This should be good if all the enemy minions have 3 or less health (and no divine shield). Maybe you need to do a trade or 2 first. I just hope the overload doesn't repeat.
Also, still not addressing Oh my Yogg! while adding a new secret with the miniset just to make playing around those things even harder.
How would you even go about nerfing OMY though? Make it so it only triggers on 3 mana or lower spells so it doesn't act as a counterspell for high cost spells?
This might be good in some deck that doesn't rely heavily on minions. It has enough health to kill 2, maybe even 3, things before it dies. I'm not sure how often you could get the poisonous active without crippling yourself.
Worth noting that someone from the Dev Team as replied to the recent controversy, which is somewhat promising. It is of course impossible to say whether they will follow up on it until 2.11.0 rolls around but that is something worth keeping in mind. I do think that those at Riot to tend to be pretty good at getting the clue, so given that they've stated they will be trying to absolve the issues I think there is reason to be hopeful.
You'll need to draw cheap minions in order to give them both stealth. Maybe it will be worth it if you play this and a 3-cost minion on turn 6. Rogue certainly doesn't need any more card draw.
The idea is great, but the potential to completely whiff if you do the Plot Twist combo turn early to make the Illusionist, Mecha'thun, and Cataclysm cost HP instead of Mana is too high. Technically you only need the Mecha'thun to be converted to costing HP though, so... maybe not as difficult? But it'll still all depend on how fast you can draw through your deck and play a set up turn without dying. To guarantee hitting the right card(s) on the set up you'd need to play Stealer+Twist when your deck is empty or damn close. Given how fast Wild is, especially things like APM Mage right now, you're dead before you can get that guarantee. So you go early with no guarantee of hitting all the combo pieces and hope to high roll. And if you do high roll, you just hope to survive until your deck is empty.
Again, great idea! But until I can see it in action I would doubt the deck's ability to completely break Wild.
Well, I LOLed at the name. The question is, how many odd attack minions will your opponent have one the board, and how many of yours will dodge the spell?
This might be too easy to play around by simply attacking with a cheap minion. Or your opponent might not have anything like that available, but really needs to get rid of some of your minions.
I'm getting the feeling Blizzard is trying to add more freeze support to Mage. All you need is 3 frozen minions to reduce the cost of this to 0, and all that will take is one Cone of Cold. Assuming they all have more than 1 health left.
Why is there an 'or' on the pricing of these stuff?
Are there objectively better skins or card backs that we need to pay just a little bit more for? Not to mention that a skin can be 600 gold apart from one another.
Probably not good enough for a Freeze Mage revival in Wild, yet once the other two mage cards are known, I'm heading into deckbuilding again. If these other two cards are also Frost oriented, and I wouldn't be surprised if they are, it might just work out.
I felt like I was missing a win condition after stuffing in all the Frost related cards in a deck. Maybe just adding the Mordresh Package is enough and the clowns are better swapped out for early game. I thought Mordresh might fit as all the freezes will stall for long enough to deal 10 damage with pings and to get to 10 mana. Anyway, don't think this is any good.
New Warrior Minion - Kresh, Lord of Turtling
Seems pretty good. 8 armor is quite a lot to gain with one card, even if a 2-attack weapon with no other effect is pretty weak.
Paladin Nerfs are Coming for First Day of School and Hand of A'dal!
Make it cast a random spell that cost 1 or 2 more.
New Warlock Spell - Unstable Shadow Blast
So, a reverse Piercing Shot, only much cheaper. Still, I'm not sure this is necessary.
New Shaman Minion - Wailing Vapor
Shaman has plenty of options for cheap elementals. That means it won't be that hard to get this to 3, perhaps 4, attack.
New Shaman Spell - Perpetual Flame
This should be good if all the enemy minions have 3 or less health (and no divine shield). Maybe you need to do a trade or 2 first. I just hope the overload doesn't repeat.
Paladin Nerfs are Coming for First Day of School and Hand of A'dal!
How would you even go about nerfing OMY though? Make it so it only triggers on 3 mana or lower spells so it doesn't act as a counterspell for high cost spells?
New Rogue Minion - Water Moccasin
This might be good in some deck that doesn't rely heavily on minions. It has enough health to kill 2, maybe even 3, things before it dies. I'm not sure how often you could get the poisonous active without crippling yourself.
New Balance Patch
Worth noting that someone from the Dev Team as replied to the recent controversy, which is somewhat promising. It is of course impossible to say whether they will follow up on it until 2.11.0 rolls around but that is something worth keeping in mind. I do think that those at Riot to tend to be pretty good at getting the clue, so given that they've stated they will be trying to absolve the issues I think there is reason to be hopeful.
