Comments
564 totalArm and Champion were already the mainstays of the Taunt builds, and cards like Qiraji were not as mandatory. Too bad Security Rover is removed.
I wonder if Demon/Elemental hybrids would work, using Dazzling Ligthspawn and Nomi to buff Elementals for Demons to consume.
They still have Looter, Hoggar and Goldrubber, which will have even more support due to more Golden minions to collect. Brittlebone also solves some problems, because with the Hoggar build, you will add cards to your hand non-stop, thus getting …
To be fair, that stuff is too attached to Whitemane in terms of look. Me having HotS experience also helps, and also the fact that Whitemane's silhouette on the art is pretty much her pose in her card.
There's [card]High Inquisitor Whitemane[/card] above the dragon's left head.
One of few pictures where for me, imo, forearms are well built in a sense that tiny wrists do not disturb their massiveness they deserve. Otherwise I dislike how tiny wrists are in our bodies.
As for the card, …
Greetings there! I am coming with something a bit different, after watching a fair bit of Solem playing niche card games, and also being a player of a few like Duelyst and Faeria. It's a concept of my own Collectible …
Damn, some dank potential for an insane Control deck with Senna, provided the meta would not return to fast aggro. Even then, as someone who adores [ruencard]Warmother's Call[/runecard] + [runecard]Counterfeit Copies[/runecard], it still can't compete with infinite value unless you …
That would at least force the devs to make the game more balanced, because otherwise this idea is prone to metas like we are now in, as you would convince players to play the randomly selected class only for them …
Basically that. You shuffle in Albatrosses to deny their possibility of killing you with Fatigue, and for value generation, you have Scorpid. I may consider [card]Dr. Boom, Mad Genius[/card] or [card]Boom Squad[/card] to amp up the value generation and make …
Unfortunately, I do not have a very big collection as I stated in the guide and my previous Questline Warlock deck's. This is purely my theorycraft, but I hope people can play it and improve on the concept, especially since …
[deck]29630[/deck]
After my OoC success of finding a Hunter deck to deal with [card]Darkglare[/card], the news of [card]The Demon Seed[/card] making it look like child's play had me going for an attempt to make a deck that can do …
My brother played Hearthstone's Beta in 2013 and later in 2014, which got me introduced to the game. We played together until One Night in Karazham, and he was more consistent in getting more cards, whereas I remember crafting golden …
I don't think Murlocs are bad per se, but situational. They are a godsent against Elementals, Demons and to some extent non-Khadgar Pirates because of the sheer amount of Poisonous minions you have and their overall lack of Divine Shields …
It was always a negligible care, but changes were still more frequent, like nerfs to [card]Open the Waygate[/card] and [card]Barnes[/card]. Now? Nothing.
Pirates, Elementals, Murlocs, Quillboar and even Mechs will be great with new Shudderwock, because they are already Battlecry-heavy in their synergies. Cannoneer, Arm Wrestler with multiple Pirates bought in a turn, Tavern/Void Elemental for AoE buffs and hand refill, …
They no longer give much thought to Wild, but all these changes will have somewhat of an impact on it, as Darkglare will be down a small peg. Also, I suppose the Quest is not AS overbearing as in Wild, …
All these "+2 cards created" synergies just now scream Riven to me.
I'd say nerf the Cost of quest rewards to make the bigger of an investment. And also nerf [card]Ignite[/card] to shuffle a copy only at the end of your turn, because even if [card]Incanter's Flow[/card] would be nerfed, Wild players …
I want to see a nerf to [card]Occult Conjurer[/card]. Their burst can be healed through, but that card alone patches one of few abusable weaknesses it had, which was a weak turn 4.