We already have Hagatha (shaman), Dr. Boom (warrior) and Zul’Jin (hunter). Here’s my thought:
Seeing the classes with non-DK hero cards, I’m 100% sure a caster/cloth class (from WoW POV) will receive a hero card this exp: Warlock, Priest or Mage.
Taking into account broth the aesthetic and technical love these classes have received over the last expansions regarding the hero aspect, warlock has Mecha Jaraxus, and priest gets Madame Lazul with this release. I discard definetly Priest, since no exp has given to the same class a hero skin and a hero card at the same time.
From this perspective, mage is the caster/cloth class that has received less attention regarding the hero. We have been aesthetically stuck with Jaina for many years (not taking into account Kadgar and Mevid skins, which are pretty old by the way).
So my guess is that this exp we will get a mage hero card. State your bets!
I have to agree with you. A mage hero card would fit perfectly with this expension, I am not super into the WoW lore, but I’ve done some reading and it would just make sense. Giving mage a nice hero card could also give control mage a chance, since most hero cards are late-game powerhouses. I hope to see a lot of control mage cards, calekgos (not sure about the spelling) already seems like a nice card to fit into control. Hoping for something awesome this expension.
Mage certainly would make the most sense considering the expansion takes place in Dalaran. But who could it be? We know it won’t be Kalecgos now. Antonidas is a card of his own in the Classic set, so he is very unlikely. Rhonin has a card of his own too but in the Grand Tournament set from long ago, so it could be him. Or maybe Kael’thas? He used to be part of the Kirin Tor in the past.
And it was Khadgar that was available for a limited time. Not Medivh. He’s still purchasable from the shop.
True that, thanks for pointing it out. OP edited.
I’m not enough into the lore to make a guess about the identity of the hero card, but Kael’thas would be a neat option. Now I also wonder what the hero power will do. Maybe something in the line of “discover a spell”? That would be so fun.
Welp! Then I will proceed to blindly believe, hoping that it will be a surprise <: /
I still expect that the long term planning of the game is that each class ends up with a non-DK hero card. Putting aside the Standard rotations, that would make Wild experience more rounded.
This is correct, they have already stated there will be no hero cards this expansion, but haven’t ruled out hero cards in future expansions. In my opinion though, this is a bit wrong as, with the the removal of DK cards in standard this leaves warrior, shaman and hunter with the advantage of being able to play what are quite powerful hero cards where the other 6 classes cannot
I do agree that a new hero card would have been cool but the 3 we have are not close to the Powerlel of (most) Herocards we got in Kotft.
The 2 Stronger ones are Hagata and Boom which is Probably the strongest of all of them because of the high variety of Value he can offer
Hagata has a really good Boardclear which still dmg your own minions unlike Rexxar does. Also the spells are random and whoever needed a boardclear and got the “give your totems +0/+2” spell knows what im talking about.
At the state right now zuljin could be the weakest because he does the least after his Battlecry and a high amount of spells which were played in Spellhunter are roating.
So yes a new hero card would have been nice but its by far not the same difference in powerlvl for the classes who dont have them imo
I as well would like to get a new one but also wouldnt mind a meta without tjose in generell.
As far as we know it could be domething completly new like in the year of the Mamoth.
While I agree they are not game winning cards by themselves, irrespective of what you claim, they are still powerful cards. Yes, Zul’ Jin appears weak and after it’s initial play, doesn’t provide any ongoing benefit, but how many other classes, with the play of a single card, can gain 5 armour, play up to 5 secrets summon at least 2 minions from animal companion alone and recast a multitude of spells…and we haven’t even seen what hunter spells are being introduced in RoS yet.
But the fact remains, they are quite powerful cards and for only 3 classes to have access to them IS imbalanced
never said they are not powerfull. Just not as Powerfull as the others in most chases
youre right about the spell stuff but the question is what is worth to be played
For example i cant say for now if i put secrets in my hunter deck when ther is secret Removal, but not the Weapon or the Spellstone which is profiting from only playing or triggering the secrets.
Also wandering Monster and Venom Strike Trap is going to wild as well so there will be (as far as we know by now) a lesser amount of secrets which are therefor easier to be played around.
So when i dont see the reason why to play the secrets because i cant actually depend on 1 in 30 cards to win me the game i wont play either of those.
im sure you get my drift here youre right about the Minions but everything else is random. You cant target with Kill Command. This can as well go to your own Face
Also lets see what the other sets get to play wiht. Could be that the other 6 classes get better toys as shaman, warrior or hunter. The Mage Dragon for example will be a basicly garanteed Removal Pull, If not? next round 2 times Pyroblast? 20 dmg to face?
