Comments
47 totalNot so much anymore because certain people got to play already with the new cards, I'm already tired of this expansion and ready for the next.
The game needs something extra than "new" cards and "new" mechanics.
Quote From MisterKnott Quote From MrTren No, I disenchant every golden card, even if it's a legendary I want then I disenchant it and make the normal version.
But the conversion rate then …
No, I disenchant every golden card, even if it's a legendary I want then I disenchant it and make the normal version.
What about [card]Siamat[/card] since it's an Elemental that has a battlecry too?
Mage's Strength: Board clear
Which piece of shit gave Mage this card instead of [card]Plague of Death[/card]
Taunt is too slow, need good 3 or 4 mana taunts else you're dead before you can even get this one up.
We need a Mechanic filter, so we can filter for example "Charge", "Choose One", "Buff C'thun" cards.
See hearthstonetopdecks.com and look at their Deck Building.
Weak and boring, won't see any play.
Can be compared to [card]Ghostly Charger[/card]
Why is everyone hating on it? It's awesome!
Think about it, a [card]Dyn-o-matic[/card] that costs 1 mana more but deals twice the damage and does deal damage to mechs.
Very good card for Reno Mage.
Good tech card against Big Priest.
Not much else too say.
Not liking the cards so far.
Don't you dare hating on [card]Goldshire Footman[/card], it's one of the most iconic and meta defining cards in Hearthstone history.
When people talk about Hearthstone they talk about [card]Goldshire Footman[/card]
Quote From Zwane Quote From MrTren Blizzard needs to nerf mana cheating warlock and priest decks, and nerfing hyper agro decks.
Well, all decks try to cheat somewhere, this is called "using synergy". …
Blizzard needs to nerf mana cheating warlock and priest decks, and nerfing hyper agro decks.
Imagine working in the balance team of Blizzard and not having to do your job for an eternity and STILL get paid.
"increase 1 mana here, decrease 1 mana there, perfectly balanced as all things, let's call it a …
Not a fan of these quests, DK's have better hero power and some DK's require less deck building around them.
I don't see them being played in Wild unless the hero power becomes better than the DK's one -I …
Mage:
- Strengths: Spells (big and small), damage spells, Secrets, board clear
- Limitations: Minion swarms
- Weaknesses: Healing, Taunt, minion buffs
Priest:
- Strengths: Healing, narrow but powerful spells, copying, …