GoddammitDontShootMe
LV.16COMMENT_COUNT_1900_HS
Comments
2,070 totalDruid is really piling on the armor gain. What's some more? Or perhaps you play this on another turn and kill something with your +4 attack or more. I'm not sure if this plus Zok Fogsnout would be a good …
I imagine you could equip this around turn 5, play two or three cheap minions, then maybe play a few more next turn, and give something a pretty good buff.
I'm a little uncertain that conditionally giving them taunt justifies spending 3 mana on 2 mana worth of minions. Might be good if it always gave them taunt.
Restore 8 health and get a 3/3 taunt? Sure, I'll take that. Unless your against a hyper-aggro deck or something, you probably won't be down 8 health by turn 3, but it probably won't be too hard to activate the …
Pretty nice if your opponent happens to have a few minions on turn 3 (looking at Druid).
This gets you a good amount of stuff, but does Demon Hunter want to not have any minions on turn 5? Maybe you can put one kind of weapon in your deck to reliably tutor it.
Well, this looks good. You might want to play this later so you can afford the big spells and summon the big minions.
Seems like a very nice turn 3 play, especially if you get two cheap minions you can play next turn.
Would'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].