KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
Fun synergy for frezy cards. I could see this being played as it is 3 bodies and 2 immediate frenzy effects plus a whirlwind. This is a very strong finisher card and as long as there is a good shell for the deck I could see this being very powerful.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
Rank 1 is stupid and underpowered. Rank 2 though is a 6 damage burst for 1 mana, which is absolutely nuts. I don't think you will hit rank 3 very often given that you are playing an aggro deck and probably don't want to hit turn 10. I think this will definitely see play as a form of burst in aggro decks to close out games.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
By itself it is a 3 mana 3/4 rush that has the potential to get bigger. That by itself is playable. If you already have any minions on the board however this can immediately buff your board and create a big problem for your opponent. I don't see why this wouldn't be played in any aggro/midrange warrior deck. It is an independently strong card that also buffs the rest of your board for free.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
With hero power it is pretty mediocre and nothing to get excited about. But when combined with just about any healing card, the damage to cost ratio is pretty good. This won't break the meta since it is just another board clear, and it may not be terribly powerful since you have to put multiple resources into it, but is should be a strong tool in the decks it is played in.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
I doubt this will see any kind of competitive play, and I don't think blizzard intended for this deck to be played competitively. I think this will be fun to mess around with and find synergies for, but a "watch tower" deck will likely never be meta.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
This seems significantly weaker than the other tower for a number of reasons. It costs more, it is dependent on you having a board, and it doesn't seem as efficient at slowing down your opponent. The other tower has to be removed by spells, and spells impact the board once and are gone, meaning they aren't as efficient if your opponent is looking to get ahead on the board. This one lets your opponent play minions which means they can still develop a board without giving you minions.
I like this cycle of tower cards, but this one could have been better.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
I like this because of how annoying it is for your opponent. You are basically forcing them to trade before playing any minions, effectively giving this taunt. If your opponent doesn't have any minions on the board then they might be able to kill it with a spell, but if not then this is a major inconvenience for them. I don't think this will be played much competitively, but it looks like fun.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
This looks tremendously powerful. I don't know exactly which deathrattle minions you would recruit, but the sheer number of stats you get makes this a powerful card even if you have to play sub-par deathrattle minions.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
I don't know, I feel like in most cases you would just use Consume Magic to draw a card and silence the minion right away. Very rarely do you want to silence multiple minions and are willing to wait a turn to do it and also aren't able to kill either of them.
Unless we get some really cool Sigil synergy, this will likely see zero play.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
Not bad, it already pays for itself the turn you play it, and if it survives (which is fairly likely since you just played a taunt) you will be cheating things out 2 turns sooner. This should see a fair amount of play if this taunt druid is any good.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
This seems difficult to utilize. If you have a taunt, then your opponent will have to trade into that before they can kill this minion, which is great. But if you are fighting against a deck that has a decent amount of targeted removal, this is basically useless unless you can trade a Taunt away the same turn you play him. I don't see this being good, it it just too difficult to utilize.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
1 mana 1/3 is already a good card. If it only turns into a 2/3 that is still pretty good. If it turns into a 3/3 or bigger then that is a lot of damage for a 1-drop. This will probably see a fair amount of play, but it isn't anything crazy.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
This basically turns all of your murlocs into Sandstorm Elemental without the Overload. This lets murloc shamans come back after losing the board, which hopefully means they won't have to rely as much on snowballing through the game. I would like to see more cards like this that support a more dynamic murloc strategy.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
On the homepage there is a separate section for card discussion and other threads. On the Hearthstone portal there is only one spot for all of the threads, but if you go to the main page with all of the games you can see more threads.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 3 years, 9 months ago
Freezing the whole board isn't bad. If nothing else it will see play for that. If you are able to combo this with the upgrading mage spell though, the effects could be devastating.
Fun synergy for frezy cards. I could see this being played as it is 3 bodies and 2 immediate frenzy effects plus a whirlwind. This is a very strong finisher card and as long as there is a good shell for the deck I could see this being very powerful.