I do agree if its not cool if one Class gets better Cards the others but i have to see what there will be in store for the others
I can’t disagree with anything you are saying. At this moment it’s just a wait and see game until we know what’s coming out in the next expansion and how powerful they will be with new cards.
In my opinion though, it was different back in the days of Jaraxxus being the only hero card because the drop to 15 health was a huge draw back…or it was a last ditch survival attempt, but now there is no draw back to using these hero cards so having the OPTION to use them gives these classes an advantage the others don’t have so it should be a hero card for every class or none at all.
One thing I’d love to see though, even just for memes, is a card that reverts a hero that’s used a hero card, back to it’s original hero
would be nice but simply overpowerd
i mean if you “kill” the Frostlich Jaina last ditch to live and thell the story with a card which says: no you dont erstore life from your elementals …
I read somewhere as a card suggestion a rare minion which takes controll over the enemy weapon …
its kinda the same. I dont like enemy wincondition so lets make something which completly ruin the enemy gameplan with one card
i realize thats not your main goal here but it wouldnt simply fit at all …
if only its because it would be a must have in any deck then
Well that’s kind of the point of my anti-hero card suggestion. A hero card shouldn’t BE a win condition by itself. It should help, sure, but it shouldn’t be a ‘once I’ve played this card you have no chance to win’ card. In the spirit of that, given that cards like Dr Boom and Hagatha can provide almost infinite value (at least until you run out of cards), there should be a counter to them in the same way that there are counters to other things…AoE to counter board swarm, cards that destroy weapons, cards that destroy secrets, Skulking Geist being a counter to Jade and Mecha’thun Druid as well as other things. Like I said, it was just a fun idea I had as, being a control style player, I like ways and methods that screw up your opponents game plan
Exactly, adn what’s funny is that the hero cards that win the game are:
Gul’Dan, Jaina, Rexxar, long term (Hagatta not quite as well)
Uther and Zul’Jin as huge tempo swing (and Thrall if only he had enough support)
and the ones that help you win are:
Malfurion, Garrosh, Anduin, Valeera (Doctor Boom, again, not so good) (and Thrall if only he saw play)
and really, no one’s complaining about cards like Malfurion, it’s good, powerful, reasonable, versatile and so on, great design, the first 4 listed should be reworked to be more like it, Mage for instance could really use a card that helps it in every style of deck rather than a card that it depends on to be viable in any expansion.
That’s the best card ever printed in HS, and you know why? it’s a tech card that is reasonable in most match ups as you always burn some cards or need a 4/6 for 6 (if you run it in the first place you kinda need such cards, and can afford playing them). Additionally, the decks that were fudged by it could always adapt to it, thus becoming weaker over all (as all op decks should be) but still be good
I have to admit, I was a bit disappointed this wasn’t more viable. Out of all the DK cards I thought this one sounded more fun than any of the others
I think I sort of understand what you mean, but what kind of card for example? I used to love playing mage but not enjoyed it for a while now.
100% agree, just a shame is was a card that was created in desperation to counter the mistake they made with jades. If only they had this kind of creativity on a more regular basis
I was thinking something cheaper, it’s about turn 6-7 that mage loses resources/begins to struggle and since druid has armor and taunts/token taunts which were really pushed maybe pushing some of the better mage survivability tools (since that’s what mage struggles with the most, as well as what all the Dk’s were kinda meant for)
Since I saw cards like frost nova in aggro decks for mage (which again, better aggro classes would die for) I was thinking a freeze card would be best but the problem is that mage has always been doomed to play synergy cards in order to exist, maybe a 6-7 mana hero that freezes a character and deals 1 damage to it or something, but that would be too one sided, maybe one that has deal 3 damage randomly split between all enemies kind of powers, and that’s cause I know mage can get out of hand, although it’s underwhelming, still priest had something kinda basic outside of the refresh part… IDEA…
maybe a hero that has to do with the mage identity
a 7 mana hero that gains 5 mana upon entry and that has the hero power “Frozen Tome”/“Ice mirror”/etc. (or something, I’m sure a control main would find better names) which would be
2 mana discover a spell, replace your hero power with it until the start of your next turn
and the spells would be 0 mana
Ice something “Gain 8 armor”
Fire something “Deal 3 damage”
Explosive something “Deal 2 damage to 3 random enemies”
Arcane something “Discover a secret and equip it”
Invocation something “Discover a 3 costing minion and summon it”
Frost something “Freeze a character”
Tome of Tomes “Discover a mage spell”
Intellect something “Draw a card”
Portal of lore “Add a random legendary card to your hand”
now that’s my fun powerful idea, it might be too much though :))))