GoddammitDontShootMe
LV.15COMMENT_COUNT_1900_HS
Comments
2,062 totalWell, this looks pretty nuts. I assume the portal will be permanent, and killing this won't stop the imps from coming for the rest of the game. I assume the first ability works like [card]11454[/card] as well.
I don't see it anywhere, but I assume you can hover over one of the items in the Related Cards list to view the card in full.
I don't know what minion has nearly 20 Health without a bunch of buff spells played on it, and the days of [card]Divine Spirit[/card] are gone. 3 Mana discount for a spell each turn seems nice though, and the other …
Ah, a card where positioning matters somewhat. Also reducing the cost of every minion in your hand by 2 is some pretty heavy mana cheating.
I'm not so sure about the randomness. It would suck if there's an enemy minion with like 8 Health and one with 3, and you use the +5 Attack ability and it hits the 3 health one instead. At least …
Since it doesn't say other minions, removing this is going to be a pain unless you have hard removal or silence. And it has Taunt so you have to kill it.
I suppose waiting until you can use all three abilities before you swing the weapon would be too slow. I know I'd be wanting to maximize the value of all three swings, but I guess if I had to, I'd …
I suppose the abilities fit the kind of shit Priest likes to do. I'm not sure how often you will get something you want from the discover since the pool isn't limited to just your class, or in any other …
I realized after reading the other article that I might've misread that. I thought it was referring to the entire expansion.
I think by the same logic that returning a Titan to your hand resets its abilities, it's safe to say that Zolaing it would do the same. Plus if IIRC if you used Zola on a damaged minion the copy …
A 6/5 rush would be pretty damn good on turn 3, possibly even with sacrificing your turn 2 to forge this.
Most likely you get a cheap card with no synergy with your deck. Whoop-de-doo.
Well, not having to actually pay for the 8/8s is pretty nice. Still, it makes it harder to draw the card you probably wanted to draw, and you could be waiting awhile to get any payoff from this. Seems good …
This probably has too much potential to backfire to be competitively viable. Should be fun to play though.
I guess if you really need to trade, you can target the biggest minion necessary with this, then not lose as many minions as you would've. Doesn't look super impressive though.
Mech Rogue? I suppose you could magnetize this to a large mech and hit face or remove a large threat the next turn without it dying first.
I'm not sure how many handbuffs you could expect to get off this. Maybe even zero if you don't magnetize this to a rush minion. Or maybe magnetize it to something with high health so that you get two or …
This might be good. I can't figure out from looking at Paladin's current cards what you might want to resurrect since most of the minions are battlecry minions.
This could be up to a 4 damage one-sided aoe. That's pretty damn good for a 4 mana 3/4. Pretty good even if you only play two different spell schools before this.
I suppose it would be at least somewhat situation dependent, but I'm wondering what the best order to activate the abilities would be. Maybe 1 secret, then enemy cards cost 2 more, then 20 damage to face? If it lives …