New Rogue Spell - Shroud of Concealment
You'll need to draw cheap minions in order to give them both stealth. Maybe it will be worth it if you play this and a 3-cost minion on turn 6. Rogue certainly doesn't need any more card draw.
94 Card Backs and 11 Hero Skins in Hearthstone Will be Purchasable for Gold in Patch 20.4 This Week
Kurtrus is in the Tavern Pass. Three versions of him in fact. Same price as Aranna's bundle.
How is this okay
The idea is great, but the potential to completely whiff if you do the Plot Twist combo turn early to make the Illusionist, Mecha'thun, and Cataclysm cost HP instead of Mana is too high. Technically you only need the Mecha'thun to be converted to costing HP though, so... maybe not as difficult? But it'll still all depend on how fast you can draw through your deck and play a set up turn without dying. To guarantee hitting the right card(s) on the set up you'd need to play Stealer+Twist when your deck is empty or damn close. Given how fast Wild is, especially things like APM Mage right now, you're dead before you can get that guarantee. So you go early with no guarantee of hitting all the combo pieces and hope to high roll. And if you do high roll, you just hope to survive until your deck is empty.
Again, great idea! But until I can see it in action I would doubt the deck's ability to completely break Wild.
New Priest Minion - Cleric of An'she
Given Priest's hero power, I can't see anybody having trouble activating this card.
New Priest Spell - Against All Odds
Well, I LOLed at the name. The question is, how many odd attack minions will your opponent have one the board, and how many of yours will dodge the spell?
94 Card Backs and 11 Hero Skins in Hearthstone Will be Purchasable for Gold in Patch 20.4 This Week
Well it's been in the store for either money or gold twice before this already so, yes. They've been over for a while.
New Paladin Spell - Judgment of Justice
This might be too easy to play around by simply attacking with a cheap minion. Or your opponent might not have anything like that available, but really needs to get rid of some of your minions.
Malfurion Gets the Hearthstone Book of Heroes Treatment on June 22
Wow. Druid is my favorite class and I was born on June 22. What a chance.
New Hunter Spell - Serpentbloom
This is exactly what I'm planning on doing tomorrow. Some sort of Control Hunter deck with Guardian Animals as a surprise finisher.
New Paladin Weapon - Seedcloud Buckler
I'm questioning how often you'll have a decent board when you proc the deathrattle. It would probably be OP as a battlecry.
New Mage Minion - Floecaster
I'm getting the feeling Blizzard is trying to add more freeze support to Mage. All you need is 3 frozen minions to reduce the cost of this to 0, and all that will take is one Cone of Cold. Assuming they all have more than 1 health left.
New Mage Spell - Shattering Blast
Not a whole lot of aoe freezes in standard. Maybe this plus Flurry (Rank 3) would work.
Book of Mercenaries Xyrella Goes Live on June 3, Guff Runetotem on June 15
One day showing off shoulders would not longer be acceptable in popular entertainment and we'll see her hair flowing frontwards.
94 Card Backs and 11 Hero Skins in Hearthstone Will be Purchasable for Gold in Patch 20.4 This Week
Why is there an 'or' on the pricing of these stuff?
Are there objectively better skins or card backs that we need to pay just a little bit more for? Not to mention that a skin can be 600 gold apart from one another.
New Mage Minion - Frostweave Dungeoneer
Wild · Freeze Mage · by Tumbleweedovski · 5 years, 3 months ago
I felt like I was missing a win condition after stuffing in all the Frost related cards in a deck. Maybe just adding the Mordresh Package is enough and the clowns are better swapped out for early game. I thought Mordresh might fit as all the freezes will stall for long enough to deal 10 damage with pings and to get to 10 mana. Anyway, don't think this is any good.
Wild · Freeze Mage · by Tumbleweedovski · 5 years, 3 months ago
The Wild deck got some extra draw in the form of this new dungeoneer. Don't think it'll change much. Still too slow.
New Neutral Minion - Meeting Stone
Lol, team5 blew it by not making this either a totem or a watchpost.
Like really. Why not? Had this been a totem it might actually bring back totem shaman unironically. But it just had to be a stone, eh blizz?
On its own, its not remarkable, but serviceable. Unfortunately, to be in constructed you'll simply have to do better than that.
New Neutral Minion - Devouring Ectoplasm
At first I was thinking this is exactly the card dhunters need.
Then team5 unveils Felrattler and completely overshadows any further possibility of that happening. Well, there's always still paladin.
Its too bad, because I really like this card.