Every single time I’m winning, they just play Zuljin, and instantly win. No skill or thinking required, absolutly no downside (unlike say Death wing who destroy all your units and your hand for a 10 cost). Zul’jin just, almost 99% of the time, makes you win for 10 of cost.
I know some of you (probably playing Zul’jin of course) will say it’s not, or you can ‘‘counter it’’ with this card, or that one. (you know a card is broken when you NEED to have 1 or 2 cards especially to not automatically lose).
I’m not here to cry. I like combos. I like strong and new ideas of cards. I know when I lost because I got unlucky, out skilled or something like that. But Zul’jin is just not about being out skilled or unlucky - it’s just broken.
I know it’s kinda useless to whine here, but I felt I needed to say it. Hopefully Blizzard realise it soon enough. This card is just frustrating. Everytime I lose because of that card, I feel like quitting. It’s just not like any other card.
Many decks don’t run him because running a ten cost card in hunter can really affect your hand early in the game. And ideally hunter has you at lethal long before 10.
His deathrattle requires a lot of slow cards for set up, to the point that control decks can fairly easily handle the ONE explosive turn that Zul’jin provides, and the hero power is quite tame compared to what we’ve had before.
Besides this qualitative analysis, I don’t think any stat sites point to him as THE card that’s pulling weight in the decks that use him. I think you are getting tilted by a flashy card that isn’t actually that big of a problem.
It’s not only a ONE explosive turn. It does explode in one turn, making you win, but if he didn’t win, it summoned a while board of units back to life which make it explosive over many turns afterward. Also more than likely wiping your side of the board.
I mean if you hit end turn and do nothing after the turn he plays zuljin you could say it is multiple explosive turns, but that is pretty ridiculous. It makes one board that isn’t sticky.
Very deep past turn 10 their scary board has 5 health max; numerous decks have a way to deal with that.
If you are an aggro deck, why are they still alive to play it is a better question.
It’s an explosive board control turn, it won’t ‘win you the game’ outright if you saved a board clear or have direct damage.
This is a common misconception when it comes to powerful finisher cards. You were not winning; they were successfully holding you off. That is kind of the point of building one’s deck around a powerful but expensive finisher.
This isn’t really new: N’Zoth and C’Thun generated similar effects back in 2016. Those weren’t problematic either.
Midrange Hunter, specifically, gets a big swing play in return for a fair amount of restriction on their deck, predictable plays (in terms of what they can and cannot do), and lack of early defense. If it were too powerful it would outpace Bomb Hunter, but the Bomb version is just better at holding its own for the first 9 turns, so people play that.
This so much, I see the same argument so often. “I was winning then they…” Play this, draw leeray/Fireball/Kill Command/Pyroblast/weapon Lethal, it has been said about literally any game closer ever.
There is no “winning” until the opponent is actually dead.
This is where you are wrong. If a card made you draw A COMBO (aka many cards together that you choosed and made something strong) it’s ok. But ONE card shouldn’t be a combo, aka, Zul’jin.
Zul’jin is very much a combo. It requires Unleash the beast, Animal Companion, preferably master’s call and Dire Frenzy to be played beforehand to actually do anything.
Zul’jin alone is literally +5 armor and your hero power now can hit minions for 10 mana.
It requires a certain deck+patience from the hunter as well as knowing what is enough to kill the opponent and when to pull the trigger. VS a control warrior you can basically greed to no end cause they never ever actually try to kill you so you can just patiently wait until you have fired off every single spell in your deck, vs a rogue, more aggressive hunter or Mech pally for example you might never get that time (which is the reason Zul’jin does not even make it in a lot of lists anymore).
Zul’jin is the exact type of combo card Blood reaver Gul’dan, N’zoth or Hadronox are except way worse cause the tools to stall to that finish are just not as numerous for hunters.
It isn’t. Go ahead, play Zul’Jin on its own without playing any spells beforehand. Did you win? No? If course you didn’t, you probably got blown out in the next turn
But I thought Zul’Jin was a one card win? So why does playing Zul’Jin without having any other cards to use with it not win me the game?
Because Zul’Jin isn’t a one card combo. He’s the final piece of a combo your opponent spent the entire game building.
You weren’t winning. You THOUGHT you were winning,probably because you had more health, but that isn’t winning. Winning is a board lead. Winning is more options. Winning is NOT BEING IN RANGE OF YOUR OPPONENTS WIN CONDITION. You were, and you should have known you were. It’s not at all hard to see Zul’Jin coming. The deck it’s in telegraphs him so unbelievably hard I start expecting him as soon as a Hunter that’s played any non bomb related spell gets to 10 mana while keeping a tally of what all he will cast so I can make sure to hold on to something to deal with it.
And of all the hunter decks to complain about, you chose the one that needs the late game instead of the one that doesn’t even let you get to 10 mana?
this post doesnt make any sense to me
each hero is different doesnt matter if other classes have one or not
and other classes not having one doesnt make zuljin broken
tell me how is Zuljin different from Nzoth, C’thun, Yogg or even Guldan? They are all 10 mana card that need a deck to build around it. You need good spells to make zul jin work and set it up and even then its pretty random. Nzoth and C’thun u set up by play DR minions or C’thun buff so they are basically very similarly designed card. The token set up by Zuljin swing turn can easily be destroyed with brawl, twisting nether, vanish, pyro equality etc. So nope , its not broken at all. In fact its a very well design hero card because of the relatively weak hero power yet impactful play turn.
Nzoth, Cthun, ect have all rotated and all classes don’t have a hero. Zuljin is also a controllable yogg. You know exactly what hes gonna do and its not a big sacrifice to run the good hunter spells now.
None of them were totally broken except guldan but it’s more of his hero power than his battlecry. Doesn’t matter they are in wild or standard. Spell hunter took almost 4 expansion to become good despite so much spell support so no hunter is never a spell based class, running spells over minions is a sacrifice. Also, there is very little hunter spell with specific targeting and this make the target very random. I saw a hunter double kill command their own face before with zul jin. Or if opponent have a full board and ur first spell is unleash the hound there goes ur 5/5.
You can’t “prepare” for a new board filled with explosive trap, freezing trap, rat trap, and snake trap, and a new board full of 5/5 wyverns and devilsaurs, hounds and animal companions, and a new hand filled with spells, secrets and beasts. What is a control deck gonna do that deals with all of that without then being at a huge disadvantage going forward?
Saying “you need to run spells or he’s useless” doesn’t mean anything either. Every deck runs good spells. That’s how Hearthstone works. It’s not some kind of hardship to make hunters run all these good cards so that they can all be re-cast by 1 card again later.
I’m posting this because I’ve lost 2 games today where I ground the hunter down, to nothing on board, no cards in hand, and several minions on my board poised to end the game, and plenty of resources in hand, only for them to topdeck Zul’Jin, and I watch as my chance of winning disappears in a single turn. A lot of the most powerful spells are ones that require a target, true, but that doesn’t matter when you have nothing that it can accidentally target. It’s a card that, most of all, turns around games that you would’ve lost if you drew any other card. And that’s a pretty crappy feeling for the other player.