of your next turn. Highly situational, I’ve seen it played in the freeze Mage deck and nothing else.
Southern Captain. A 3/3 for three so cost is efficient. He also buffs all pirates to +1/+1. There’s not that many pirates and they’re not really that good.
So that wraps up this week’s post. Next week I’ll go over rares. Thanks for reading and leave a comment.