I really like how 10 mana cards have been made to feel strong. I think this is a fairly balanced card, but compared to 10 drops of the past Living Monument, Icehowl, Faceless Behemoth, and etc, it feels to good to see them be worth their cost.
I kind of wish a compass was used instead of the durability symbol that is used on weapons. I guess it is fine for new players because once they learn how weapons work they will instantly understand how locations work too.
In wild this turns mutate into a zero mana summon a 5 mana minion, which isn't insane but I could see myself playing it for fun while climbing into legend.
This seems pretty bad. It will rarely be impactful against big boards, and requires another card to get it's buff. If you were playing for tempo, then you wouldn't run this because it costs too much, and if you were playing control you would just run Brawl.
I can't see this being very good, but cards that break the rules always have the potential to become busted one day. It might not be terrible in Druid in Wild, since nearly every other card in that class draws and gives armor.
I thought Team 5 wasn't doing stories this year? With that being the case, it doesn't make sense for them to use Elise since she is a character big enough that she has to have a story.
I was not the biggest fan of WoW when I played it, but the entire time I played through Shadowlands all I thought about was how themes and mechanics would translate into HS. I want an MSoG style set with allegiances, but you can choose which faction to join and that would give you access to different mechanics/cards while making your deck like how you could choose which Covenant to join, and you could get specific themed abilities and buffs from them.
Honestly, I went from 119 to dumpster legend. I am going to try again next month, but with a less cute deck. I will try Pillager Rogue now since I don't think I can get back to where I was without a serious time investment.
I honestly have not considered that is what makes a deck tier 1. Playing against real pro players has made me realize I do not know as much as I thought I did. This player is playing Quest Mage, who I have not to beat once the 6 times I have played against him. It has been forever since I felt like I have been seriously challenged by Hearthstone.
I really like how 10 mana cards have been made to feel strong. I think this is a fairly balanced card, but compared to 10 drops of the past Living Monument, Icehowl, Faceless Behemoth, and etc, it feels to good to see them be worth their cost.
I love Patchwerk. I want to see something similar in HS one day.
Edit: Whoops! I meant to say Kraftwerk. I have worms in my mind all day.
Konami needs a better media guy holy crap
Defile + Dreadsteed activates up to twenty times...
One day paladin will get good removal
The skeletons say they target a random enemy, not the enemy hero..?
If kel targeted the opponents face and the cards that summoned the skeletons summoned one more, i could see Kel being a viable strat.
I kind of wish a compass was used instead of the durability symbol that is used on weapons. I guess it is fine for new players because once they learn how weapons work they will instantly understand how locations work too.
In wild this turns mutate into a zero mana summon a 5 mana minion, which isn't insane but I could see myself playing it for fun while climbing into legend.
This is kind of a nostalgic event. I don't ever play arena, so I imagine I am sitting on dozens of tickets to use on this run.
This seems pretty bad. It will rarely be impactful against big boards, and requires another card to get it's buff. If you were playing for tempo, then you wouldn't run this because it costs too much, and if you were playing control you would just run Brawl.
I can't see this being very good, but cards that break the rules always have the potential to become busted one day. It might not be terrible in Druid in Wild, since nearly every other card in that class draws and gives armor.
Oh, this is already an exciting expansion. I already like a good chunk of these cards.
I thought Team 5 wasn't doing stories this year? With that being the case, it doesn't make sense for them to use Elise since she is a character big enough that she has to have a story.
I was not the biggest fan of WoW when I played it, but the entire time I played through Shadowlands all I thought about was how themes and mechanics would translate into HS. I want an MSoG style set with allegiances, but you can choose which faction to join and that would give you access to different mechanics/cards while making your deck like how you could choose which Covenant to join, and you could get specific themed abilities and buffs from them.
Combing Loatheb and curses is a really smart idea I never considered. I am going to try to and see how well it works in control.
Argh, I was really hoping Pirate Rogue's weapon would get touched. I am glad to see Lightning Bloom bite the dust, though.
Just an FYI friend, those are old and not as relevant as they once were.
I am not religious, but lord, am I praying for a hit to Big Shaman. Nothing is more demoralizing than the T1 Ancestral Call into Neptuluon...
Honestly, I went from 119 to dumpster legend. I am going to try again next month, but with a less cute deck. I will try Pillager Rogue now since I don't think I can get back to where I was without a serious time investment.
I honestly have not considered that is what makes a deck tier 1. Playing against real pro players has made me realize I do not know as much as I thought I did. This player is playing Quest Mage, who I have not to beat once the 6 times I have played against him. It has been forever since I felt like I have been seriously challenged by Hearthstone.