RavenSunHS
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1,472 totalIt's a good change ofc.
But a strictly minor one (although it's a pretty important buff), whereas [card]evolve[/card]-like mechanics are still generally problematic and abused (where they consider the original cost of discounted minions).
Clever on paper, but truth is, how often do you face an armor-heavy deck in current Wild?
Meta-wise, armor tech is pretty unnecessary. It's actually a liability when it occupies the place of a [card]chief inspector[/card] or a [card]plague …
The [card]fungalmancer[/card] of the set.
I am going to try something similar, but definitely with [card]kronx dragonhoof[/card], and [card]spirit of the frog[/card].
And tuned for Wild.
[deck]10186[/deck]
Crafting BEFORE gives me more chances to drop in packs some legendaries I'd like to try, but I wouldn't dare to craft.
Basically, that way I end up with some less dust, but more legendary cards to toy around.
So, do you have any Insta-crafts for DoD?
Any cards you are going to craft for sure, before or right after pack opening?
Cards that come on the very top of your wishlist?
These are the cards …
However, random is an upside against a stealthed [card]spirit of the frog[/card]...
Not as scary as it seems in Wild.
You still have to summon and resurrect minions first, a process that can't start before turn-6.
At that point, an Aggro/Burn deck will have already killed you, or is about …
This card should have been "Hearth Elemental", an epic in the Classic set.
I think she's just too slow and conditional (you either play 3+ spells, or nothing happens).
This deck aims exclusively at Tempo bursts or swings, while Chenvaala only provides Tempo.
This deck cannot fight toe-to-toe on Tempo with …
I will try [card]Open the waygate[/card] with [card]elemental allies[/card] and [card]violet brightwing[/card].
Even Hunter with [card]rift stalker[/card] and [card]dragonbane[/card].
The above should be around t3. Hopefully.
I am also interested in Wild Pirate and Galakrond Warrior (maybe …
Hopefully, even more attention will be given to Wild thanks to some more players joining the ranks.
[card]Mechwarper[/card] was also apparently fine. It is still a huge problem in Mechadin.
Same goes for [card]arcane flakmage[/card] and [card]arcane mysteries[/card] (unused in Standard).
(0) is not inherently broken, but it is inherently flawed. Bound to become a …
In the same way they save handbuffed stats from hand to board.
It becomes a green stat and it stays that way on board.
Mana is already a stat, and it is actually inconsistent with current generic rules …
Good.
But not enough.
- No cards should be able to discount OTHER cards below (1), EXCEPT: self discount ([card]happy ghoul[/card]), end-of-turn ([card]emperor thaurissan[/card]).
- [card]evolve[/card]/[card]conjurer's calling[/card] mechanics should consider the SPENT mana, not the default cost.
Wild turns from Sniplock, EvoSham, Mechadin, Secret Mage
to
EvoSham, Mechadin, Secret Mage...
wow
Better than nothing, but far from enough.
One day we'll have a [card]sorcerer's apprentice[/card] for Pirates... One day...
I do hope that this + [card]elemental allies[/card] can bring Quest Mage back in the Wild meta.
To me, this is the most interesting card of the set.
Together with [card]violet spellwing[/card], it makes Quest Mage just as fast as Sniplock.