Pretty much the weakest of the Relics, but considering that all of them are subpar on the first cast, they need something to get the ball actually rolling, and this absolutely fits the bill. Bad Moonbeam on first cast, slightly worse Fel Barrage on the second, we're not running this card because it's good, we're running it to make the other relics better.
Now that we know what the dang Relics do, this is pretty good card with Relic of Dimensions or Relic of Phantasms. I'm having a little issue picturing the whole deck that the Relic package goes in, but overall it seems solid enough consider building around.
Extremely weak as a tech card, especially since most locations so far are very low-cost, so chances are the opponent already got one proc or even two before you're even able to get this into play. And it doesn't even have yeti stats!
The fact that activating Locations costs 0 makes this so powerful. You don't even need to throw it down on the same turn as your miracle turn, just preload it and wait till the perfect turn.
My final level of Alterac Valley is 220 and I've got ~9k gold banked. Would be like 11k if I didn't try to get one last legendary out of the AV packs... and then ended up hitting the pity timer.
Just a "Fuck you, I win" card against board decks, though it does become tricky to use against classes that can shoot around a taunt and reclaim their board.
Costing Health seems kinda scary when Murlock is most likely spending the early turns setting up for the overstatted Murloc board dumps, but so long as your health is above 0, does it really matter?
Well good thing Survival of the Fittest is rotating out, because this just makes a gigantic board in Ramp Druid... Assuming of course they loaded it up and not just pull it off the top of the deck.
Seems like a mediocre AoE spell by itself, it does act as a deterrent against Aggro, targeting one minion to explode on a later turn, and suddenly the opponent is forced to hold back their development or try to find a way to set it off early to minimize the damage.
Neat effect, but not really a powerful one, probably leads to some cheeky plays in Arena or something.
Pretty much the weakest of the Relics, but considering that all of them are subpar on the first cast, they need something to get the ball actually rolling, and this absolutely fits the bill. Bad Moonbeam on first cast, slightly worse Fel Barrage on the second, we're not running this card because it's good, we're running it to make the other relics better.
Now that we know what the dang Relics do, this is pretty good card with Relic of Dimensions or Relic of Phantasms. I'm having a little issue picturing the whole deck that the Relic package goes in, but overall it seems solid enough consider building around.
Extremely weak as a tech card, especially since most locations so far are very low-cost, so chances are the opponent already got one proc or even two before you're even able to get this into play. And it doesn't even have yeti stats!
It's simply the most card in the digital card game Hearthstone!
The fact that activating Locations costs 0 makes this so powerful. You don't even need to throw it down on the same turn as your miracle turn, just preload it and wait till the perfect turn.
...Why does that not feel reassuring?
You will give me an EGG!
My final level of Alterac Valley is 220 and I've got ~9k gold banked. Would be like 11k if I didn't try to get one last legendary out of the AV packs... and then ended up hitting the pity timer.
Just a "Fuck you, I win" card against board decks, though it does become tricky to use against classes that can shoot around a taunt and reclaim their board.
Costing Health seems kinda scary when Murlock is most likely spending the early turns setting up for the overstatted Murloc board dumps, but so long as your health is above 0, does it really matter?
Phew, good thing Charge is mostly extinct, otherwise we'd be in trouble from Paladin suddenly killing us from hand!
...
"ALL HANDS ON DECK!!!"
With the Mage Dredge minion and Seafloor Gateway, this is can be a really good refuel for Mech Mage.
Well good thing Survival of the Fittest is rotating out, because this just makes a gigantic board in Ramp Druid... Assuming of course they loaded it up and not just pull it off the top of the deck.
Good for basically the 16 total Health wall, though doesn't really push anything else.
Since you just need to be holding a Holy spell, this is a really good Annoy-o
A fun card, but I'm not sure if he's a good card.
Neat effect, turns scary against decks that struggle against targeting around taunts and/or taking out big minions.
Seems like a mediocre AoE spell by itself, it does act as a deterrent against Aggro, targeting one minion to explode on a later turn, and suddenly the opponent is forced to hold back their development or try to find a way to set it off early to minimize the damage.
Just a solid building block for Naga mage. Maybe sees play elsewhere in the future, but seems good as is.