I also love how EVERY single hunter dodges the simple question :
Please EXPLAIN why Unleash the Hounds giving +1 attack AND charge to ALL beasts(35 total cards) for ONE mana is "balanced".
How many times do we need to explain it? It's happened at least three times in this thread alone.
In order for the card to be effective, you need to play a LOT of minions at once. This means drawing cards to find the ones you need, PLUS controlling the opponent's board presence with the few remaining control cards you've managed to draw, PLUS using your remaining mana to chip away at the enemy hero, because your beasts simply won't do 30+ damage in one turn. Juggling all of this is not an easy feat, and only skilled players can do it truly effectively. In any....ANY...other scenario, UtH is just not nearly as strong a card.
giving +1 attack AND charge to ALL beasts(35 total cards)
Have you ever seen a player with 35 beasts in play? Awful argument. If the charge is to be made the most of, then you need to play all the beasts in the same turn. Mana restricts how many you can play in one turn, and the longer you wait, the closer your opponent will get to killing you in the meantime. Rogues, for example, can still do 15-20 damage in one turn, and priests can buff a single minion to over 40/40 in a single turn if you weren't able to kill it the turn before.
Unleash the Hounds is broken at 1 mana cost. Stop trying to ride the bandwagon and act like it isn't.
Wow. Way to prove your point. That's not even an argument. That's just a talking point.
10/18/2013 12:28 AMThe deck is broken because Hearthstone does not allow players to take any actions during the opponent's turn.
Posted by Rubdown
And a single taunter with five or more life won't completely shut the deck down? Or three taunters with one life? Or any of a list of secrets? Or priest or paladin or druid heals to keep the opponent up to 30 health, or warrior armor to exceed 30? Or a rush or awarm deck to do fatal damage to the hunter before it can get its combo off?
This deck has exactly ONE chance to kill its opponent, so it needs to run all sorts of counters (owls for silence, flares for secret removal, etc.) JUST in hope that, when the time comes that the hunter has no choice but to push the combo, nothing stands in his way. If he mis-plays, or if one single card comes out that he doesn't have time to react to, he auto-loses.
What's all that to say? That if you're a good player, and if you know what to expect from the hunter, you'll win, because you built a deck that has the answers, and you knew when to play them. Essentially, you out-hunter the hunter.