dapperdog
Lv.20Dragon Scholar
Comments
A wholly unimpressive card...if it weren't for the fact that nearly every other good card from classic have just been purged from standard.
There's actually a niche for this to exist in rogue, which has just lost [card]questing adventurer[/card], edwin, and its many lackeys. Generating a bunch of 1/1s might not seem like much, but if we close our …
This thing saw no play as a 4/4, so team5 decided after a collective meeting of the brains to make it a 5/5, instantly transforming this from an execrable pile of stinking trash, to slightly less trash than before.
But jokes aside. The real reason why this one will never see play is simply because of the mana cost, …
Quote From Hydrafrog If there is a way to cheat him out earlier, then it will be worth it as long as the minion it swings at with it's Rush ability isn't the same one you you swing at with your hero
There is. [card]Raging felscreamer[/card] survived the purge. And this one happens to be …
It'll certainly be a challenge to do it now. Unlike pokemon TGC or the actual game itself, hearthstone was never designed with 'weakness and resistance' in mind and hence why a vanilla stated minion is only 1 or 2 stat point away from another minion 1 mana away from it. That is also why most board clears does just enough …
It really depends. [card]Coerce[/card] doesn't develop any board, while [card]plague scientist[/card] is a 2/3 at least. That means if you're trading a minion smaller than the scientist, its essentially buffing your board while removing a minion. Of course, that is if you have a board to begin with, which I predict token rogue (if at all viable) would not be …
I'd like to think that a 7 mana board clear is okay for a class like rogue, but its probably too slow. But then again with the loss of so many cards, you could just slot [card]plague scientist[/card] in anyway, and samuro still works with [card]cold blood[/card] on 6, or 4 with prep.
Yeah, now that I think about …
Might be a blessing in disguise. Since rotation is like 3 weeks away, is there any reason to open it now?
Well, just finished this one and I have to say that that Cho'Gall fight has got to top the charts as one of the most difficult and bs laden battle I've encountered so far in book of heroes. We still have 4 more heroes to go, but lord save us if it can ever top this one.
So what …
And now we have rogue, whos classic set have been nerfed so many times I couldn't keep up. Well, now most of the cards are gone, the most significant of which is [card]eviscerate[/card]. I'll be honest that I wasn't at all happy to see eviscerate gone, but now thinking about it, if there was going to be a card to …
First off, nice deck building. There's a good deal of things I would agree, but here's some suggestion for changes;
- No [card]argent squire[/card]? That's near sacrilege considering its legacy in classic. And this core set is even less powerful than old classic. Combos well with [card]abusive sergeant[/card] for the early game.
- Probably want to make space …
Its reasonable to expect [card]nordrassil druid[/card] to not be as impactful as it seems. It doesn't have taunt, needs to be played first (and therefore you actually need to have that card in hand prior to playing your spell) unlike [card]anubisath defender[/card], and crucially still costs mana. So while we can stare with bloodshot eyes over that 1 mana 3/5 …
Aside from maly and highlander druid, I don't remember seeing [card]swipe[/card] being placed into a druid deck for the last 1 year. I think the exact timing was when [card]overgrowth[/card] was released in AoO that swipe quietly got shelved.
Druid always had problems coming from behind, which is why its also the first class I can remember that successfully …
Quote From FortyDust Prediction: Barrens will have a Druid card that damages the enemy board based on the Hero's Attack. They can't just delete [card]Swipe[/card] and [card]Starfall[/card] and expect Druid to survive without any board clear whatsoever. They have hinted that most Druid damage spells will be coming from the face now (like [card]Pounce[/card]), and this is the …
Its going to be difficult. Mage secrets are often too expensive to play standalone, hence why losing [card]kirin tor mage[/card] is a big deal because the tempo from that 4/3 on top of a secret makes it worth putting more than 2-3 secrets in your deck. You could just put more burn or tempo cards in its place, but then …
Of all the core changes, druid's is probably a mixed bag. They lost all their AoE and spell damage cards like [card]swipe[/card] and [card]wrath[/card], and instead reverted to the face method of removing board. A few buffs here and there (because who'd want to play a 4/6 taunt for 5 these days) but crucially druid has lost one of its …
Alright, so I'm not a fan of what they did to mage, but its not really too bad, and mostly because [card]fireball[/card] still exist. Unfortunately, one card does not alter the fact that mage as we know it is more or less dead. It used to be that mage was considered one of those classes that can basically ignore tempo …
Actually now that I think about it, this change is actually less beneficial for aggro. Most aggro list are typically filled with at least six 1 drops, and a whole slew of early game cards that in the late game comes as completely worthless. Old tracking would enable you to remove at least 2 useless topdeck cards while giving you …
Well well, here comes the class that has largely benefited from all the core changes, perhaps more so than other classes. Unsurprisingly, that's because paladin's main game plan hasn't really changed much. Just about anything that's important to paladin is still here, [card]tirion fordring[/card], [card]truesilver champion[/card], [card]blessing of kings[/card], [card]equality[/card], and [card]consecration[/card], while losing its relatively interesting but for the …
If you ever have doubts about team5 trying to push tempo priest into the spotlight, then the core set changes will be the most blatant and obvious attempt yet. Basically, if [card]shadow word: death[/card] have been nixed as well you could conceivably be fooled into thinking that you've stumbled onto a list of paladin cards. There's literally no other removal …
ETC only costs 2 mana. What's the point of going through all that just to save 2 mana?
That 30 damage combo seems really iffy. With 2 ETC, you're doing 4 damage per minion. I don't think the math adds up to 30, since even with your combo, you only have 5 mana remaining, which means you're pushing only …