GoddammitDontShootMe
LV.15COMMENT_COUNT_1900_HS
Comments
2,062 totalWould've been pretty average if you had to always pay mana, but you usually have a lot more health, and it will free up mana crystals for other cards. So pretty damn nice.
I think Warrior has enough ways to gain armor that this could wipe almost any board. But then, your opponent could destroy it when you have the board advantage.
After you eliminate all minions that are only good because of its battlecry, what's left? I don't know if this is what swaps means, but I suspect spending 5 mana for a 1-Cost minion with +5/+5 is even worse.
Damn expensive for 3 damage, and I fail to understand why the conditional part justifies such extra cost.
Decent clear, but does the 6/6 have taunt or anything? Does it become do 6 damage to all minions and summon a 3/3 on alternate turns?
No idea how good this will be, but I think Shaman has a decent number of good spells.
This seems a bit useless. You get another 1/2 in your hand that gives you a 1/2 if you play it after your board has been cleared.
This plus [card]Spectral Trainee[/card] plus any other spell equals complete one-sided board wipe (barring any divine shield, certain death rattles, or reborn). That'll cost at least 7 mana, but [card]11454[/card] costs 8 and it kills your dudes as well. Seems …
It looks like Hunter will have three secrets after rotation, so that will make the discover choices you get rather predictable. For now anyway. Would you want to not play minions for this? It's Hunter, so I doubt it, but …
I would assume in most cases you wouldn't want to wait four turns for something to happen, especially if you can't play this on turn 4, but I wouldn't know.
I'm seeing the timer count on my second drop, without claiming the first. Right now it says 73% of 30 minutes.
Edit: If it hadn't started counting, that would've meant a minimum of 45 minutes. Thank fuck it did, …
I wonder what the optimum amount of fatigue to play this at is. There's [card]Felstring Harp[/card] of course, but that will only let you absorb damage six times, unless you play something like [card]Air Guitarist[/card].
Now then, do you play these cards after you've emptied your deck? It would definitely be a nice way to finish after you've bashed the other player's face a bit (and may cause a few ties for players that weren't …
Well, this is a nice card to have around for when you play one of those cards that deal fatigue damage to you.
This looks interesting. You'd want to play this before your fatigue counter got above 7, since you'd take the damage but not get any extra benefit. [card]Imp King Rafaam[/card] isn't going anywhere just yet, either.
All seven movements look quite good, and being able to pick the best one for the current situation is nice. Well, out of the three discover choices you get, anyway.
Here's your quillboar for those menagerie decks. Also 4 armor each time you use your hero power. Until this dies at least. So once, maybe.
Definitely a Big Spell Mage card. Question is, what will Big Spell Mage look like post-rotation?
Maybe a card for a deck that mostly runs spells. Too bad the amps will die the next turn.
I guess this is a decent response to having your board wiped last turn. 7 attack would probably kill most things if you play this on turn 5 or 6, and the taunt ought to help you recover.