This enables a lot of value generation with Soulwarden, especially if Soulwarden itself is discarded. This was a possible win condition for pre-rotation Standard discolock, but then you needed some luck to discard one Soulwarden and draw the other in time. With Expired Merchant you have much more control over what you discard.
I have a serious question - would there be a difference, if the Murmy had a Deathrattle: Summon a different 1/1 murloc? What's the benefit of giving this minion reborn in comparison to the aforementioned example?
[edit] I think I got my answer - reborn synergy cards. Sooo nvm. Cool and strong card, shame that Possessed Villager gets power creeped with every single expansion.
I"m ambivalent about this. I agree with the other posts that this seems to be a Priest card with an identity issue. On that note, if Blizzard can make Reborn a recurring ability and not trapped to one release, I'm looking at K&C for the Rogue secrets, I think it actually has a lot of potential to be used with things like the Inspire minions like Mukla's Champion
I play(ed) BP quite a bit. My honest answer, I played it for the aforementioned reason. Cheating huge minions for minimum cost, and knowing that you're never out of match.
The "comebackability' Big Priest has is incredible. And honestly when you're on the ropes against an incredibly aggressive deck and comeback and win there's a certain amount of "living on the edge" feeling you get.
Having said that, ultimately I went away from playing BP consistently because of all the reasons. It's monotonous and there's 0 thought to mulligans, early game, mid-game, and late-game. Those facts ultimately pushed me away from continuing to play it. It's a great deck and concept, I'll play it every once in a while, but it does leave you feeling empty about it after the novelty wears off.
Go ahead and put me on the 2x4's now, but those are my opinions about the archetype.
Psychmelon will draw you Jepetto Joybuzz and the Cards that you want to draw with him. I tried simular things in the past Jepetto Joybuzz is wayy to inconsistent in this deck
Again, I never said 'nerf X, shit is OP, yo' - you are putting words in my mouth again.
Sure, my apologies, I'm just tired of reading forum topics about how X card is too OP and stuff. And most of them started with "Blizzard doesn't care" which implied that Blizzard doesn't do what they want.
The worst thing I read some time ago- some guy wrote that Blizzard should nerf good cards very often to change the meta...
Imagine this, you create a well performing deck, and after two weeks Blizzard posts "Okay guys, let's nerf some cards from that deck to ruin it, so you can play something else".
I feel like you could genuinely just buy 30 packs to get most commons and rares and just actually skip the entire expansions and only craft what's needed.
I'm already quite low on gold since I didn't bother to grind nearly as much compared to last (probably getting about 55 packs as opposed to over 100 last expac...where I missed the entire month of February)
It's a shame that such a cool thematic expansion comes with cards that so obviously don't match up with the current powerlevel.
On the flipside, since buffs are now a possibility there's always room for improvement in the future
I'm not even sure the Overkill Mechanic works this way ...
If an area of effect card with Overkill destroys multiple characters at the same time, the Overkill effect will trigger for each character killed.
Cards can only activate their Overkill effects on the controlling player's turn.
Overkill effects on minions can trigger regardless of if the attacking minion survives or not.[4][5] For example, if a Sightless Ranger attacks and kills Huffer, the Ranger dies but its Overkill triggers, summoning two Bats.
Overkill effects can trigger by dealing excess damage to a hero. Ordinarily the effect is cosmetic, since one player has just won the game (so, for example, you might see a Devilsaur get summoned just as the hero dies). However, in principle, this could have an effect on the outcome — for example, if an Overkill effect destroyed the other hero as well, resulting in a tie game.
So i think it will not work - and i also think i tested something like this with Ticket Scalper - if my opponent is attacking my Scalper the Overkill does not trigger if i remember correctly as it should be so i'm not exactly sure if the mentioned Bees into Linecracker would work ... sure it is your turn but i guess the minion with overkill has to attack and not be attacked
Peter Whalen confirmed that it will work as ppl expect, so yeah ...
Also for the purposes of other combos, it is good to know that the bees will take up board space, so if you target Ironhide Direhorn, you will only get two 5/5s on an empty board since 4 bees are taking up the board space in the moment of the generation.
The Bees don't spawn and attack one by one? That's a shame.
This one may actually see competitive play. You can tutor it a couple of ways. The randomness could be a hurdle though.
tutor it? they gave him 2 attack just so that you can't tutor him with Crystology, are you gonna run a spell paladin to tutor for him with Prismatic Lens?
Agree with RandomGuy. The only way to tutor is Call to Adventure, which assumes you only run one 2 cost card. Or Prismatic Lens. Finley won't see competitive play. Highlander Pally never really worked well because it doesn't have great tools to do so. Finley is 1/5 from me.
I'm not even sure the Overkill Mechanic works this way ...
