Crushing Walls

Crushing Walls Card

Crushing Walls is a 7 Mana Cost Epic Hunter Spell card from the Kobolds and Catacombs set!

Card Text

Destroy your opponent's left and right-most minions.

Flavor Text

"It could be worse!" "It's worse."

Crushing Walls Card Review

Another Control Hunter card. But… could it be… actually good? To be fair to the card, it is pretty good in a vacuum. Seven mana is a tall order, however at the end of the day it does destroy two minions, regardless of how hard they are to kill. It can slay two of The Ancient One, Divine Shield minions, Immune minions, etc. Crushing Walls has clear strengths and weaknesses, the primary of the latter being vulnerability to wide boards. At the same time, it makes positioning matter, which is a skill testing mechanic for both players, so that’s always a nice thing to have in the game. A lot of that can also be mitigated by the Hunter player with the use of cheap removal for the small minions (Toxic Arrow, anyone?), so there is some potential. Despite all that, it’s still extremely expensive and unreliable.

Card Review by Chimbarozo

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  1. Chocobo
    November 30, 2017 at 4:48 pm

    Absolute garbage.
    The worst thing about this card is its epic rarity.Meaning you will open this instead of other useful epics.

  2. BellaBoo
    November 30, 2017 at 9:10 am

    I’m going to preface this with the fact that I don’t think this card is stellar, but I don’t think it’s as terrible as a lot of y’all are saying. In hunter, you have a lot of really sticky minions (Highmane, infected wolf, etc) and it’s likely you’ll have one or two on the board. If your opponent puts small minions at the edge, trade then play this card. If the big minions are already at the edge, problem solved.
    While the card is situational, it’s also a situation that’s easy to manufacture with a little trading.

  3. Mrthejazz
    November 17, 2017 at 8:07 am

    People say control Hunter lacks draw and aoe, but dk helps with that, as well as the 3 drop for drawing, the 4 drop with deathrattle etc. This is great value if Hunter can live that long. I think where Hunter struggles most is life gain and board control. Aoe is great but the hero power doesn’t let Hunter interact with the board.

    Also Hunter card draw let’s Hunter get minions but removal…not so much. A good control deck for Hunter would have an above average amount of removal, fewer minions and more fetch minions. Could work and would be fun to include in a deck with explosive shot. We’ll have to see if viable. Control Hunter isn’t really powerful enough to take on frost lich jaina for example.

  4. Rormiester
    November 12, 2017 at 9:35 am

    I love the design of this card but hate the fact that it will never see play

  5. Crapcrack
    November 7, 2017 at 6:32 am

    will NEVER see plau unless in a ctrl hunter and that archetype sucks

  6. Derek
    November 5, 2017 at 9:31 am

    I rate this card 4 stars. I think this card will help control hunter. I know that deck doesn’t really exist right now, but I think with Deathstalker Rexxar, it is very close to being a thing. It creates an interesting scenario with cards like Explosive Shot and Grevious Bite. Does your opponent put his high cost minions in the center and risk getting Explosive Shotted, or out then on the outside and risk getting Wall-Crushed. My point is that this card may put Control Hunter over the top.

    • PandaWolf525
      November 6, 2017 at 2:22 pm

      I know right. In Wild when i Play Hunter I play Control and this seems nice to have.

    • Bonker
      November 12, 2017 at 3:56 pm

      I agree, i think control hunter may become viable, like a tier 2 deck, at best though. I find it veryvery interesting the fact that IF this becomes a playable card people will have to start playing around both explosive shot AND crushing walls, and you know what? That requires some skill, i really like that.

  7. Njurax
    November 4, 2017 at 8:55 am

    I’ve played hunter as my main class/deck since I started playing this game, summer of 2015.
    This card will almost never, if never see play in any ranked environment.
    There are far better and more reliable ways to deal with big minions as a hunter ( frost trap, kill shot, kill command ) while also having the opportunity to gain the upper hand.

    Spending 7 mana ( a whole turn to be hones ) to remove 2 minions ? Seriously ?
    If the game has gotten to that stage, you’ve already lost it, since hunter is mostly an aggro/tempo type.

    At its best, Crushing Walls is a borderline win-more card, and at its worse, it’s the card that you blame for seeing your portrait being blown up by an army of 1-2-3 drops because you’ve lost the board in early game.

    • Something
      November 6, 2017 at 9:51 pm

      “Spending 7 mana ( a whole turn to be hones ) to remove 2 minions ? Seriously ?”

      Assassinate cost 5 mana to remove 1 minion. Dark Bargain cost 6 mana plus 2 extra cards to remove 2 random minions. Crushing Wall at 7 mana is actually very reasonably costed since it’s almost always a 2 for 1.

