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Thunderhorn: The new Kron?

Out of the 8 decks I have at the moment, I have Thunderhorn in 2 of them but only because I don’t have the cards I would want to use instead (both cases being legendaries). So I would run 0 if I had every card available to me.

I tried him in vet and it’s not really worth it imo

The only combo i see as a bit “over the norm” is aspect of shmzarHORN!

But nothing more…

Thunderhorn is decent, but totally overrated. In half of the factions he is just an inferior Hailstone Golem because it’s so trivial to play around him when his user has no way to alter your minions positioning.

The only factions that can take advantage of him to a good degree are Vanar with Aspect of Shimzar Abyssian with Demonic lure and to a lesser degree Songhai with Juxtaposition.
I don’t see him much in Abyssian decks (maybe like twice as far as i can remember), probably not because he is bad, but because he doesn’t really fit into the current archetypes that are popular.
Same for Songhai, some Midrange Kaleos builds run it but not all and Reva won’t touch it normally.
That leaves Vanar as the most common abuser.
I guess other factions could take advantage of it in theory by running stuff like Magnetize and/or Repulsor beast but quite frankly, he isn’t worth doing that.

I guess an argument could be made that he deters people from playing battlepets but honestly, is that a big deal? How many battlepets were used before UP? 2, Pax and Ooz, that’s it. And i still see the latter being played, i also still use him in my decks, same for pax. Sure you have to be careful about your positioning when using them but that’s easily done.

The comparison with Kron just falls totally flat as far as i am concerned. Kron was literally the best 5 drop in the game in every deck, hell he even kicked Ironcliff out of Lyonar and made Songhai players use him at a time where Midrange Songhai was considered more of a meme than an actual archetype. Thunderhorn is pretty much never seen in Lyonar or Magmar and rarely in Vet. Even out of the 3 factions that can abuse him, 2 don’t run him most of the time.

Regarding the question in how many decks i run him, i can’t really tell out of my head, i have like 50 decks at the moment and if i had to guess probably 8 or so have Thunderhorn.

So yeah, no nerf please, totally not necessary and would most likely kill another innocent card and in this case, also a very interesting one.

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Thunderhorn is actually really good in keeper vaath, and magmar also have thumping wave, so add magmar to the list.

I tried thunderhorn in burn abyss to combo with Komodo hunter, but later replaced it for more aggressive options.

Magmar also has Taygete and that Girl didn’t see any play since her nerf despite the potentially devastating combo with Twave. And Thunderhorn is in the same boat as far as i am concerned. Magmar has just too much other stuff they wanna run in their 4 mana slot so it’s nearly impossible to justify Thunderhorn. A potential 8 Mana combo with Twave that will hit like 3 targets on average doesn’t really help with that. Don’t know why anyone would want to use him in Keeper Vaath over Sunsteel, Dioltas and Elucidator.

elucidator tends to be suicide and dioltas messes with natural, so I went with sunsteel and thunderhorn

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I am an advocate of reworking Thunderhorn. This card single-handedly invalidates Swarm, battle pets, and Lyonar’s in-faction ability of Zeal with its existence. It’s similar to old Blistering Skorn, which I don’t think was too strong as a 3-mana 3/4, but it was preventing other archetypes from being valid, just like Thunderhorn does today.

Is it ridiculously powerful? I don’t think so, but it makes games a lot more awkward when you have to play around this minion. Heck, against Vanar, you can’t have joined things on board at ANY point once your opponent reaches 6 mana unless you want to risk being punished. Playing around Thunderhorn is way different from playing around Blast or Frenzy.

I think this minion needs the Kron treatment. I like the idea of a 4/2 or maybe a 4/3 stat line. No Inner Focus synergy, and it can still capitalize on Wraithlings, as well as certain Battle Pets. But then it would need to make use of its ability to be good instead of just being a good stat stick at its worst. An ability like that should come at some risk to the user.

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I disagree that it invalidates those. But it does check them. I also think the Kron nerf was overkill tho. I would rather have seen him go to 4/5 or lose provoke.

Awkward to play around doesn’t require a nerf. That’s just a good card. I also don’t think it needs risk. Tbh, aside from being neutral, I think it’s only marginally better than wasteland wraith.

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I Have a very strong dislike for this card although it isn’t the card’s fault so much as it is the number 1 faction that abuses it. All in all the card is still too good for a 4 drop based on stats and ability. I’ll echo other posters with my confusion on why a card which clearly negates the play of battle pets was ever designed in the first place.

The problem with this card as I see it is simply that Vanar abuses the HELL out of it. They already had ridiculously good removal as it was and now they have more because you get punished in excess for building a board in the first 3 turns. All so they can use some combination of thunderhorn, hearth sister, and Aspect of Shimzar to clear your board while leaving up a threat.

Like I said, I hate the card so my criticism is certainly salt tainted, but I would at a minimum change the stat line to 4/4 for a 4 drop with a game changing ability.

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That’s a 3 card, 8 mana combo that takes 2 turns to set up. If they pull it off, they deserve to clear your board.

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just 1 of those cards is enough to setup a massive turn with thunderhorn and it is not hard to play thunderhorn off somewhere it won’t be hit on turn 2 of the game and follow that on turn 3 with 1 or both of those. Like I said I’m salty but people saying you can just play around it obviously have removal in their hand every single time the thing hits the deck I guess because if you can’t remove it on turn 2 or the top of turn 3 depending on who went first you probably just lost the game.

