KANSAS
LV.16Old God Fanatic
Comments
2,877 totalFun 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 …
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 …
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 …
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 …
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 …
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 …
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 …
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 [card]consume magic[/card] 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 …
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 …
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 …
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 …
This basically turns all of your murlocs into [card]sandstorm elemental[/card] 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 …
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 [card]Kingsbane[/card] back in wild since [card]Kobold StickyFinger[/card] is a …
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 …
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.