      “If the game has gotten to that stage, you’ve already lost it, since hunter is mostly an aggro/tempo type.”

      You do know midrange hunter’s a thing, right? Also, it’s pretty clear Blizzard’s actively trying to make control hunter viable, so it’s very likely control hunter will get support from this set

      • Josh
        November 10, 2017 at 5:00 pm

        Yeah but how many decks do you see that have ever played Assassinate or Dark Bargain? They’re too slow and this card is barely better than them even when the minions on the ends are big targets. Not to mention how conditional it is to have good targets on the end and how much 7 mana is.

  8. bell
    November 3, 2017 at 6:06 pm

    Lol. When playing againt mage, put your biggest minion outermost, against hunter, in the center

  9. Threather
    November 3, 2017 at 4:38 pm

    I dont know about 7 mana cost… It just doesnt have space in this meta. 7 mana to remove 2 big minions that practically cost 4-5 each in this meta is too slow.

    6 mana would better mana cost as it is basically worse double deadly shot in 1 card.

    • Lugwig
      November 6, 2017 at 9:56 pm

      Assassinate is 5 mana. Siphon Soul is 6 mana. Dark Bargain is 6 mana plus 2 cards. For a card that is almost always a 2 for 1, it’s not that unreasonably costed

      • SundayGary
        November 7, 2017 at 5:30 pm

        Assassinate lets you choose the minion, Siphon lets you choose and gains you health as a warlock, and Bargain was never played. I don’t really think the cost is the issue, I think its more how conditional it is.

        • Lugwig
          November 8, 2017 at 10:24 am

          Those cards are always 1 for 1s, or 3 for 2s as the case with Dark Bargain. This card is almost always a 2 for 1, however

          • Random
            November 23, 2017 at 2:06 pm

            And it’s still shit. Amazing.

  10. dan
    November 3, 2017 at 3:06 pm

    Its a shame its an epic. This is a great area card, i mean so offer the opponent has just two big minions.

  11. Debhole4PREZ
    November 3, 2017 at 3:02 pm

    1 star.

    Probably won’t be played as Blizzard has been pushing control hunter since launch, yet it doesn’t work. The hero power doesn’t let it, there isn’t enough card draw, and there is no AOE. Even if they had all that, this wouldn’t be played. 7 mana to kill two minions is really good, but the fact that it is easily played around makes it much worse.

    You can’t push both face hunter and control hunter, so if they want to make this work they must make the rest of the hunter cards super good and at least one AOE.

  12. dan
    November 3, 2017 at 3:02 pm

    Love the design of this. Its about time positioning meant something again

  13. D00mnoodle
    November 3, 2017 at 1:12 pm

    Easily played around, so if it ever gets good people will adapt to it and it will become obsolete. 7 Mana is also a bit much, 6 would’ve been good and 5 would’ve probably been a bit too much. It’s a cool card and design and expresses player skill (which is a rare sight these days) but the control hunter archetype doesn’t need this. It needs good AoE, healing and most importantly, card draw.

    2/5 but it has some potential.

    • phantom
      November 10, 2017 at 2:07 pm

      not so easy to play around to be honest. you have to constantly be aware of placement, not only that but of how your opponent can trade in order to get the positioning they want. and what do you do when you are pressured and all you have to play is one or 2 big minions.. or there is only one small minion on board? do you just not play anything so you dont risk your big guy dying… then you just sit there and die yourself. you have to remember that this card is not the only card when you are playing against someone.

  14. Drake
    November 3, 2017 at 12:59 pm

    Metro urban city-dweller game designers apparently think that a “hunter” kills prey by randomly knocking down walls on whatever creatures happen to be around…

  15. Jamick
    November 3, 2017 at 12:58 pm

    I actually think the card might not be so bad. Most of the time people don’t really think about positioning, and you can catch a control deck off guard with this. It’s slow for sure, but it’s basically a discount on two Assassinates. The effect is also isn’t targeted, so it gets around Can’t be Targeted.

  16. Jaych
    November 3, 2017 at 12:24 pm

    So…Control Hunter…?

    Yeah, no, this isn’t the card that Control Hunter needs. I understand the Mana cost; Destroying two minions can’t be too cheap. But I feel like there are far too few instances where this is useful. I mean, for one thing, Paladin straight up has this card countered with their Hero Power.

    Unless Hunter also gets a card that allows you to rearrange minions on the board, this one is a no from me. Probably the weakest of these first 4 cards.

    • DumbEndumber
      November 6, 2017 at 5:44 am

      I actually just wanted to comment something very similar, but then I saw your post 🙂

      It does seem quite lacklustre, and I struggle to find a reason to include it, even in a control-oriented archetype.