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This secret benefits from minions like
and will do one more damage to all enemy minions for each bonus point of spell power that you have.
Be careful Playing this against a rogue or druid if they don't have any minions out. Both their hero powers will activate it if they go for the hero.
This trap have quite good trolling potential. Just bring enemy hero to 1 health whie your health is below 10 (so s/he doesn't give up) and hope they go for your hero. It's hard to get to this situationa and even harder to make the enemy attack you with secret up, but if this happens, it's fun (for you).
Really great card due to its low cost and high killing potential. If you have other traps, this card becomes even more effective by providing a (possible) decoy. Since the other traps are much more rare, players may typically assume that any hunter trap going down is likely to be this.
I can't be the only one thinking this card needs to only last so many turns, am I? Like, have it last two turns or so? Once this card is played, even if you know it's an Explosive Trap, your team is GOING to eat two damage each, one way or another.
This card is kinda badly balanced. There's literally nothing you can do after it is played and you have lots of minions with 1-2hp on the board. There should be any way to work it around, this is generally not the way things work in hearthstone.
A lot of Hunters that play this secret often try to reduce your minions to 1-2 health before ending their turn. That's not too bad; they want it to be effective, after all. However, this clues you in to exactly what secret they've played, letting you know to buff/heal important minions, or to attack with the wounded before playing any other minions on your next turn. Unless you yourself are playing a Hunter and have
in your hand, your minions are guaranteed to take the 2 damage - but since your opponent just let you know that, you can prevent it from being as devastating as they would like.
Unlike other secrets, this one is *very* hard to play around without activating it. Yes, you could theoretically use cards like Ancient Brewmaster or Shadowstep to pull vulnerable minions back to your hand, but that's such a ludicrously inefficient thing to do that the Hunter has still gotten massive value out of the card for forcing you to do it. You can try to stock your deck with only high-health minions, but most good 1-3 cost minions are in range of this, and a lot more will be in range of it after taking a single hit from anything. Conversely, low-cost minions with high health tend to be statted very poorly or have drawbacks. And you'd be doing all that just to counter Hunters you might potentially play against, while crippling your deck in general against all other threats.
What's ludicrous about this card is that 2-damage board wipes for other classes start at 4 mana, and it seems like a weird thing for a Hunter to have an advantage in. Why does the most aggressive hero in the game have the best answer to aggro decks? It's bizarre, and it's part of what ensures that aggro decks remain strong in the meta no matter what; the best answer to Warlock aggro is Hunter aggro thanks to this poorly-designed card.
What's even more upsetting about it is that it's much more efficient at making sure control decks never reach late game. Wiping out all of a control deck's minions from the first four turns while leaving your board intact is a massive advantage for a Hunter, and at very worst for them this card forces the opponent to trade everything they have for whatever they can get on the Hunter's side.
If a hunter with this trap gets attacked, and the opponent has 2 hp left or less, the hunter wins the game.
It doesn't matter that the attack would kill the hunter, the trap resolves first.
When your hero is attacked, deal 2 damage to all enemies.
It traps your food AND cooks it for you!
This card is used in
62.67% of all Hunter decks
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