Really? I never thought about it sounding strange. Since divine shield is a one-time damage immunity I thought it was clear that once you pop the bubble it doesn't come back. Like Righteousness, Scalelord and so on... It never even occurred to me that the wording was misleading.
The stats/cost maybe, more so the health, but idk, it sounds that strange?
First 3 bosses down with Al'ar Quest Paladin, Supremus screwed me good, still trying to beat it with spell druid. Older adventures were more difficult, but nor being able to add Wild cards steps it up quite a notch.
The idea of the HP came directly from Shadowform, and since it was a Classic card, I thought the idea of Spell Damage in mage should've been tinkered and exploited better by Blizz in the Classic set, since they always print some SD card in every expansion, but they never give it some sticky form of maintaining the archetype.
And the art of Rune of Power is Arcane Blast from the WoWTCG, I used to main a mage in a pirate server, and Arcane was my primary spec lol
I've recently started playing wild, for the available memes thanks to the wider arrangement of cards and mechanics, and I ended up playing just one deck:
N'Zoth Mill Secret Rogue... I always loved the mill aspect of the game, so I went that way, and added some survivability with N'zoth + Khartut, and then I thought... "Why don't I add Hanar?"... Well, turns out the three archetypes ended up being win conditions, two are legit ones, and Hanar is the "attrition" one because when the opponent sees the Christmas tree over and over and over again they just concede or well, hit face and I lose lol.
N'Semill Rogue
A Mill Rogue Deck created by
Fedrion. Last updated 4 years, 7 months ago
Yeah... That's the bad part about buff not counting...
Well...
The thing is, it also affect the enemy minions, so it can enable early plays for the opponent the turn after it's played, so IDK how broken it is actually.
Ok, fair point.
From the Horde POV, yeah he was like a pirate lol, the most vile of the pirates, but anyway...
Too much stuff going on today, maybe tomorrow I'll give it another try.
Thanks for the constructive criticism.
Really? I never thought about it sounding strange. Since divine shield is a one-time damage immunity I thought it was clear that once you pop the bubble it doesn't come back. Like Righteousness, Scalelord and so on... It never even occurred to me that the wording was misleading.
The stats/cost maybe, more so the health, but idk, it sounds that strange?
As far as I saw, nobody went with good old Daelin so...
First 3 bosses down with Al'ar Quest Paladin, Supremus screwed me good, still trying to beat it with spell druid. Older adventures were more difficult, but nor being able to add Wild cards steps it up quite a notch.
Turn 1 Deep Freeze... Restart... Turn 1 Endless Legion into Enhanced Dreadlord + Rustsworn Champion x2
Not gonna try to play against him till the PTSD passes...
The idea of the HP came directly from Shadowform, and since it was a Classic card, I thought the idea of Spell Damage in mage should've been tinkered and exploited better by Blizz in the Classic set, since they always print some SD card in every expansion, but they never give it some sticky form of maintaining the archetype.
And the art of Rune of Power is Arcane Blast from the WoWTCG, I used to main a mage in a pirate server, and Arcane was my primary spec lol
Thanks for the feedback guys!
Final form of the card plus tokens.
Shadowform, but for mages:
2nd attempt and done, opened a Bloodmage Thalnos, 2 rares and a golden common! Not gonna play tavern brawl till next week.
I've recently started playing wild, for the available memes thanks to the wider arrangement of cards and mechanics, and I ended up playing just one deck:
N'Zoth Mill Secret Rogue... I always loved the mill aspect of the game, so I went that way, and added some survivability with N'zoth + Khartut, and then I thought... "Why don't I add Hanar?"... Well, turns out the three archetypes ended up being win conditions, two are legit ones, and Hanar is the "attrition" one because when the opponent sees the Christmas tree over and over and over again they just concede or well, hit face and I lose lol.
Bloodbloom was nerfed, not Darkest Hour, but the deck's called "Darkest Hour Warlock", so it's an indirect nerf to that card... I guess?
If not, Bloodbloom also makes sense, risky, consumes a lot of mana+health now.
4-0 with Infinite Shudderwock Quest Galakrond Shaman.
Never even made it to the combo, just once made it to turn 10, without Wock in hand, and the entire pre requisite cards already played.
Also there's Derek Proudmoore, brother of Jaina.
Thank you all for the feedback!
Finished and polished version of the card:
Yeah... That's the bad part about buff not counting...
Well...
The thing is, it also affect the enemy minions, so it can enable early plays for the opponent the turn after it's played, so IDK how broken it is actually.
Sh!t! You're right...
I don't really thought about the "Play" part of the quest, and I don't really know if it will interact with this change.
The main idea was to facilitate the quest without needing to put all Taunt minions in the deck.
Ok, this week I'm going with:
"I'm paying you a FORTUNE to keep me safe!"
Yup
Sorry but...
#2 Is brawl related, look for it there.
#6 is a runeterra card, just found it a few minutes ago.