Rare (rarity) TGT Cards That You Should Craft

Many streamers and professional players have a proclivity for hyperbole whenever a new expansion is released. They all claim that “x” card is either going to amazing or suck, even before one hand of Hearthstone is played. It’s a harmless habit we all do to help build up the anticipation of a given event and who can blame them because the anticipation is usually the most fun part of the experience. So in this article, I’ve let the hype wear off and I’ve listed some of the most important Rare cards that everyone should craft; especially for those who are short on dust and want to get the most value from their hard earned work.

Competitive Spirit:
One of the best cards coalesced with the Mysterious Jouster. Along with Avenge, Competitive Spirt helps to precipitously buff your side of the board after a Mysterious Jouster Play. For 1-mana even playing this in coalition with a Muster Battle will pay big dividends, essentially giving you 3/3 worth of stats for only one picayune mana. Personally, I don’t even think this card needs to be played strictly in a Secret Paladin deck as it works well with Aggro, Token, and Midrange Paladin; helping bolster your minions on-board with its underrated effect.

 

 

 

 

 

Healing Wave:
I’m surprised not to see every Shaman running at least two of these. Most minion cards Shamans have are traditionally higher costed due to all the good early game removal the class has, so the chance of getting fourteen health points should be better than average. Fourteen health points for 3-mana is insane and worst case scenario it’s seven, which still makes this card better than the banally morose, Antique Healbot. Face Hunters should no longer be a problem if you’re running two of these in your deck as you should out heal the outburst of damage the Hunter can deal.

 

 

 

 

 

Darnassus Aspirant:
This is the best card Druids got out of TGT. It helped ameliorate Ramp and Combo Druid to a point where those archetypes are viably competitive on the ladder once again. At the very least, the opponent is going to waste valuable removal on a 2-mana card for fear of a snowball situation. The fact that this card is attached to a minion makes it all the sweeter, giving the Druids an additional tool to help fulfill the classes’ playstyle of getting bigger minions out, quicker than the opponent.

 

 

 

 

 

 

Fencing Coach:
If you’re going to try and build a deck around the Inspire mechanic the Fencing Coach should be an auto-include. This card has a lot of untapped potential with its ability to combo off the inspire mechanic and set up some really big plays. Yes, it’s a 2/2 for 3 but it essentially gives you an additional 2-mana for free and helps set up a huge tempo-swing on the subsequent turn. Plus, who doesn’t love adancing master?

 

 

 

 

 

 

Ram Wrangler:
Unfortunately, Hunters took a big hit because of TGT and now find themselves as one of the weakest classes to play. Face Hunter losses to too many things and Control Hunter is a pipe dream. Midrange Hunter has been the only archetype that has been semi-playable and that’s unfortunate because the Hunter class has traditionally been a bastion of success for free-to-play players. The Ram Wrangler is one of the only few new TGT cards that’s even been seeing play, helping Kripprairan make his climb to legend for the first time.

 

 

 

 

 

Savage Combatant:
This is one of my personal favorites. Innervating this card out on turn-2 can be devastating for the opponent; effectually giving you complete board control for the early-midgame stages. It’s a Ramp Druid card if you’re going to use it, and many people will choose the Piloted Shredder over it for its stick-ability. If you want to be like everyone else pick the shredder; just know you are lily-livered coward, but if you want to be Hearthstone hipster like me, choose the Savage Combatant!

 

 

 

 

 

 

Thunder Bluff Valiant:
Even if you are not creating a “Totem Shaman,” the Thunder Bluff Valiant is a great choice for almost every Shaman archetype. The 3/6 body makes it very difficult to remove and its continuous effect sky rockets its value. It is a must-deal-with threat and for only 5-mana everyone should be running two of them.

 

 

 

 

 

 

Wyrmrest Agent:
Everyone has gone up against one of these on turn-1-2 and everyone has thought the same thing: “wtf am I supposed to do now?” A 2/4 with taunt for 2-mana is a huge wall to get through in the early game, and for most classes, they don’t have necessary tools to immediately deal with it. It’s a superb card and probably the best dragon card that actually isn’t a dragon. Even if this card is drawn latter in the game it’s O.K., helping set up bigger plays by protecting valuably weak minions like Azure Drake and the Blackwing Corruptor.

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