Rank 1 is stupid and underpowered. Rank 2 though is a 6 damage burst for 1 mana, which is absolutely nuts. I don't think you will hit rank 3 very often given that you are playing an aggro deck and probably don't want to hit turn 10. I think this will definitely see play as a form of burst in aggro decks to close out games.
By itself it is a 3 mana 3/4 rush that has the potential to get bigger. That by itself is playable. If you already have any minions on the board however this can immediately buff your board and create a big problem for your opponent. I don't see why this wouldn't be played in any aggro/midrange warrior deck. It is an independently strong card that also buffs the rest of your board for free.
With hero power it is pretty mediocre and nothing to get excited about. But when combined with just about any healing card, the damage to cost ratio is pretty good. This won't break the meta since it is just another board clear, and it may not be terribly powerful since you have to put multiple resources into it, but is should be a strong tool in the decks it is played in.
I doubt this will see any kind of competitive play, and I don't think blizzard intended for this deck to be played competitively. I think this will be fun to mess around with and find synergies for, but a "watch tower" deck will likely never be meta.
This seems significantly weaker than the other tower for a number of reasons. It costs more, it is dependent on you having a board, and it doesn't seem as efficient at slowing down your opponent. The other tower has to be removed by spells, and spells impact the board once and are gone, meaning they aren't as efficient if your opponent is looking to get ahead on the board. This one lets your opponent play minions which means they can still develop a board without giving you minions.
I like this cycle of tower cards, but this one could have been better.
I like this because of how annoying it is for your opponent. You are basically forcing them to trade before playing any minions, effectively giving this taunt. If your opponent doesn't have any minions on the board then they might be able to kill it with a spell, but if not then this is a major inconvenience for them. I don't think this will be played much competitively, but it looks like fun.
This looks tremendously powerful. I don't know exactly which deathrattle minions you would recruit, but the sheer number of stats you get makes this a powerful card even if you have to play sub-par deathrattle minions.
I'm not sold on this one, 5 mana plus an extra step to maybe give your minions +2/+2. This is just too expensive and too difficult to use.
Should be pretty useful in a token druid deck. I am a little disappointed though that we didn't get a beast synergy druid legendary.
I don't know, I feel like in most cases you would just use Consume Magic to draw a card and silence the minion right away. Very rarely do you want to silence multiple minions and are willing to wait a turn to do it and also aren't able to kill either of them.
Unless we get some really cool Sigil synergy, this will likely see zero play.
Not bad, it already pays for itself the turn you play it, and if it survives (which is fairly likely since you just played a taunt) you will be cheating things out 2 turns sooner. This should see a fair amount of play if this taunt druid is any good.
This seems difficult to utilize. If you have a taunt, then your opponent will have to trade into that before they can kill this minion, which is great. But if you are fighting against a deck that has a decent amount of targeted removal, this is basically useless unless you can trade a Taunt away the same turn you play him. I don't see this being good, it it just too difficult to utilize.
4 mana 4/4 that tutors 2 cards. This is very powerful, all we need is some deathrattle minions to draw.
1 mana 1/3 is already a good card. If it only turns into a 2/3 that is still pretty good. If it turns into a 3/3 or bigger then that is a lot of damage for a 1-drop. This will probably see a fair amount of play, but it isn't anything crazy.
This basically turns all of your murlocs into Sandstorm Elemental without the Overload. This lets murloc shamans come back after losing the board, which hopefully means they won't have to rely as much on snowballing through the game. I would like to see more cards like this that support a more dynamic murloc strategy.
I don't think this is terribly OP, but it will see a ton of play since it mitigates one of rogues biggest weaknesses.
I am not worried about this bringing Kingsbane back in wild since Kobold Stickyfinger is a card.
On the homepage there is a separate section for card discussion and other threads. On the Hearthstone portal there is only one spot for all of the threads, but if you go to the main page with all of the games you can see more threads.
Freezing the whole board isn't bad. If nothing else it will see play for that. If you are able to combo this with the upgrading mage spell though, the effects could be devastating.
All alternate coins are purely cosmetics. They don't change the game at all.