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  • [Myth Busted] A cultist in the Crystalsong Forest

    Me too. Yesterday I PM'd Peter Whalen and today I post a comment on the respective tweet seeing that the devs have answered a lot of questions on others. There isn't any response from them so far and I'm skeptical that I would get one, but if I get it - either confirming or denying the interaction - I will make a thread here on OOC and share the knowledege with the rest of the users.

  • Saviors of Uldum - 5 Pack Bundles Giveaway

    Anka, the Buried deathrattle rogue might become viable 

  • Specialist Format Removed From Hearthstone Grandmasters Season 2

    Not sure what you mean - maybe you have missed this sentence:

    "The two battling players bring four decks, each from a unique class."

  • Specialist Format Removed From Hearthstone Grandmasters Season 2

    Shield + Ban is actually an interesting addition... Because relying on always banning one of the 2 best decks was a bit of a boring part of Conquest...

  • New Rogue Minion - Sahket Sapper

    Really good for enabling a tempo focused Rogue decklist again.  

  • Specialist Format Removed From Hearthstone Grandmasters Season 2

    The experiment didn't took long to be declared a flop. Quick changes when needed are - and will always be - welcomed! Admitting it was dull takes balls, good job Blizz

  • New Rogue Minion - Sahket Sapper

    Hooktusk Rogue might use this, not sure how that deck will look in the new expansion though.

  • Specialist Format Removed From Hearthstone Grandmasters Season 2

    Would like more info on what the minimum requirements for a "different deck" would be..I'm thinking they need a 6 card minimum change between them? If one deck is heads above the others, would bringing the same one with 1-2 different tech choices in each one still count as 4 different decks?  I think specialists could have been better if they enforced a 6-10 card difference from your main deck.  Just my opinion though.

  • Uldum Rogue Card Reveal - Shadow of Death

    Quote From MisterKnott
    Quote From Tofukozo

    Even probably keeps the buffs on minions 

    We know this how? This is not how the mechanic works on any other card. Shuffling Pogo Hopper, for instance, shuffles the 1/1, not whatever version happened to be on the board at the moment. The only exception is the Paladin 2 drop, which prints the fact that it IS an exception on the card itself.

    It does not shuffle a minion into your deck, but a spell that summons a *copy*. That gives me the idea it will keep buffs and stuff, like faceless manipulator. But Im not sure.

  • Uldum Priest Quest Reveal - Activate the Obelisk

    I think Pyromancer+Circle is better combo. This should also work on enemy minions.

  • Saviors of Uldum - 5 Pack Bundles Giveaway

    Puzzle Box of Yogg-Saron seems pretty fun !

  • Uldum Priest Quest Reveal - Activate the Obelisk

    I think, priest can start using again injured blademasters and aucenai and 4-7 who heals your opponent, also has synergy with new 3 mana 3-3 who kills your minion and rivives it. And Blizz gave 2 mana mini aucenai for combo with 4-7 again and 3-3, that can be used in both completing quest and burst damage in late game, bad thing in this deck - draw. If you drawn your 1-3 cleric and pyro and circle - you re cool, if not - gg, it's lost.

  • New Priest Spell - Activate the Obelisk

    Quote From NegativeNemsy

    This seems insane in wild considering Greater Healing Potion almost single handedly completes the quest.  RIP Surrender to Madness; We hardly knew ye.

    Except there's no deck in wild that would gain much from this.

     

    Card seems good for standard though.

  • New Priest Spell - Activate the Obelisk

    So dumb.  

  • Activate the Obelisk

    Quote From Trimutius

    Zoo priest quest? But Zoo deck that can't play 1 drop on 1 is usually not so good...

    That and priest probably doesn't have enough good cards to make zoo worthwhile.

  • Specialist Format Removed From Hearthstone Grandmasters Season 2

    Thank god. Absolutely hated specialist format, glad to see it go.

  • Uldum Priest Quest Reveal - Activate the Obelisk

    Low value in golden, not even minion, not gives other golden cards etc. Bad golden craft even for golden crafters:D

  • Saviors of Uldum: Arena Impact

    Colossus of the Moon (2): Big dumb minion that will be impossible to removal via minions. Lack of initiative and flexibility makes this card a high average card at best. 

    Plague of Wrath (3): Seems fine, a weaker Sleep with the Fishes type card for Warrior. It's King Mosh's ability without the 9/7 body. 

    Sunstruck Henchman (3): Seems poor, but probably performs similarly to Ogres and their 50% chance to miss effects.  

    Anubisath Defender (3): Tempo minion potentially. Should perform similarly to Arcane Tyrant.  

    Overflow (2): Better then Sprint. The Heal will be controllable to benefit you, so usually to a much stronger positive effect, then negative. 

