Those who thought I wrote about the acutal Hearthstone TITANS in my last article breathe a sigh of relief. I went back and forth on how to approach these articles. I thought because I planned for the release last week that I’d only have time for one article. So, my usual tact of covering the cards class by class would not work.
Initially, I planned just to cover the Hearthstone TITANS in that single article. However, I reworked my schedule and moved some things around. That gave me a whole week to cover the expansion. I still didn’t want to write the usual article covering all of the cards, though. So, I got the idea to write about keywords, then the supporting legendary cards, and finally the TITANS themselves.
Before that, let me explain why these minions have an entirely different card type. They start as minions on the board, unable to attack. Each turn, including the one you play them, you may use one of three abilities. Once an ability is used, you can no longer use that one. After all three abilities have been used, it can attack.
Death Knight: The Primus
The blood and the frost rune powers seem pretty great. Removing a big minion and gaining that health on one of your minions plus healing is a big swing in any game. +3 spell damage on most mass removal spells is very welcome. The unholy one, by comparison, feels weak. But, they can’t all be bangers, as they say. Even so, in some situations, 4 bodies with taunt might be enough to help stabilize. My verdict: Good.
Demon Hunter: Argus, the Emerald Star
I actually played this one a couple of times to finish the event quest. I both needed to play as Demon Hunter and owned this card from the packs that I opened. As I sit here, I realize that I rarely actually used his abilities. The mechanic takes some getting used to. In any event, Show of Force is great in an aggro deck and Crystal Carving gives you options. The third, like above, can help stabilize. Plus, his persistent power is nice and versatile. My verdict: Good.
Druid: Eonar, the Life Binder
When writing about the other accompanying legendary cards, I noticed that this one and the druid keeper can combo quite nicely. The first power is always welcome. The other two combo pretty nicely with Wildheart Guff. Druid is known for mana and ramp shenanigans and this card really ups the ante on that. My verdict: Good.
Hunter: Aggramar, the Avenger
This card equips a weapon and then gives three powers that support that weapon. Card draw is nice, again taunt minions give a chance to stabilize, and the third power gives you the ability to remove small and medium minions without taking damage. Overall, a tad bit underwhelming, in my opinion. My verdict: Decent.
The abilities by themselves seem underwhelming. But, chaining them together by starting with the secret, then making the enemy cards cost more (to try to lock them out) and finishing with a double Pyroblast to the face is the dream. The only problem is protecting Norgannon for two turns to pull it off. My verdict: Good.
Paladin: Amitus, the Peacekeeper
He does what Paladin does. I like his persistent ability because it extends your minions and allows for more removal. Pairing it with his first ability gives them all one more hit on minions. His second ability combines with consecration, but without a coin or other mana cheat, you can’t do those both on the same turn. The third ability, very situational, feels like the design team got a little too cute. My verdict: Decent.
That second ability alone makes this card worth the price of admission. Plus, simpy by getting that off, you discover a legendary minion. The first ability can be scary in the right deck. I’m thinking Velen right away. I’m never a fan of random effects, espeically mana locked ones. Too often, I “randomly” summon a 5 mana 1/1 for me to trust them. My verdict: Great.
Rogue: V-07-TR-0N Prime
At first glance, I want to call this card garbage. And, it very well might be. But, as I look at the abilities more and consider his persistent ability, I think some things can happen with this card and another minion on the board. The only thing I don’t like is the “Deal 4 damage to a ranom enemy.” That means that the ability can always go face. Sure, damage to the face is nice, but isn’t Hearthstone about board control and miinion interaction? Or, have we just forgotten all about that? My verdict: Decent.
Shaman: Golganneth, the Thunderer
Okay, now I’m quite confident that this one is garbage. The mana cheat is nice, but those abilities just don’t wow me like some of the other ones. I wish the Lord of Skies jumped like chain lightning or rolling fireball. Single target huge removal is nice, but just too limiting. Roaring Oceans is nice and Shargahn’s Wrath requires leaning into overload. My verdict: Decent.
Warlock: Sargeras, the Destroyer
This guy just seems like a ton of fun to play. They programmed that portal ability many years ago and they just keep building it into other cards. I can’t blame them for wanting to reuse their code, especially when I sit down and fiddle with the little bit of coding that I’ve done. The abilities themselves are middling, but like I say, I look at this card and smile mainly because of that removal spell. My verdict: Good.
I loved the Warrior keeper. I don’t love this one as much, but his utility is still pretty high. Being a limited (to only one minion) but immune Deathwing is kind of a nice little bonus. Plus, with the keeper, the first ability also gives attack. If you just absolutely want to decimate an opponent late game by tearing apart every minion he plays, this is the card for you. My verdict: Great.
Overall, the Hearthstone TITANS themselves underwhelm. I know they can’t make them too powerful, but some of the abilities are just downright bad and could be reworked or tweaked to make them slightly more powerful. Who knows? Maybe they plan on a Hearthstone TITANS 2 expansion sometime in the future and they’ll do just that.