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  • Quest Trading - Play A Friend!

    Battletag: done
    Region: EU
    Trade Only?: Yes, you go first!

  • A Less Friendly Game of Chess

    Pro

    Super fun: try Wailing Soul and Void Ripper. Make sure you've got a decent board of chess pieces on turn 7, then silence them all, swap them into 6/1's etc, then win. I run it in priest with Cleric, Shield, Circle and Binding Heal.

  • Everything You Need to Know About the Perfect Card, Zephrys the Great

    Love how the card really makes you think your turn out!

  • Saviors of Uldum - 5 Pack Bundles Giveaway

    Elise the Enlightened Love this character and endless resources! c:

  • Creative new deck ideas not connected with quests

    I think you want to combo Naga Sand Witch with King Phaoris, so you make use of your low cost spells as well. Or call it first so your pyroblasts become juicy 10 mana minions.

  • Hey, I don't know much about mage class. But something in this deck gives me a question: Is luna's pocket galaxy really mandatory?

    I have that card in my collection and I thought it has a purpose only for the big minions. Is the spell THAT good to be in almost every mage?

  • midrange quest druid

    Thanks for reminding me, totally forgot the guy

  • Everything You Need to Know About the Perfect Card, Zephrys the Great

    Quote From Zelgadis

    That's not going to be very effective tech: it would only disable Zephrys from the moment both Bombers are played until the moment the first bomb is drawn. So for much of the game, Zephrys would still be active.

    Well given my luck with Bombs, naturally both of those bombs will be at the bottom of the opponents deck 100% of the time so VERY effective once played lol

    But also yeah - really Bomb Warrior is the only class/build that has any sort of consistent good counter to highlander decks. So if this card really is OP expect the meta to be half highlander Hunter/Druid/Paladin (I don't think the value of new-Reno is enough to see play) and half Bomb Warrior counters.

  • A Less Friendly Game of Chess

  • Everything You Need to Know About the Perfect Card, Zephrys the Great


    Not a single card to remove bombs from your deck, aside from tracking if you're lucky. they had to of known prior to reintroducing highlander that it would hard counter. 

  • Creative new deck ideas not connected with quests

    Blaster Mage. The goal is to nuke your opponent in the late game. My concern is the surviving.

     

    Deck ID Not Found

  • OP or not?(reccuring villian in quest priest)

    There is no need to build a deck around it,the deck should mostly support the quest.Its just there and its one way to win the game by trading it indefinetly and slowly gaining advantage over your opponent.

  • Midrange Quest Priest (updated)

    This is a tough deck for me to build, feels like there are too many cards I want to add, so I ended up not building it lol

  • Everything You Need to Know About the Perfect Card, Zephrys the Great

    Very ambitious attempt by Blizzard on this card.  Designs like this are what took me from "I'm not sure if I'm going to preorder at all, or maybe just the small one" to "I can scrape up the extra cash for the big order..  can't I?".

  • Everything You Need to Know About the Perfect Card, Zephrys the Great

    Very helpful to have all this information in one place! Big ups!

  • Everything You Need to Know About the Perfect Card, Zephrys the Great

    Damn. You really have to spend time to get to know this card, to be able to predict what it will give you. It's like having a living, breathing thing in your deck, that you have to work on to understand. Black Mirror feels right there.

  • Everything You Need to Know About the Perfect Card, Zephrys the Great

    Looking forward to using this card.  I will craft it day one for sure.

     

    ALSO; Thank you for putting all these tidbits together. Nice to be able to see them all in one place!

  • Everything You Need to Know About the Perfect Card, Zephrys the Great

    They were, yes. But regarding Mind Blast, he'll still give you Lava Burst, which is just one mana more. Or Soulfire, which costs less. So I don't think they were trying to cull the Zephrys finishers with that HoF choice.

  • OP or not?(reccuring villian in quest priest)

    I don't think it would be OP, but it does actually sounds quite strong! How would you build the deck around it?

  • Everything You Need to Know About the Perfect Card, Zephrys the Great

    That's not going to be very effective tech: it would only disable Zephrys from the moment both Bombers are played until the moment the first bomb is drawn. So for much of the game, Zephrys would still be active.

  • Creative new deck ideas not connected with quests

    Singleton Double Combo Druid!

