GoddammitDontShootMe
LV.15COMMENT_COUNT_1900_HS
Comments
2,055 totalThis looks like a good way to end games. Just have a few rush minions that were summoned before and start going face. Or summon them this turn and clear the board.
This is pretty nice if it works like I think it does (I never look at the actual reveal stuff). More the three cards in one than the simple +1/+1 buff.
This looks alright. Wouldn't want to play this on curve, otherwise you probably wouldn't trigger it more than two, maybe three times before it dies.
Adding a secondary resource cost would be a good way to keep a location from being too powerful. Not sure giving a minion reborn is that strong unless it has a very powerful deathrattle.
[card]Cage Head[/card]. That is all. Okay, there's the whole surviving that long thing, but other than Priest with [card]Shard of the Naaru[/card], or Shaman with [card]Primordial Wave[/card], I don't know who would get out of it if the game reached …
I assume this returns to your hand with n-1 monkeys. Not bad if so since it gives you extra resources.
I guess spell-heavy Hunter decks aren't going away any time soon.
5 corpses seems like a lot to trigger a single deathrattle a second time, considering cards like [card]Marrow Manipulator[/card], or [card]Grave Strength[/card] if you have a board.
I'm pretty sure a 9/9 with charge and taunt is pretty damn good, even at 8 mana. Hiding that behind a 5/1 gives your opponent a chance to respond or one more turn to kill you first, but this still …
All these riffs might be 1 mana more expensive than they should be. Perhaps there's something we don't know, because I don't think the finale effect justifies an extra 1 mana cost.
I guess minion tutor plus +2/+2 buff is pretty good.
This is interesting. I suppose the finale won't do anything on the first riff you play, so you may as well combine it with another in the same turn. I'm not sure the summoned minions will do that much on …
This could potentially draw you a lot of cards with [card]Wretched Exile[/card]. Well, for as long as you have mana to play generated outcast cards. Might still be a shitty combo though.
Well, with [card]Going Down Swinging[/card] this could net you a lot of healing. Too bad that's a 7 mana combo unless you can reduce the cost with [card]Relic of Dimensions[/card] or something.
Looks pretty good. Sure, this will almost certainly only live long enough to give you one new weapon, and you may have to swing with 1 durability the turn you play this to even guarantee that.
Maybe this will be decent with a weapon equipped, but I'm guessing you'll kill two or three, then break your weapon and be stuck at 2 attack for the rest of them. If [card]Illidari Inquisitor[/card] is still in Core after …
[card]Naga Giant[/card], anybody? A 14/8 [card]Grommash Hellscream[/card] should end plenty of games, though there might be a problem with surviving long enough to play it.
Definitely support for big spells. What those spells are, I have no idea. I'm just sure you don't want cheap spells in your hand when you play this because they will quickly go above the original cost.
Basically saves you 3 mana. Not bad. I'm assuming Mage and Warlock will also get 0-attack weapons that don't have deathrattles and maybe give them free hero power uses. I feel it would be pretty weird if Mage, Priest and …
I take it overheal doesn't count if you heal a minion that is already at full health. Not sure how often you will have a board full of damaged minions to get full use out of this card, but you …