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Hammer of Wrath
This card is used in
54.73% of all Paladin decks
I found out the hard way today, durring the beta, that you can apparently Hammer of Wrath yourself. I was moving it around a bit thinking about whom I should bring the hammer down upon and I sort of slipped on the mousebutton and accidentally hammered my own hero ...
It does not have a flavor text at the moment, which is interesting, because every single other card has one (alright,
might be an exception, but it has its own reasons).
Edit: today's (2013. dec. 10.) patch seems to add a flavor text to this, giving one to every card (except the one mentioned above for obvious reasons) a flavor text.
Golden version unlocked at Paladin level 32 and 34
I feel like this card is too expensive. Comparing it to other early game removal, it doesn't stack up in my opinion.
does the same damage, with the option to draw a card and still hit for one, for 2 mana. Albeit just to a minion but I've never seen hammer used on a hero.
does the same damage for half the mana and freezes which can be huge for keeping a big creature at bay for a turn or for opening up an
one less damage, two less mana. If you had two you could deal 4 damage and draw 2 cards for the same cost.
I just always feel like if I am lacking board control going into turn 4 and hammer is a wasted card. Sure I can remove something but I can't do anything else that turn and my opponent is likely going to keep coming.
Effectively paying 2 mana to draw a card. This cost should be brought down by at least 1 mana.
This card isn't trash, it's just less helpful during the earlier rounds.
of Hearthstone shows a mana cost of
average direct damage
Mana ≤ D-1
The "minus 1" originates of the additional card in your hand. Cards supporting this rule of thumb are:
. Often additional effects are added for the mana cost, like
. An exception of this rule are mage sorceries like
(1 cheaper) or priest
Applying this rule, this card with 3 damage should cost 2 mana. However, we get a card!
Mana = 2
To kill turn 3 creatures in your turn 4 it's ideal. Only 6 of the 44 Three-drops have more than 3 life:
are insta-killed. If you are 2nd to play, you have to compete with Four-Drops: you kill them in
if no buff or the coin helped. It isn't that bad? This card is right on the manacurve!
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