    Double Combo Druid [SoU Theorycraft]

    Wild · Malygos Druid · by Erodos · 7 years, 2 months ago

  • Everything You Need to Know About the Perfect Card, Zephrys the Great

    Feels like HS pulled a big one on MTG. An AI doing its own thing? Damn thata next level design. Normally MTG is the one that comes up with groundbreaking stuff in card games while others try to mimic or inspired by.

    This time it was HS. Well done 

  • Deathstalker Rexxar

    Rexxar DK's beast pool should have stayed limited at the ones available in KotFT and expansions prior (and Basic and Classic), maybe include K&C since it was part of the same year, but that's it. Playing the last months last year in Standard was annoying and everyone was sick of him. I wonder if it's the same in Wild.

  • [Rank 5 to Legend] Wild Shudderwock

    I see what you mean. Evolve can feel supplementary to the game plan and the deck sometimes doesn't feel like it has enough support to make full use of Frog.

  • Saviors of Uldum: Arena Impact

    Octosari - 1 - You could certainly burn a few cards but it's an 8/8 body and a full hand. Yes, please.

    Vessina - 2 - Good stats with an ability that can help you trade more favorably. Being overloaded shouldn't be too difficult but there will be timing/consistency issues so it gets a 2. It'll play like a 1 if you have good luck in your draft.

    Zephrys the Great - 3 - Really cool card but highlander strategy doesn't work in arena. Ok as a 3/2 for 2, though.

     

    Blatant Decoy - 3 - An interesting card to build around in constructed but much trickier to use in arena. This is a sleeper pick to be a really broken card, though. It could fix a lot of bad situations if you can set up pulling a big minion from your hand.

    Body Wrapper - 3 - Mostly a 4/4 for 4. Vanilla minion, vanilla score. With so many tokens being spawned you could be shuffling a garbage top-deck in. Pass.

    Crystal Merchant - 2 - Druid has better draw options but this one is inexpensive and recurring if your opponent doesn't deal with it. I'm not itching to test it, but think it will be enough of a nuisance with upside to make it a decent card.

    Dwarven Archaeologist - 3 - A very powerful card if your draft supports it. Too draft dependent to score better but it'll definitely play better for those that get a bit lucky drafting.

    History Buff - 1 - Solid on curve minion that's tough to remove and can snowball quickly. If you get him late you can play him then another minion or two for immediate gains.

    Mischief Maker - 3 - RNGesus doesn't like me enough to make this draftable. Do you feel lucky?

    Vulpera Scoundrel - 3 - Discover is strong. Discovering a spell is even stronger. Now you get a 4th option if the 3 spells you're looking at aren't great. Should be a great card in arena.

     

    Dune Sculptor - 1 - Recurring effect makes this a soft taunt. The lower spell count in drafts could hurt the value a bit and make it inconsistent but it's cheap at 3 mana and can hang out in your hand until you find the support you need.

    Garden Gnome - 4 - Druid does have good spells at 5+ mana but the conditions are still pretty steep and the gain is in the form of small bodies.

    Holy Ripple - 2 - Solid ping AoE that heals your side, making trading more favorable for you.

    Hyena Alpha - 3 - Realistically, this is a 6 drop with a secret first. It's a very good turn 6 but the conditions are tough to meet so you'd have to see this late in the draft and know you've got the secrets to support it.

    Mogu Fleshshaper - 3 - Cost reduction cards have generally been strong in arena so this may perform better than a 3 score card. There's lots of tokens, too. Ultimately, though, you need 4 minions on board to make him a really good 3/4 for 3. Chances are, by the time the board looks like that, a 3/4 for 3 isn't so great anymore.

    Naga Sand Witch - 3 - It will suck when your opponent discounts that Pyroblast but most of the time it'll probably make a Frostbolt cost more. 5/5 for 5 that you have to be careful about dropping... pass.

    Quicksand Elemental - 1 - Solid, aggressive stats and a very powerful impact on the board. Trade more favorably and it's got an elemental tag which may come in handy.

    Ramkahen Wildtamer - 2 - You'll probably have no trouble meeting the 'beast in hand' condition as hunter so you get a top stat 3 drop and an extra card in hand. Love it. It probably deserves a 1 score but there's always the chance you can't copy something.

    Swarm of Locusts - 1 - This is basically removal for hunter. Beast tags on all of them and you can trade favorably and end up with a few remaining on the board. Great card.

     

    Ancestral Guardian - 2 - Seems a bit too fragile with that 2 health stat line. If you can hide him behind a taunt it becomes a very strong card that can trade well and come back with reborn, all while healing your face. If you can't hide him he could easily be killed, reborn, and killed again same turn by weak minions. Still, restore 8 while potentially removing 2 minions is nothing to sneeze at in arena.

