GoddammitDontShootMe
LV.15COMMENT_COUNT_1900_HS
Comments
2,055 totalUnforged this is nothing special, it copies itself once, then both copies die on your opponent's turn. But forged, you can magnetize it to any mech and it will start copying itself. I don't know what mechs you'd want to …
The gadgets looks pretty good, and you get one for every mech you play. I'll be surprised if this isn't in every Mech Rogue deck.
So I guess you can bait out a board clear with this, or get your opponent to kill a few of his minions trading, or something like that. Or maybe worm + [card]Absorbent Parasite[/card] + [card]Always a Bigger Jormungar[/card] would …
This will probably end up killing a few minions the controlling player thought would survive the trade. And with the +3 Health buff, maybe the other minion survives instead. Probably not as good as staples like [card]11352[/card] or [card]11353[/card] though.
I don't know when Hunter tends to have minions with 4 Attack or more, but a 5/5 rush for 3 mana is always good, right?
Fuck your taunt (unless the health is so high there's nothing left for the face). Also Divine Shield absorbs all the damage, so excess damage effects don't apply, right?
I guess this gives you better flexibility to play the secret you need rather than the one you drew, assuming it's among the three offered, but forging and playing this costs the same as just playing two Hunter secrets.
I wonder how high this could go. At the start, nearly everything has more Attack, but it might be more difficult once this reaches 8 Attack or so, unless Hunter has some good handbuff options.
Bringing the magnetize to a non-mech tribe mechanic from Battlegrounds, huh? Rush is really only useful if you play this on the same turn you play the minion you're magnetizing to, but +3/+1 is pretty decent for 2 mana.
Probably very easy to get down to around 2 mana or so, maybe even free depending on how many secrets Hunter runs. Would be fair around 4-5 mana or so.
Since some other cards in the plague package are UF, you have to give up this pretty good looking weapon if you want to put any Blood cards in your plague deck. Anyway, plagues look best at wearing your opponent …
Seems to be in the same vein as [card]Frost Strike[/card] or [card]Overseer Frigidara[/card]. So a decent card for Frost DK.
So if you forge this first, it's deal 3 damage and gain 3 corpses. Nice. Some decks might like that more than others since you do have to give up 2 mana first.
Yep, they clearly have UUF in mind for the plague archetype. Or I guess BUF if you give up any double Unholy plague cards.
Ok, so [card]11369[/card] is 3 mana draw 2. So why does 2 mana draw 2 need to also draw 2 for you opponent? Sure it keeps them from playing them for a turn, but afterwards, they have them in their …
If the archetype works, you'll probably have plenty of plagues in your opponent's deck, so destroying one for a board clear should be absolutely fine. I guess they were thinking UUF for the deck or something.
I don't know how well this plague archetype will work, but this should be pretty good. It could be silenced or transformed, but I don't thinks that's too prevalent right now. Unlike [card]Helya[/card], this one doesn't say anything about plagues …
Well, if you are willing to miss turns 2 and 3, you can play this on turn 4. An 8/8 taunt on turn 4 would be pretty damn good. There have been plenty of decks that do nothing in the …
Not sure how many plagues you can get into your opponent's deck in one game, but this should be good at 6 or 7 mana. [card]Helya[/card] alone will get the cost to 8, so it should be doable.
In other words a new copy of a plague is shuffled into your deck after it's cast? I guess there wasn't room for that in the plague card text. As for the card, I don't know. Certainly seems like a …