It's a 3/3 with a 3/1 inside of it that deals a Fireball's worth of damage. It can ping minions or pressure face. It's not the most exciting design, but it's pretty strong. Buffing it is a terrible idea.
I didn't say he was bad. Quite the opposite, I think he'll see play in every DK deck that uses Blood. But I don't think the effect is at all broken. I think Patchwerk is perfectly balanced.
I'm not that impressed with Patchwerk. I mean yeah, he's obviously really good and will see play in just about every DK deck, but I don't think he's broken. Mutanus can already rip cards from the hand at 7 mana, on-board removal isn't as strong as it used to be, and ripping from the deck doesn't matter unless you draw everything or hit their only win condition.
Maybe Patchwerk even encourages less one-card decks.
I honestly think the signature cards are kinda ugly. I was a huge fan of Diamond cards, which I suppose was not a common opinion, but the signature design is not doing it for me. The Diamond animations really make the cards pop in a way that you can only do in a digital game, where the signature cards are a thing that MtG has been doing better for 20 years.
You don't put every theme from a class into every deck. I mean Christ, Druid's two themes are big-ass minions and small-ass minions. There's also tonnes of overlap between the themes original 9 classes already. My point was that Demon Hunter has a clear, identifiable, and consistent design philosophy, and that it's not a copy+paste of any one class at all.
And for the record, no, DH's attack buffs are extremely unique and don't feel at all like Warlock spells or Rogue weapon buffs when you cast them. The closest thing is Druid's awful removal spells, and those are much less numerous and deliberately weak.
I strongly disagree with this. Demon Hunter's core theme is one-turn hero attack buffs and benefiting off hero attacks, plus augmenting low-impact cards with incredible card draw. They have side-themes of Rush minions, symmetrical AoE, a lack of hard removal, cheating out demons, and token synergy. I would say that is a strong, clear, and distinct class identity. I would even argue that DH probably has the cleanest class identity in the game, without any weird old cards feeling out-of-place.
Their class identity was rough at the start, but I think they've carved a very distinct niche over the past three years. I have no doubt that DK or any other class could likewise be carefully molded.
It doesn't defy logic or mechanics at all. Bouncing only removes self enchantments, and Edwin's effect isn't technically self-applied. He places an enchantment on the card you draw, which grants that card the effect to give Edwin +2/+2, draw a card, and enchant the card you drew. Since it's possible for minions to gain stats while in hand, Edwin continues to gain stats off the enchanted cards.
It's me, ya boy, guy who occasionally asks for card backs to be up to date. Card backs are a little behind again. I don't think the section has been updated since Throne of the Tides.
I would give a detailed list, but that would require me to reinstall Battlenet and that's not happening.
Silvermoon Armorer looks like a top tier Arena card.
I can't wait for Mark McKz to get 7 of these on the board and Shooting Star three Soulbound Ashtongues.
This is such a cool design. Manathirst is quickly becoming one of my favourite keywords.
I would highly recommend reading this card's flavour text if you played WoW during WotLK. Gave me a good chuckle.
No, it's Legendary because having more than one in your deck would be OP. That lets them have either slightly pushed or very unique effects.
Look at King Krush, Natalie Seline, and Zilliax. There's plenty of legendaries with unexciting but solid effects.
It's a 3/3 with a 3/1 inside of it that deals a Fireball's worth of damage. It can ping minions or pressure face. It's not the most exciting design, but it's pretty strong. Buffing it is a terrible idea.
It's a vrykul. The Ymirjar are a vrykul clan that serve the Scourge.
The OG Anti-Magic Shell is +2/+2. This is considerably less good.
Die, die, we all pass away
But don't wear a frown 'cause it's really okay
You might try to hide and you might try to pray
But we all end up the remains of the day!
I didn't say he was bad. Quite the opposite, I think he'll see play in every DK deck that uses Blood. But I don't think the effect is at all broken. I think Patchwerk is perfectly balanced.
I'm not that impressed with Patchwerk. I mean yeah, he's obviously really good and will see play in just about every DK deck, but I don't think he's broken. Mutanus can already rip cards from the hand at 7 mana, on-board removal isn't as strong as it used to be, and ripping from the deck doesn't matter unless you draw everything or hit their only win condition.
Maybe Patchwerk even encourages less one-card decks.
I honestly think the signature cards are kinda ugly. I was a huge fan of Diamond cards, which I suppose was not a common opinion, but the signature design is not doing it for me. The Diamond animations really make the cards pop in a way that you can only do in a digital game, where the signature cards are a thing that MtG has been doing better for 20 years.
You don't put every theme from a class into every deck. I mean Christ, Druid's two themes are big-ass minions and small-ass minions. There's also tonnes of overlap between the themes original 9 classes already. My point was that Demon Hunter has a clear, identifiable, and consistent design philosophy, and that it's not a copy+paste of any one class at all.
And for the record, no, DH's attack buffs are extremely unique and don't feel at all like Warlock spells or Rogue weapon buffs when you cast them. The closest thing is Druid's awful removal spells, and those are much less numerous and deliberately weak.
I strongly disagree with this. Demon Hunter's core theme is one-turn hero attack buffs and benefiting off hero attacks, plus augmenting low-impact cards with incredible card draw. They have side-themes of Rush minions, symmetrical AoE, a lack of hard removal, cheating out demons, and token synergy. I would say that is a strong, clear, and distinct class identity. I would even argue that DH probably has the cleanest class identity in the game, without any weird old cards feeling out-of-place.
Their class identity was rough at the start, but I think they've carved a very distinct niche over the past three years. I have no doubt that DK or any other class could likewise be carefully molded.
I have to work during the livestream. Here's hoping Polygon leaks everything a day early again.
Bump?
Stiltstepper works the same way. If you play the card, bounce Stiltstepper, then play the drawn card, you still get the Attack buff.
It doesn't defy logic or mechanics at all. Bouncing only removes self enchantments, and Edwin's effect isn't technically self-applied. He places an enchantment on the card you draw, which grants that card the effect to give Edwin +2/+2, draw a card, and enchant the card you drew. Since it's possible for minions to gain stats while in hand, Edwin continues to gain stats off the enchanted cards.
It's me, ya boy, guy who occasionally asks for card backs to be up to date. Card backs are a little behind again. I don't think the section has been updated since Throne of the Tides.
I would give a detailed list, but that would require me to reinstall Battlenet and that's not happening.
The 2/6 is a huge deal with Dirty Rat. Disruption is always great, but the lower utility definitely hurts this card.