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HSP reviews TGT: Coliseum Manager

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View list of cards released so far in this dedicated post.

Introduction


This is the series where our contributors – high ranked ladder and Arena players – and players from Team HSP review the new revealed The Grand Tournament cards. We rate every card both in Constructed and Arena, then give you our thoughts about them. The ratings, from lowest to highest, are: Very bad (1), Bad (2), Average (3), Good (4), Very good (5). This post will be updated every time we’ll get a new review!

This time we review the cards that won the last voting – Coliseum Manager.

modded


Constructed: Very Bad
Arena: Bad

This card has vanilla stats for a three-drop, and a drawback to boot! This card is slightly better in arena as in the late game you can trade, bounce and replay it when you run out of cards, but this card is unusable in constructed. It’s a strictly worse Druid of the Flame as Hearthstone has a tempo metagame and this cards takes a crap on your own tempo for negligible value. It only has five health, and two attack doesn’t really kill much.

TL;DR: If you pull this card, enjoy your forty dust.

Stonekeep


Constructed: Bad
Arena: Good

The first Inspire card where the effect that you can actually see as a drawback, not a bonus. I really like this card and I hope that more cards like that will be released, it puts an interesting twist to Inspire cards.

Sadly, in Constructed it’s pretty bad. Right now I don’t see a place where it could fit. It looks like he’s designed to squeeze a lot of value – trade into something, get him back into your hand, replay and trade into something again. The 2/5 stats are nice against Aggro decks, but against Aggro you want 2 for 1 instead of getting him back into the hand – it’s a big tempo loss. And against Control, the 2 attack is not enough to kill anything important. Unless I’m missing something, I don’t see it being used in Constructed.

In Arena, however, I rate this card good just because of the stats. The stats are comparable to the Druid of the Flame, which is a very good Arena card. Arena games are also slower, so getting him back into your hand isn’t necessarily that bad. Sometimes sacrificing tempo in order to gain value may work out just fine. Later in the game when you have a lot of mana to work with, trading him into small drops and bouncing back may be actually a solid tactic. The only drawback is that you sometimes need to use Hero Power and don’t want to get him back into your hand at the same time. It might create certain awkward situations.

Hoarth


Constructed: Bad
Arena: Good

The concept of the card is very strong, have an overstatted minion with an inspire drawback. The big problem with this card is that it doesn’t fulfill the concept. A 2/5 for 3 isn’t strong enough to require a drawback.  There are already much stronger 3 drops such as imp gang boss and blackwing tech. If this card was 1/1 stronger, it would be a very competitive and staple card especially as a lot of decks are centered around hitting a 4 drop (meaning that you can usually get away without using your hero power the next turn). I like the concept behind the card, but ultimately it won’t see much play in competitive decks.

Sixis


Constructed: Very Bad
Arena: Average

This cards is utter trash. Not only the effect is 99% a drawback (you can heal it I suppose) but the stat line is very bad. I can see this guy’s stats being decent in Arena but in Constructed it will never see any play. There’s really not much to say, the card is incredibly underwhelming and its not even close to competing the mana slot with less competition of the game.

This card on another note teaches us just how bad the Inspire mechanic is gonna help Aggro drastically to take over the meta. The anti tempo nature of the mechanic makes it so easy for Aggro to exploit it if they even print an Inspire card that has Inspire as a drawback. It will immediately be picked up by aggressive or proactive decks since they barely rely on their hero power especially on the early turns. Just my quick 2 cents.

Lucky


Constructed: Very Bad
Arena: Good

Stats are solid, but you also need a somehow useful Battlecry to justify playing it in Constructed. Unfortunately this card hasn’t a good one. Without instant effect, bouncing it to the hand is just a tempo loss.

Very good card for Arena though, due its great stats and slower game pace.

Smashthings


Constructed: Impossible to say
Arena: Bad/Average

Let’s start by thinking about this guys stats: it is a 3 mana 2/5.

This is, I think important to bear in mind when we try to evaluate the inspire effect printed on the card. 3-drops with negative card text (e.g. Deathlord, Ogre Brute, Dancing Swords) all have extra stat points to compensate for the negative card text. But this card has seven stat points (which is in line with vanilla 3-drops).

What does this mean? Well, it means either that this is just a bad card, or it means that in the remainder of the set there is something(s) that make this text useful.

For example imagine if there where an ‘Undertaker like’ card that benefits from inspire. Or what if there was a late game minion that does something powerful whenever you play in minion (MEGA KNIFE JUGGLER FTW!!). In such cases, maybe the ability to repeatedly play a minion that your opponent cannot interact with (e.g play it and then immediately bounce it back with hero power) will in some way be useful.

To give you some idea of what may be possible with the rest of the set: Warsong Commander + Multi use Hero Power + Summoning Portal + this card.

Basically, if this card is going to see any play I think it will be in some sort of combo deck that can use the ‘bounce’ mechanic to great effect.

If, on the other hand, people have the idea of playing a super slow control deck that kills a 3/2 with this card and then “heals it up” with Hero Power I think they will sorely disappointed; that sort of tactic is waaaayyyy too slow to be remotely viable.

In short: this is just one of those cards that needs the whole set to be known in order to be properly assessed. It is either an interesting combo piece or completely worthless.

WindUpRabbit


Constructed: Very Bad
Arena: Average/Good

In Constructed it’s a Druid of the Flame with a HUGE drawback, won’t see any play whatsoever. Not worth playing at all.

In Arena, I think playing it on turn 3 is ok since you don’t want to spend your T4 on using your hero power, you can also get a lot of value by reusing it, better in Arena than constructed due to the stats.

The post HSP reviews TGT: Coliseum Manager appeared first on Hearthstone Players.


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