Duos looks pretty damn cool. If I understand correctly, there's no random matchups, you always play with a friend. I guess that means you will have the in game text chat available, but I'm sure just about everyone will be on a Discord voice call. I can imagine the ping system will be very useful either way.
While I might want another one of my minions to win Brawl, perhaps this is worth it to ensure my opponent never wins. Though I'm questioning it since this is 2 Mana more, for just some terrible 4/4 stats.
I'm not sure, but I'm guessing if this is dormant on the board, you can play an excavate card to subtract 2 from the dormant turn counter. I can't imagine that would be hard to do somewhere in the minimum six turn wait. I'm pretty sure most classes have tools to easily deal with this by turn 10, but maybe you get lucky and your opponent used them or isn't holding them. Warrior also has a decent amount of handbuffs for taunt, so it might not be hard to play this with 20/20 stats.
I'm just guessing that means the stats will be divided by 2 and split between the two elementals. I don't know how this will affect battlecries and such, but I kind of hope it doesn't. I'm not sure Mage will be many elementals, so this might not see much play in the near future.
So we now have a Neutral card for every type. Clearing the enemy board and limiting them to one minion for the next turn is certainly going to be very strong. The magic bullets all look very good too.
Another taunt minion that buffs taunt minions. I suppose you buff this and Blast Tortoise with Unlucky Powderman, then do something on turns 3 and 4, then buff that other card with this. Since I'm not bothering to look at the taunt minions available to Warrior, I don't know if this will do much else.
I feel there's a subtle nod to Pokemon in there. As for the card, Anima Extractor is still around for now, that could potentially get this up to some pretty high damage numbers.
Definitely much nicer with quickdraw, but maybe not completely worthless without it. You should be able to send all 5 damage to one minion if necessary, right?
Patchwerk comes to mind. I'm not sure if this will be as good, as you have no control over when you draw the T.N.T., so you could draw one when the enemy board is empty, or just not draw them soon enough and lose because you didn't destroy your opponent's key card on time.
I don't think Paladin has a shortage of expensive holy spells that wouldn't mind this card. Also The Sunwell is holy, so you might be able to do something fun with that.
This would only ever go to +9 because the number of cards never includes the card you just played, right? A 10/5 is certainly something that needs to be dealt with ASAP, and your opponent is likely to have to commit two or three cards to doing so because of the 5 Health.
Feels weird that this gets cheaper the more effective it is. It's even free if your opponent has a full board, and unless they buffed their board, in most cases this should kill at least some of their minions.
Tradeable and quickdraw is a really nice combination. Can't play it when you draw it? Trade it, and get another chance to get the quickdraw effect. And since quickdraw will allow this to kill anything that doesn't have divine shield or is targetable by spells, you're going to want to do that.
They not any good in Wild or something?
Duos looks pretty damn cool. If I understand correctly, there's no random matchups, you always play with a friend. I guess that means you will have the in game text chat available, but I'm sure just about everyone will be on a Discord voice call. I can imagine the ping system will be very useful either way.
While I might want another one of my minions to win Brawl, perhaps this is worth it to ensure my opponent never wins. Though I'm questioning it since this is 2 Mana more, for just some terrible 4/4 stats.
Alright, so what the hell is his true form?
I'm not sure, but I'm guessing if this is dormant on the board, you can play an excavate card to subtract 2 from the dormant turn counter. I can't imagine that would be hard to do somewhere in the minimum six turn wait. I'm pretty sure most classes have tools to easily deal with this by turn 10, but maybe you get lucky and your opponent used them or isn't holding them. Warrior also has a decent amount of handbuffs for taunt, so it might not be hard to play this with 20/20 stats.
I'm just guessing that means the stats will be divided by 2 and split between the two elementals. I don't know how this will affect battlecries and such, but I kind of hope it doesn't. I'm not sure Mage will be many elementals, so this might not see much play in the near future.
So we now have a Neutral card for every type. Clearing the enemy board and limiting them to one minion for the next turn is certainly going to be very strong. The magic bullets all look very good too.
Warrior definitely likes gaining armor, and this excavates too. This should be good.
This looks like a great Taunt Warrior card. I don't know if there are enough good taunt minions to make that work, however.
Another taunt minion that buffs taunt minions. I suppose you buff this and Blast Tortoise with Unlucky Powderman, then do something on turns 3 and 4, then buff that other card with this. Since I'm not bothering to look at the taunt minions available to Warrior, I don't know if this will do much else.
It can buff Blast Tortoise, which is something you'll want to do. Not sure what else though.
I'm wondering if you would potentially pick off some lesser threat just for the excavate. The 3 Mana cost might discourage that.
I feel there's a subtle nod to Pokemon in there. As for the card, Anima Extractor is still around for now, that could potentially get this up to some pretty high damage numbers.
Definitely much nicer with quickdraw, but maybe not completely worthless without it. You should be able to send all 5 damage to one minion if necessary, right?
Patchwerk comes to mind. I'm not sure if this will be as good, as you have no control over when you draw the T.N.T., so you could draw one when the enemy board is empty, or just not draw them soon enough and lose because you didn't destroy your opponent's key card on time.
I don't think Paladin has a shortage of expensive holy spells that wouldn't mind this card. Also The Sunwell is holy, so you might be able to do something fun with that.
This would only ever go to +9 because the number of cards never includes the card you just played, right? A 10/5 is certainly something that needs to be dealt with ASAP, and your opponent is likely to have to commit two or three cards to doing so because of the 5 Health.
Feels weird that this gets cheaper the more effective it is. It's even free if your opponent has a full board, and unless they buffed their board, in most cases this should kill at least some of their minions.
Tradeable and quickdraw is a really nice combination. Can't play it when you draw it? Trade it, and get another chance to get the quickdraw effect. And since quickdraw will allow this to kill anything that doesn't have divine shield or is targetable by spells, you're going to want to do that.
Yeah, this looks like a solid card.