If an area of effect card with Overkill destroys multiple characters at the same time, the Overkill effect will trigger for each character killed.
Cards can only activate their Overkill effects on the controlling player's turn.
Overkill effects on minions can trigger regardless of if the attacking minion survives or not.[4][5] For example, if a Sightless Ranger attacks and kills Huffer, the Ranger dies but its Overkill triggers, summoning two Bats.
Overkill effects can trigger by dealing excess damage to a hero. Ordinarily the effect is cosmetic, since one player has just won the game (so, for example, you might see a Devilsaur get summoned just as the hero dies). However, in principle, this could have an effect on the outcome — for example, if an Overkill effect destroyed the other hero as well, resulting in a tie game.
So i think it will not work - and i also think i tested something like this with Ticket Scalper - if my opponent is attacking my Scalper the Overkill does not trigger if i remember correctly as it should be so i'm not exactly sure if the mentioned Bees into Linecracker would work ... sure it is your turn but i guess the minion with overkill has to attack and not be attacked
Peter Whalen confirmed that it will work as ppl expect, so yeah ...
Also for the purposes of other combos, it is good to know that the bees will take up board space, so if you target Ironhide Direhorn, you will only get two 5/5s on an empty board since 4 bees are taking up the board space in the moment of the generation.
Nice one ! like i always say, play the game to have fun! If you're not enjoying it or even get stressed ouf by it just take a break/cool off - play other stuff etc.
If things aren't going well (lossing streak etc) i just take a break and try again later on.
Thanks! :)
One good thing about playing different regions is can always try on another one where the meta can be different and you might have better luck.
I probably let HS affect my mood too much even though I know it's a game and doesn't matter in the real world. But having fun is so underrated - the brawls recently have been really good for this :)
I'm not even sure the Overkill Mechanic works this way ...
If an area of effect card with Overkill destroys multiple characters at the same time, the Overkill effect will trigger for each character killed.
Cards can only activate their Overkill effects on the controlling player's turn.
Overkill effects on minions can trigger regardless of if the attacking minion survives or not.[4][5] For example, if a [Hearthstone Card (Sightless Ranger) Not Found] attacks and kills [Hearthstone Card (Huffer) Not Found], the Ranger dies but its Overkill triggers, summoning two Bats.
Overkill effects can trigger by dealing excess damage to a hero. Ordinarily the effect is cosmetic, since one player has just won the game (so, for example, you might see a Devilsaur get summoned just as the hero dies). However, in principle, this could have an effect on the outcome — for example, if an Overkill effect destroyed the other hero as well, resulting in a tie game.
So i think it will not work - and i also think i tested something like this with Ticket Scalper - if my opponent is attacking my Scalper the Overkill does not trigger if i remember correctly as it should be so i'm not exactly sure if the mentioned Bees into Linecracker would work ... sure it is your turn but i guess the minion with overkill has to attack and not be attacked
Making Mummies
The idea of having two Tirion Fordring with Mukla's Champion in play makes me REALLY excited.
New Uldum Warlock Card Reveal - Expired Merchant
Discards Deathwing, Dragonlord and plays Cruel Dinomancer!
New Uldum Warlock Card Reveal - Expired Merchant
This enables a lot of value generation with Soulwarden, especially if Soulwarden itself is discarded. This was a possible win condition for pre-rotation Standard discolock, but then you needed some luck to discard one Soulwarden and draw the other in time. With Expired Merchant you have much more control over what you discard.
New Neutral Minion - Murmy
I have a serious question - would there be a difference, if the Murmy had a Deathrattle: Summon a different 1/1 murloc? What's the benefit of giving this minion reborn in comparison to the aforementioned example?
[edit] I think I got my answer - reborn synergy cards. Sooo nvm. Cool and strong card, shame that Possessed Villager gets power creeped with every single expansion.
New Paladin Spell - Making Mummies
I"m ambivalent about this. I agree with the other posts that this seems to be a Priest card with an identity issue. On that note, if Blizzard can make Reborn a recurring ability and not trapped to one release, I'm looking at K&C for the Rogue secrets, I think it actually has a lot of potential to be used with things like the Inspire minions like Mukla's Champion
Two Uldum Card Reveals - Making Mummies (Paladin Quest) & Murmy
Please see your paladi Arthas Mass Resurrecting armies in Warcraft 3.
[Theorycraft] Elise Malygos/Linecracker Druid weird experiment
Wow this could be the mother of all combo decks.
One question about the new Elise is: will it duplicate discounts from the Florist?
I would also add Barista Lynchen for pure greed and moar combo potential.
[Theorycraft] Elise Malygos/Linecracker Druid weird experiment
I learnt something today, thanks!
