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Choosing a hero is an important part of the draft process, one which can have many repercussions even beyond flip abilities and talent cards. Knowing everything about the available heroes can help in class and faction decisions during the draft, and in play decisions after it. Today I will be exploring the heroes of March of the Legion and Servants of the Betrayer, and how to best take advantage of what they offer.
Flip powers are the most obvious result of hero choice. A strong flip is not to be underestimated. It's like starting with an extra card in hand and should factor heavily into any class decision. Given a choice between 2 classes during deck-building, one having 2 decent abilities and a good flip, the other having 4 decent abilities and a dead flip, the first choice is often correct. The flip is not only comparable to having an extra solid ability, but it always starts in your hand and doesn't cost you a card. When you've got your class cards laid out and you are debating which to choose, remember to consider your hero options.
This applies earlier on as well. During the draft, you may be faced with a class decision, and possible hero options should be a part of that process. This can help you decide on faction also, as the power levels of flip abilities are not consistent throughout a class. Throw in the fact that some classes have very good traitor abilities, and you add another layer of hero restriction that needs to be factored in.
So, which flips are worth it? As a general rule, if it can kill something, it's good. Combat tricks are decent if they are cheap. Flip powers with very specific applications that require other cards are only good if those other cards are good as well, and easily obtained ( Warden Stormclaw good, anything involving totems bad). A good way to evaluate a flip power is to ask yourself the question, "Would I play this if it were an ability card?" If the answer to that question is yes, it's a very good flip. The next question to ask is, "Would I play this if it were a cantrip?" (Cantrip being an ability with the added effect of drawing a card, such as Flash of Light). If the answer to this question is yes, you've got a decent flip. There are obviously exceptions to this rule (combat tricks are always better if your opponent doesn't see them coming), but it can be a helpful tool.
Druid:
Druid has an excellent flip in Horde with Taheo. Alliance is a bit weaker, but Mythen of the Wild is better than it seems, especially because it can be used during your opponents turn. Druid has no uncommon traitor ability that matters, so those two will be the usual choices unless you see a Form of the Serpent. Form of the Serpent is a big enough bomb that it's worth giving up those flips. Desecrator Stormclaw isn't terrible because she gives you a way to recur Serpent Form, which is the only reason you'd ever be using her anyway.
Hunter:
Thrill of the Hunt, Death Trap, and Survival Instincts are all rares that will make your hero decision for you, but like Druid, there is no uncommon traitor card here that is going to effect your hero choice. Many of the Hunter flips are combat tricks, the best of which is probably Chaigon Steelsight. If you are in Horde, choose the Morn version that best fits your deck. If you've got 3-4 good abilities, Walks-the-path is probably worth it. Otherwise, play Salts-the-Land.
Mage:
Some of the Mage flips are just terrible. There's really not much in the way of spec or traitor cards of worth here either. Obora the Mad is probably the way to go in Alliance , and Vor'na the Wretched is probably the best Horde choice. If you are considering Horde Mage as an option, try to grab some late Cold Fronts. Obora's flip turns Cold Front into a board wiper, and 2-card combos that involve flip abilities are basically one-card combos when it comes to ease of execution.
Paladin:
Welcome to lots of mediocre flips and mediocre talent cards. It's really a matter of preference, and what best fits your deck. Keegana is probably the way to go in Alliance . I recommend one of the Leloras for Horde. Hekto's flip seems like removal, but it's barely playable. Unless you are drafting with people who you think won't notice 4 open resources and a flip that's right in front of them, don't count on it working too often.
Priest:
Besides Spiritual Domination, there aren't any other significant spec cards. However, Infusion of Fortitude, although still playable in any deck, often means going Alliance traitor because of Remba, Abbess of Ash's flip. At the very least, if you are in Alliance Priest and grab Infusion, it might as well be Traitor stamped. Traitor Remba's flip is still decent without the Infusion, but Kintara is probably the better choice. In Horde, Runetusk and Velora are both quite good. If your deck is lacking 1 and 2-drops, go with Velora. If you have plenty of cards that can ping for one damage, Runetusk is probably better.
Rogue:
Sacrificial Poison is incredibly good, and means traitor is the way to go. Luckily, the traitor flips here are excellent, so it's not as much of a sacrifice as the name might suggest. If you don't get the poison, all of the rogue flips are decent. Choose based on your deck. If you are lacking equipment destruction, go with Ressa the Leper Queen or Zag'zil. If you need more ally removal, then Jonas the Red and Dralor are both quite good.
Shaman:
The flips that have to do with totems are all pretty much garbage. If you are in Alliance , you have to choose one, but in Horde you get the Kil'zins. Both are solid flips. Obviously go for Bloodscalp if you can pick up a Death Shock. Otherwise, it's a matter of preference.
Warlock:
The main factor here outside of flips is pets. Haaroon and Apocanon are both going to swing your hero choice. They both mean playing with worse flips, but they are both worth it. The traitor flips are at least usable. Plague Demonsoul can keep Apocanon alive, and Marlowe the Felsworn is half-decent removal. But if pets aren't a factor, Marlowe Christophers and Forang Deathrattle have two of the best flips in the format. Don't give them up without some thought.
Warrior:
The warrior traitor flips are both amazing, and what do you know: Warrior happens to have a broken traitor ability! There isn't much to think about here, outside of popping a Piercing Howl. Unless you are desperate for ability hate, Shield Slam isn't worth playing any of the other heroes over the Traitor options, so the only time you are going to choose a non-traitor is going to be for Howl. Howl is just incredible and well worth the switch, although choosing to go that route if it means giving up Sudden Death on top of the flip might be too much.
With the addition of Servants to the card pool, there are more choices to make, and more cards with restrictions, but there are also more decent options as far as flip powers go. With the exception of Mage, Shaman, and Paladin, most classes have decent flips in both factions to choose from, but it still helps to know what is out there. Asking, "Which heroes are Demonology?" during a draft isn't exactly subtle.
Also, remember to keep these things in mind when you see your opponent's hero. If you sit down to play and see a Bloody Mary across the table, you might find that it's a good idea to play around Piercing Howl. If it's Bildros, you can be sure to see Haaroon coming close behind. By knowing what other heroes your opponent could have chosen, you can make reasonable guesses as to why they chose the hero they did, and have information that they would prefer you didn't.
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