Seriously…giving hunter reliable massive healing was probably the dumbest decision every made in the history of this game…
What are you people smoking?
Seriously…giving hunter reliable massive healing was probably the dumbest decision every made in the history of this game…
What are you people smoking?
You missed the boat, theres a 400 posts thread about it already.
And you know every one of them was created after somebody thought they had the game won on turn 5 and on turn 6 hound got dropped, turned the game around, and they wound up losing
Well, when I push hunter to single digits by turn 5 and then they drop hound to clear my board and heal back into the 20s…
Guess I should’ve played around it by not putting on board pressure, and letting the game go long so they could Lorthemar into bigger hounds later, before they OTK me with double Krush.
If your strategy is FACE GO BRRRRR you get what you get. You’re playing decks that are designed to win by turn 5 and don’t have any sustainability and then complaining about it when you face anything mid-range or control
Actually I mostly play decks like Rainbow DK, Relic DH, Enrage Warrior, and Outcast DH. I don’t play face decks. None of those win turn 5 (unless opponent just passes every turn).
Hollow Hound is a travesty. Your reward for being proactive and fighting through banana-juiced Silverback Patriarchs is 3+ Hollow Hounds making any of your boards invalid.
Enrage warrior is surprisingly good at making a turn 6 hollow hound a losing play.
Get an early anima extractor and imbued axe against that hunter deck and they have very, very little chance.
Even if they recover, you can do your control deck game plan and wipe them out with a remornia.
No kidding. Turn 6 Anima Extractor + Sunfury + Embers of Strength while you had an Imbued Axe in play and were holding Remornia/Grom/Olgra is a game-winning strategy against anything.
Now go over all the times where you don’t draw all of that by turn 6…there’s plenty of times where that happens instead and you can’t regain the board. Enrage is one of maybe two decks that is favored against Hound Hunter but it’s not a sure thing…
No deck is designed to win by turn 5, not even the Warlock Zoo or Imp deck back then.
Turn 5 win is something needs to be nerfed to the ground.
Now Hound can heal at turn 6 with mass board clear, that’s just a bad design given the Hunter deck has already too many early powerful minions and Seed pack boost.
Yeah, but nerfing hollow hound as one of their only defenses against decks like that basically just makes it a sure thing for the enrage warrior, and I don’t really view that as an improvement to the game.
Hound hunter is definitely too strong in low to mid skill brackets, but hound is still just a defensive card. I’d rather the deck just not answer late game decks with double Krush OTKs.
Fixed this for you to reflect accurate information.
I guess Totem Shaman bloodlusting their full board on turn 5 doesnt count.
I mean, I never lose to hollow hound.
It is not a threatening minion
It’s pretty threatening when a 10/16 Hollow Hounds comes down, clears your board, and full heals the Hunter, meaning that any damage from hand you had becomes meaningless. You just lost to Hollow Hound.
INB4 “so many other cards went into that interaction.” Hollow Hound was the defining card.
So, at minimum, turn 8, after a slow hope of Quel’thalas on 6, a Lor’themar on 7, and then a tutor + play from deck…
Most decks can kill you with lor’themar setups. That hollow hound still just healed the hunter to full after a lot of setup.
It really wasn’t…
King Krush is 20 damage at that point…
Just wait until druid can heal to full with their titan while also developing a 5/5 taunt.
Or minotauren with similar setups being a 22/22 rush armor lifesteal that gives the warrior 22 attack.
Was there another card that cleared your board and full-healed the Hunter? I guess I missed it. This is also the second time you’ve “explained” cards to me like I didn’t know what Faithful Companions does at 10 mana or what Enrage Warrior does on turn 6 with an optimal mulligan and draw…
Of course if you’re at 10 mana with Faithful Companions and a Krush OTK, Hollow Hound doesn’t matter…good job on spotting the trivial situation.
King Krush doesn’t clear the board and full heal. Eonar doesn’t kill anything. Minotauren doesn’t clear the board, and only one will ever pop out at a time. Stop intentionally missing the point, please.
…something that can actually happen even with plain minions, if the opponent got bad draw/is too greedy and doesn’t remove them.
2/1 on turn 1, living to turn 5, does 8 damage (attacking on turns 2 to 5)
3/2 on turn 2 will end up doing 9 damage
3/4 on turn 3 will end up doing 6, a 4/3 would do 8
Turn 4 you can just play a 4 drop which is usually 4 or 5 attack, or if you’re really aggressive you play a couple 3/2s and setup 6 more damage on turn 5
Add them all up and you have 27 minimum to 31 damage by turn 5… and this is before the 5 mana you have on turn 5 that you could spend on burn from hand.
Yes, if the defender does anything then you can’t kill people by turn 5, but the point is there’s just so easy to do so much damage that killing people on 5 actually isn’t that absurd. It would take a lot of nerfs or deliberately giving aggro nothing but vanilla minions to prevent fast aggro from being fast and aggro-y
I’ve won games as Blood DK on turn 6 with Gnome Muncher. This was back in MotLK, but still. It’s amazing how quickly games end when one person doesn’t do anything.
Unfortunately in this situation, Hollow Hound comes down to kill three of those threatening minions and heal up to stabilize way too efficiently. Which is the point of the anti-Hound campaign. Hollow Hound is not okay, just like Unleash Fel was not okay.
Most meta decks are spacing minions out with locations, dormant minions, and taunts with only 1 minion next to it. Most games against competant players will have hound hitting 1-2 minions, not 3.
You are acting like all the setup of the big hound is irrelevant, when there are many ways a +2/+2 then doubled minion can do things that look pretty dumb.
There are many that actually just end the game after that, not kill 3 things and heal. That’s STILL one of the weakest uses of a Lor’themar.
He doesn’t have to, he ends the game. Also, hollow hound doesn’t “clear the board,” it kills up to 3 things. Before turn 8, it’s not that hard to keep it from killing more than 0-2 things with careful board placement and planning. There are lots of other things that hit the entire board plus upside.
But can have much scarier stats, will send warrior armor into the stratosphere (there’s no cap to armor, so every minion you trade into that 22/22 will give the warrior 22 more armor), and also with setup will end the game.
If a hunter is trying to “win the game” with hollow hound, they are using the least effective strategy possible for doing so outside of fighting burn decks that lack an OTK like frost DK and shadow priest.