"Simple" 2-card combo with some oompf (80/6 linecracker)
The Explorers Aren't the Only Highlanders in Town - One More to be Revealed for Saviors of Uldum
Removing duplicates or shuffled cards would also synergise with Impbalming.
Calling All Big Priests!
I play(ed) BP quite a bit. My honest answer, I played it for the aforementioned reason. Cheating huge minions for minimum cost, and knowing that you're never out of match.
The "comebackability' Big Priest has is incredible. And honestly when you're on the ropes against an incredibly aggressive deck and comeback and win there's a certain amount of "living on the edge" feeling you get.
Having said that, ultimately I went away from playing BP consistently because of all the reasons. It's monotonous and there's 0 thought to mulligans, early game, mid-game, and late-game. Those facts ultimately pushed me away from continuing to play it. It's a great deck and concept, I'll play it every once in a while, but it does leave you feeling empty about it after the novelty wears off.
Go ahead and put me on the 2x4's now, but those are my opinions about the archetype.
[Theorycraft] Elise Malygos/Linecracker Druid weird experiment
Psychmelon will draw you Jepetto Joybuzz and the Cards that you want to draw with him. I tried simular things in the past Jepetto Joybuzz is wayy to inconsistent in this deck
Wild VS Report #18
Sure, my apologies, I'm just tired of reading forum topics about how X card is too OP and stuff. And most of them started with "Blizzard doesn't care" which implied that Blizzard doesn't do what they want.
The worst thing I read some time ago- some guy wrote that Blizzard should nerf good cards very often to change the meta...
Imagine this, you create a well performing deck, and after two weeks Blizzard posts "Okay guys, let's nerf some cards from that deck to ruin it, so you can play something else".
The Explorers Aren't the Only Highlanders in Town - One More to be Revealed for Saviors of Uldum
Maybe a Kazakus in the dragon form (Year of the Dragon anyone?) back on the Gadgetzan trailer?
Firebat's Gonk Druid
FIrebat also published a video of the deck in action:
Two Uldum Card Reveals - Making Mummies (Paladin Quest) & Murmy
They did it as an poor excuse to do what they want instead of telling us the real reasons
Two Uldum Card Reveals - Making Mummies (Paladin Quest) & Murmy
Pretty fun quest, playable, I'd test it in wild with some deathrattles or end turn effects like Ragnaros, Lich King.
The thing is, we still need to get some good "reborn" cards, if they won't be good enough then... well dead quest.
The Four Legendary Explorers of Saviors of Uldum Have Been Revealed!
I feel like you could genuinely just buy 30 packs to get most commons and rares and just actually skip the entire expansions and only craft what's needed.
I'm already quite low on gold since I didn't bother to grind nearly as much compared to last (probably getting about 55 packs as opposed to over 100 last expac...where I missed the entire month of February)
It's a shame that such a cool thematic expansion comes with cards that so obviously don't match up with the current powerlevel.
On the flipside, since buffs are now a possibility there's always room for improvement in the future
Do you think Linecracker (or overkill) deserves a nerf?
The Bees don't spawn and attack one by one? That's a shame.
Two Uldum Card Reveals - Making Mummies (Paladin Quest) & Murmy
I guess the 1:2 eather cost 2 mana or is a token
New Paladin Minion - Sir Finley of the Sands
Agree with RandomGuy. The only way to tutor is Call to Adventure, which assumes you only run one 2 cost card. Or Prismatic Lens. Finley won't see competitive play. Highlander Pally never really worked well because it doesn't have great tools to do so. Finley is 1/5 from me.
Do you think Linecracker (or overkill) deserves a nerf?
Peter Whalen confirmed that it will work as ppl expect, so yeah ...
Also for the purposes of other combos, it is good to know that the bees will take up board space, so if you target Ironhide Direhorn, you will only get two 5/5s on an empty board since 4 bees are taking up the board space in the moment of the generation.
The Four Legendary Explorers of Saviors of Uldum Have Been Revealed!
No shit, construction for this expansion looks awful. I've been playing since GVG, and this may be the first time I skip and wait an expansion.
Murmy
Er me gerd! Murmies!
Don't let losing streak get you down
Thanks! :)
One good thing about playing different regions is can always try on another one where the meta can be different and you might have better luck.
I probably let HS affect my mood too much even though I know it's a game and doesn't matter in the real world. But having fun is so underrated - the brawls recently have been really good for this :)
Do you think Linecracker (or overkill) deserves a nerf?
I'm not even sure the Overkill Mechanic works this way ...
So i think it will not work - and i also think i tested something like this with Ticket Scalper - if my opponent is attacking my Scalper the Overkill does not trigger if i remember correctly as it should be so i'm not exactly sure if the mentioned Bees into Linecracker would work ... sure it is your turn but i guess the minion with overkill has to attack and not be attacked