    Ancient Mysteries - 4 - Again, I'm predicting secret mage will have enough support to be a viable strategy in the upcoming meta. It's still tough to like this card taking up 1 of your precious 30 deck slots.

    Armored Goon - 1 - Boulderfist Ogre with an upside. What's not to love? Even if you never get armor out of it you'll be happy with the stats.

    Beaming Sidekick - 2 - It's not a 1 drop but it's solid as a way to improve your trading and makes a nice combo activator.

    Bug Collector - 2 - A slight twist on the Hench-Clan Hogsteed that should be equally effective.

    Candletaker - 2 - We're probably going to get sick of reborn really quickly next week. :D

    Clever Disguise - 2 - Rogue has plenty of 'holding cards from another class' interactions and this nets 2 spells which is strong. Just hope Shaman doesn't rise up so there's no Totemic Might or Totemic Surge to worry about.

    Desert Hare - 3 - 3/3 for 3 with 3 bodies. Not great but can certainly can prove useful. Seems more like a constructed card to go with the new quest.

    Faceless Lurker - 3 - Not quite as good a Sen'jin Shieldmasta and an obvious inclusion for hand buff decks that likely doesn't work out in arena.

    Golden Scarab - 2 - We know discover is awesome and this one gets a beast tag. On curve you give up some tempo but ensure you stay on curve. Later in the game it's even better.

    Injured Tol'vir - 2 - 2/3 taunt for 2 is good. Clearly better in a priest deck but still really strong if you can heal him right away. The 2 mana cost makes it fairly easy to combo with a healer of some kind.

    Kobold Sandtrooper - 3 - Neo-leper that still isn't a card you want to draft.

    Living Monument - 3 - It's big and taunt. Decent if you've got little in the deck as finishers but it soaks up your whole turn.

    Neferset Thrasher - 3 - It could snowball a game for you in the right conditions so I won't discount it. Still, 3 points every time you attack makes it look like Venture Co. Mercenary - ignore it and let the downside work in your favor when your opponent plays it.

    Oasis Surger - 1 - Versatile rush minion(s) that will be very strong in arena.

    Penance - 2 - A solid spot removal option with lifesteal.

    Phalanx Commander - 3 - Taunt minions die first by design so you probably need to be ahead on board to get this benefit. Later in the game playing this with a few small taunts could work out well but it seems like it's a constructed piece that's too situational in arena.

    Pit Crocolisk - 2 - Solid card that, for the third time with the set, makes me mention North Sea Kraken. Not quite that level (9 mana for 16 stats + 4 dmg vs. 8 mana for 11 stats + 5 dmg) but still something we're likely to see tons of at set launch.

    Sandhoof Waterbearer - 1 - Another very strong, recurring ability. 5/5 for 5 and you will likely be able to time it with favorable trading for maximum impact.

    Sandstorm Elemental - 1 - The elemental tag puts this over the top. This is a really nice way to clean up the leftovers from a Lightning Storm.

    Serpent Egg - 4 - Eggs are rarely a good strategy in arena because you can't reliably crack them.

    Sinister Deal - 1 - We already know how good lackeys are and now you can discover the one you need. Excellent card.

    Spitting Camel - 4 - 2/4 for 2 is ok but you're unlikely to gain any advantage from the spitting. Constructed enrage deck? lol

    Subdue - 2 - Inexpensive way to cut down any big minion. Paladins are going to be horrible with cards like this, Pharaoh's Blessing and the return of Spikeridged Steed.

    Temple Berserker - 4 - It's a 1/2 for 2. It'll be dead on the first swing so the enrage ability is totally irrelevant.

    Totemic Surge - 4 - Building a deck based on totems has never even been good in constructed.

    Wasteland Scorpid - 2 - This is one obnoxious poison minion. And it's a common.

    Worthy Expedition - 1 - Here's the upcoming cardpool for druid's choose mechanic: Cenarius, Ancient of War, Ancient of Lore, Nourish, Hidden Oasis, Druid of the Claw, Starfall, Oasis Surger, Keeper of the Grove, Branching Paths, Mark of the Loa, Shellshifter, Mark of Nature, Wardruid Loti, Wrath, Power of the Wild, Raven Idol. So be ready for the infinite Expedition/Idol loop. :D