GoddammitDontShootMe
LV.16COMMENT_COUNT_1900_HS
Comments
2,070 total7 attack should kill most things, and the next time around it will have 10. I'm not sure how much it will kill before the health total is worn down to 0 though.
Requires some build around, but still very nice. Expensive, so there's more risk of having drawn your cards already, so you may want to put 3-4 of each. Not a lot of Divine Shield options outside of Paladin though.
2 [card]Voidwalker[/card]s would be 2 mana, then deal 3 damage for 2 mana sounds about right. So not a very exciting card, really.
Druid doesn't have a lot of targeted spells in standard, so there isn't that big a risk of randomly buffing an enemy minion. I think most spells will be pretty good to be cast when drawn, but the more expensive …
I wonder how this will change what choice you make from the Discover. Generally I tend to pick something I can play sooner rather than later when I play a discover card, so I guess that won't change much, since …
This looks like it would be pretty annoying in swarmy decks. Probably goes well with [card]Rats of Extraordinary Size[/card].
I really like how the full power of the spell doesn't get wasted if you don't play it on an empty board. In fact it gets more powerful the fuller your board is, assuming you have space in your hand. …
Whether or not the target benefits from Rush, +4/+2 is pretty big, and you summon another Rush when the target dies, which can be used to trade into something else. This seems pretty good.
Get perfect curve for 8 turns, play reward on 9, survive long enough to draw spell, win. Yay. I wonder if this will be easier to pull of than [card]Mecha'thun[/card].
Deal 2 damage and heal for 4 seems like a lot for 1 mana. Sure it has to kill the target for the healing, but maybe you have to trade first or something to get a minion's health in range. …
If you can time this with the completion of the Warlock questline, this should be all the healing that deck needs to survive. No ideas about the other 2 options, but 12 is a lot of damage, and I'm sure …
Your deck might need to be half self-damage / half healing in order to pull this off and survive. If you have any leftover self-damage, well then.
I guess we are getting quests every other year, only this time they've been upgraded to multi-stage questlines to keep it interesting. You might be crippling your deck a bit to have enough cards for each school to complete all …
This should be pretty good in any deck that tends to have large hand sizes. Warlock come to mind. Perhaps Shadow Priest.
This might be pretty good in combination with [card]Day at the Faire[/card] and [card]Balloon Merchant[/card]. Of course, that's a lot of mana, so maybe not.
I don't think this will be drawing very many cards. Maybe if you can play it on turn 1.
I don't really get why you would want to throw away any chance at discovering extra copies of spells you did include.
Art isn't a female night elf in her underwear. 1/5. j/k. Actual card might be 2/5, or 3/5 if I'm generous.
I think [card]11483[/card] just got killed. Opponent doesn't have a weapon? Send it back for a chance at something useful.
So all I have to do is draw 8 cards to get full usage out of this? Warlock is known for drawing a lot, so that seems easy enough.