I realize the title Legendary Hearthstone TITANS might come off as misleading. I tried the title Hearthstone TITANS Legendaries (but spell check tells me you can’t pluralize Legendary). Legendary Cards works, but makes the title too long. So, while you possibly came to this page looking for my thoughts on the actual TITAN cards, you missed by one article. Check out the very next article.
Instead, this article talks about the new legendary cards released with the set that don’t belong to the “Titan” keyword. Blizzard calls them Keepers and the lore explains that the Titans created them to develop and watch over the new planet. Basically, they became Azeroth’s first mythical heroes.
Death Knight: Helya
Helya comes with a basic stat line for a 4 drop card, but she shuffles 3 plagues into the deck and makes them “unending”. I looked up what that means. The cards get shuffled back into the deck for a chance to draw them again. Not what I thought, but sometimes Blizzard gets weird with their wording. Certainly not as logical as WotC and Magic the Gathering.
The plagues, for information sake, are Blood, Unholy, and Frost. All three deal 3 damage to the player. Blood restores 2 health to your hero. Unholy summons a 2/2 on your board. Frost increases the cost of the next card your opponent plays by 1 (not over 10).
Overall, a fine card for the cost. Especially if you plan to play plagues in your deck. My verdict: Good.
Demon Hunter: Jotun, the Eternal
Less to explain on this one. As they always say, “text on card.” Does anyone actually say that? I feel like there’s a saying for when the card does exactly what it says. Kind of sarcastic way of saying, “Hey, buddy, just read the card.” Maybe that’s the saying. I don’t know. Some sort of memory tickled the back of my brain when I realized that this card needed less explanation. And, still, I spent an entire paragraph explaining that. Hey, we do what we do here.
Anyway, perpetual effects can be fun in Hearthstone. This one works very well in a deck that I played a few times, Spell Demon Hunter. If you draw it on curve, you get a copy of basically ever other card you draw for the rest of the game. Right now, I really like this card. Maybe I’ll craft it and play it to see if it’s as good as I think. My verdict: Great.
Druid: Freya, Keeper of Nature
Okay, we determined that there’s no sarcastic way to say, “text on card.” Unless you read that in a sarcastic tone. In which case, that’s on you. I meant no ill will with my explanation. If you can read, you know what this card does.
“Choose one” is standard druid stuff from the beginning of the game. While this seems like a potentially powerful effect, my experience in game is that this can brick more often that blow out the opponent. Maybe I’m just jaded because luck (I know, I know, but trust me I’m unlucky in these games) goes against me so often. Plus, 8 mana feels so expensive. My verdict: Decent.
Hunter: Hodir, Father of Giants
Okay, no more mention anymore to increase my word count. Let’s just talk abouot this one. I saw a video where they played this one and then two one mana minions with rush. Effective removal and youo end up possibly with 3 8/x on the board next turn. Also, in a beast hunter, you can combo it with some of the smaller minions with charge (but there are fewer of them) for a quick kill later in the game. My verdict: Good.
Okay, so some explanation required here. If you cast just from Mage, there are three schools that can improve spell damage. If, however, you pull from other classes, you might potentially get it higher. As with many mage minions, this one feels quite situational. I think that if there’s room, Casino Mage might find a spot for it. My Verdict: Decent
Okay, now this one is absolutely situational. The only deck that immediatly comes to mind is mech paladin, which sees play every now and then. Plus, mechs offer some very good cheap minions. My verdict: Decent.
I play a couple of priest decks depending on the quests of the day. One is a terrible quest priest, but I played the reward more than half a dozen times to kill the opponent. The other incorporates C’thun and Yogg into a Renethal deck. I can rework that one to fit this card in and see if it works at all. My verdict: Good.
Rogue: Mimiron, the Mastermind
Looks like they’re trying to make mech rogue a thing. As you will see in my Titans article on Friday, the Rogue titan is also a mech. The random gadgets are one of six cards that all cost one except for the coolant; coolant (next card played this turn costs 2 less), cloak field (give a minion +3 attack and stealth until next turn), switch (two minions swap stats), horn (give a minion taunt and divine shield), rewinder (return a minion to your hand), and blades (deal 3 damage). A decent card with some utility, but I wonder how many rogues will bite on the mech angle. My verdict: Decent.
Shaman: Thorim, Stormlord
Wow. This is the best card of the set so far. I looked ahead and the other two and the only one that feels as strong is the Warrior one. Cheap, versatile, card draw and it unlocks your mana? This one will absolutely see play. My verdict: Great. Best card of the Legendary Hearthstone TITANS.
Warlock: Loken, Jailor of Yogg-Saron
This card is fine in a big Warlock deck. Other than that, I don’t see a place for this card. I’m quite underwhelmed. This might be the worst card in the bunch. My verdict: Meh.
Warrior: Odyn, Prime Designate
Okay, now this card is great. Expensive, but Warrior often plays the long game anyway. Well, my Warrior deck do at least. Initially, I thought this might rival the Shaman card but, now I’m not so sure. The cheaper cost and utility of the Shaman card just give it an edge. I will definitely craft this one because I love playing Control Warrior, but I just think the Shaman card is better. My verdict: Great.
Legendary Hearthstone TITANS bring some fun cards into the mix. Overall, I can see myself playing every one of them at one point or another in a deck to finish out a daily quest. Come back on Friday to see what I think of the actual Titans.