I get that it isn’t the “best card” for every faction, but for those than can take full advantage of it, it leads to ridiculous early plays.

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If they have to split their combo over 2 turns then you can play around it. So early in the game you won’t have more than 2 minions on board just split them up properly and even the combination of heathsister and aspect won’t wipe your entire board. I have a hard time imagining a situation where vanar drops thunderhorn and you have no way to avoid a full blowout.

How much removal do you use? I know I usually have removal for thunderhorn because I run a ton of it.

Deck dependent but my Vet deck tends to run 3 removals and use trades to clear anything else. Falcius is pseudo removal in my book but it doesn’t allow for a clear of this minion. Other archtypes will clearly have more / better options to deal with this creature and I could just jump on the Vanar band wagon and easily remove it with the cadre of spells they have access too but I’d rather not trade my enjoyment of the game for winning.

In the end I don’t think people that are happy with the card are going to magically change their opinion on it any more than I will. I was on the opposite side when it came to Kron, that card never impacted my games in the same manner and I never felt compelled to drastically alter my decks, include the card in my deck, or alter my play style to a degree greater than playing around makantor or Holy Immo would require.

I would highly recommend running more then. Like 9-12. Even doing 2-3 damage to thunderhorn is a big deal. A lot of the time, doing that damage means it’s only getting one attack in, which is so much easier to play around.

Personally, I much rather see the game grow more. Once each faction has a larger pool of cards and more archetypes to play, we may see Thunderhorn’s usefulness drop (because either decks won’t have room for it or Thunderhorn’s ability may be less frequently useful to such an extent).

If Thunderhorn needs a nerf, I’d be fine with either of these two:

  1. Increase mana cost to 5
    This allows players more time to prepare for it including having larger threats on the board which Thunderhorn may not handle as well.

  2. Make the effect trigger on attack only (not on counterattack)
    This gives players another option to remove Thunderhorn without being punished for it: attacking it. In this way, you can effectively use all available minions to attack the Thunderhorn without worrying that they will be killed preemptively from earlier strikes.

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Is it me, or do problems tend to pop up every time it’s a neutral card that’s all the rage. Kron was hated as a 4/6. Blistering Skorn got hate as a 3-drop. Blue Conjurer, and for me personally, Owlbeast Sage still leave a bitter taste in people’s mouths to this day. Saberspine Tiger has also been a topic of discussion on more than one occasion.

Now we have the next neutral minion of the hour. Because it’s neutral, there’s a lot more room for abuse since you can use any faction’s card pool. We can talk all day about how Magmar has no position altering cards to abuse it (save Repulsor Beast, another neutral option), but when looking at a card, we have to acknowledge the most abusive aspects of that card, in this case, Aspect of Shim’Zar. It limits anyone playing against Vanar once the 6-mana turn comes (which can be ramped btw).

There are many cards that seemed balanced in most scenarios. Take Saberspine Seal for example. It was a 1 mana spell at one point, and was changed only because of the Baconator combo. That’s it, one combo. But because the potential was there, it had to be nerfed. Same with Thunderhorn imo, This + Aspect of Shim’Zar is too abusive. You can’t play around it because you’re at the mercy of the Battle Pet mechanic, which your opponent manipulates on their turn. Even if there is no other way to abuse this minion (there are actually plenty), the abusive combos would be enough to warrant a rework.

And of course there’s the problem with design space. Trying to introduce new Swarm styles and Battle Pets with this thing running around would be a challenge.

I’m mostly playing Lyonar on ladder and I think Thunderhorn is a great card. It’s super fun to play against and there are so many strategically sound countermeasures that I positively frolic whenever I see my opponent playing one

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Does thunderhorn need a nerf? Absolutely, but this was obvious from the start. It doesn’t need a big one (though that tends to be CPG’s style, right? Or am I wrong? I legitimately don’t know) but it needs one.

Mana cost, health, slight text/effect change (the least likelyhood of happening).

I don’t really care about this card because I’m choosing to play stupid decks anyway, but I agree with your point. If they’re going to look at growing the game more, this is a card that will limit design space in it’s current form. (I think text/effect change is the only way they’d be able to circumvent the battle pet interaction/effect.)

I don’t think Thunderhorn is an especially strong card to begin with. It’s a beefy beatstick, with a combat related ability that isn’t particularly easily enabled by egregious tools like Inner Focus. Thunderhorn is less threatening to the game’s balance than about a dozen other far more inherently powerful cards that have far more than a high baseline (Saberspine Tiger, Luminous Charge, Lavaslasher, Phantasm, Frostburn, Plasma Storm, Aspect of the Ravager, Tectonic Spikes, Azure Summoning, so forth, and so on.)

What Thunderhorn DOES do, however- is give Spelljammer, and the 4 mana tech cards a worthy contender for their slots. If anything, it’s proof of concept that CPG could safely give Purgatos, Emerald Rejuvenator, Moebius, Mindwarper, White Widow, Saon, Alkyone, and Sterope better bodies. The game would benefit greatly from the average power of 4 drops rising to be proportional to the absolute power spike of 5 and 6 drops- since 4 mana is the sweet spot where most midrange/control strategies need their things to help them pivot into a stable position.

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