    Plague of Flames (1): For 1 mana, if it's a 1 mana do 2 damage to kill a minion + trade type of card, it's fine. On the high roll side, it's a 1 mana Twisting Nether, If you get a huge flip with it, you can redevelop with all your mana. It's really strong.  

    Micro Mummy (2): Bit annoying and you'll get some value from this card, if you don't, it's a 2 body pseudo taunt that soaks up some damage.  

    Livewire Lance (1): Great card. The Lackeys generated will make up for the 2 attack on 3 mana.  

    Dark Pharaoh Tekahn (4): 5 mana 4/4 with limited upside? Pretty bad. Not much lackey support so far. More a constructed card.  

    Desert Spear (1): Great weapon for Hunter. It's similar to Perdition's Blade and Piranha Launcher. The split damages help Hunter take care of complex boards and has beast synergies to boot.  

    Vilefiend (3): Slightly average card. Can find some use in classes that need a small heal or a Demon to synergize with.  

    Pharaoh's Blessing (1): Blessing of King + Hand of Protection + Taunt Spare part. It's a great card by itself, but huge buffs can be awkward for Paladin since Spikeridged Steed is rotating back in.  

    Tomb Warden (2): It's a good card by itself, however not as good as Power of Creation for example, but with any kind of hand buffs, this card gets insane. 

    Embalming Ritual (2): Probably a better Ancestral Spirit. For 1 mana it's worth it on almost any minion.  

    Pharaoh Cat (1): Cheap combo card and 1-drop. Generated card always gets value due to the Reborn mechanic.  

    Bone Wraith (1): 4 mana Sludge Belcher. Makes Infested Tauren look like complete garbage. This card (among many others) will spell the end for Aggro this upcoming rotation.  

    Shadow of Death (5): 4 mana do nothing is hard to make work in Arena.  

    Mortuary Machine (3): This card probably works better as a late game Tempo finisher when cards are exhausted or on an empty board as opposed to a mid game play. It's not a trader since the opponent will have a significant value edge, so it's a face card for sure.  

    Conjured Mirage (5): Garbage unless you can silence this. Anti fatigue card in constructed?  

    Siamat (1): Very powerful legend. At worst, its a Warbear, at best it's a 2 for 1 trader, that threatens 12 damage next turn.  

    Flame Ward (2): This is one of the stronger secrets with a nice AOE effect for 3 mana. It further complicates the tests you have to do while secrets are up.  

    King Phaoris (4): Obviously powerful effect, but borderline undraftable, as a condition 10 drop that requires conditions to be met to extract value. In the slowest metas, I can see this working though.  

    Sahket Mercenary (1): Fair statted 4 drop with a built in random Sap. A very disruptive card that requires removal before developing.  

    Khartut Defender (2): Very defensive card, but really weak tempo on the turn you play it. 3 attack does not fair well against minions in the 4-5-6 range. It's a Lord of the Arena card that heals you for 6HP. It has uses and is quite decent as a recovery card.   

    Wretched Reclaimer (1): Fair 3 drop that is a usually a full heal, as well as a well to get additional value from Reborn, Deathrattles, Rush, and Divine Shielded cards. Can be insane tempo and value.   

    Wrapped Golem (1): Insane neutral threat. Generates tons of value, protects your board, and has reoccuring value. It's a bomb.  

  • Uldum Priest Quest Reveal - Activate the Obelisk

    But I would like to know is it give the minion 3/3 everytime you target it or just if the minion is damaged and it restores the minion health and give it 3/3

  • Specialist Format Removed From Hearthstone Grandmasters Season 2

    I hope we will still get packs for watching in the future. ^^

    I like Blizz decisions - first to try a new format and second to change the format again after they seen that the format didn`t do well.

    I think it is overall good for HS when Blizz keeps being brave enough to experiment and takes risks and not always "plays save".

  • New Priest Spell - Activate the Obelisk

    Quote From Xzecutus

    I think it's going to be difficult to have enough damage to heal before the game gets too late making the reward for this less relevant. This card feels better in wild in my opinion, with just more ways to AoE damage minions.

    Cleric + Pyromancer + 0-cost spell + Circle/

  • Specialist Format Removed From Hearthstone Grandmasters Season 2

    Glad they did this!

  • Saviors of Uldum - 5 Pack Bundles Giveaway

    Staff

    Flame Ward seems pretty damn solid, should slow down aggro quite a bit.

  • Uldum Priest Quest Reveal - Activate the Obelisk

    Day 1 craft it golden I say! OK i'm kidding, I never craft golden cards. But I would if I would be crazy! This is amazing card.

  • Bartender Bob

    Bob! Do something!