Dreamway Guardians except way better at protecting your other minions. Very good card for Token Druid, and fits right into Spells Only Token Druid as well.
This card is very good, in some ways reminiscent of Totem Golem, except it's Neutral. Pretty ridiculous in Shaman particularly, thanks to Spawnpool Forager. Murloc Tinyfin is lurking as a guaranteed way to get the extra stats without needing a body to stick on the board. What makes it even stronger is that Hungry Crab is leaving Standard.
Decent body, is a pirate, and does the whole Weapon thing that most Pirates love. I think, because this is Neutral, that it has a lot more chances to see play. Rogue and Warrior immediately come to mind, obviously, but Paladin, Hunter, and Shaman lurk as potential homes for it as well. Likely only going to see play in an aggressive deck.
It's definitely on the expensive side, but giving extra Health instead of "+2/+2" (which they could have done) at least makes this card slightly more innovative and interesting. Definitely one of the weaker buff spells you could put in a Token list, but it might make the cut.
Very good in combination with Swinetusk Shank. I think his playability rests entirely with whether the Shank becomes part of the meta, otherwise he's probably not efficient enough.
In all seriousness, sticking a board into Arbor Up is probably the best in-deck way of closing out a game. However, this deck hopes to generate at least a few extra spells from Lifeweaver that can help secure a win (I won one game thanks to Solar Eclipse + Moontouched Amulet and a Savagery to clear a pesky Taunt).
I don't want to disappoint you, but I've been so busy this week I haven't played the Tavern Brawl yet. I'm not sure I can come up with anything truly interesting, but if I do I'll be sure to share it.
You are absolutely right about the Elemental set up required for Grand Finale. However, even if you only play the spell one turn earlier than eight (or later than that), making the spell cost less allows you to do more with the rest of your mana (playing it alongside an Animated Broomstick, for example).
I'm planning on having this be a weekly series. I'm already testing a handful of new budget decks and I'm excited to share them (once I figure out their final forms)!
I did not get a Daily Quest today. All I have is a small red space telling me I have another 17 hours until I get a new Daily Quest.
On Tuesday I did not clear out a new spot for a Daily Quest from the three full spots because the new four-spot UI made me think I could carry four Quests at a time (Feedback: Not great UI, Blizz). Did this somehow cause it? I then cleared my Quests on Wednesday, then completed the one Daily Quest I received yesterday. When I logged in this morning, all I had was that red empty spot--no new Quest.
Is this part of the new system that I hadn't heard about (Daily Quests aren't actually Daily)? Or is this a bug? Is this even the right place for me to post this?
This is pretty powerful for aggressive Paladin decks--insane tempo with Argent Squire, Air Raid, and so many other cards. I don't know if aggro Paladin will be good enough, but this card definitely steps it in that direction.
I'm going to go out on a limb and say that this is bad. It doesn't remove the minion, just Silences them and becomes a copy. You're getting greedy thinking about all the Rattlegores and Librams that you can steal when in reality this is just a Silence on an OK body. Control decks don't usually run Silence on an OK body.
Should be fun as a cheap body that finds a Secret to play the following turn. Probably only makes it in Hunter decks specifically looking to play a lot of Secrets.
It might actually be OK for a faster deck, considering that your opponent would still have to play the 4-drop--but giving your opponent resources is rarely a winning strategy. But probably still not that good.
Dreamway Guardians except way better at protecting your other minions. Very good card for Token Druid, and fits right into Spells Only Token Druid as well.
This card is very good, in some ways reminiscent of Totem Golem, except it's Neutral. Pretty ridiculous in Shaman particularly, thanks to Spawnpool Forager. Murloc Tinyfin is lurking as a guaranteed way to get the extra stats without needing a body to stick on the board. What makes it even stronger is that Hungry Crab is leaving Standard.
Decent body, is a pirate, and does the whole Weapon thing that most Pirates love. I think, because this is Neutral, that it has a lot more chances to see play. Rogue and Warrior immediately come to mind, obviously, but Paladin, Hunter, and Shaman lurk as potential homes for it as well. Likely only going to see play in an aggressive deck.
It's definitely on the expensive side, but giving extra Health instead of "+2/+2" (which they could have done) at least makes this card slightly more innovative and interesting. Definitely one of the weaker buff spells you could put in a Token list, but it might make the cut.
Very good in combination with Swinetusk Shank. I think his playability rests entirely with whether the Shank becomes part of the meta, otherwise he's probably not efficient enough.
what is this "win condition" of which you speak
In all seriousness, sticking a board into Arbor Up is probably the best in-deck way of closing out a game. However, this deck hopes to generate at least a few extra spells from Lifeweaver that can help secure a win (I won one game thanks to Solar Eclipse + Moontouched Amulet and a Savagery to clear a pesky Taunt).
I can neither confirm nor deny the fact that I have taken up ten of my deck slots with half-completed decks named "Villains."
Once I had my pack (Jade Miracle Druid, yawn), I threw together this spicy number.
I don't want to disappoint you, but I've been so busy this week I haven't played the Tavern Brawl yet. I'm not sure I can come up with anything truly interesting, but if I do I'll be sure to share it.
It was published yesterday about an hour before the reveals started, so Flux made the executive decision to bump it back up after all that was over.
You are absolutely right about the Elemental set up required for Grand Finale. However, even if you only play the spell one turn earlier than eight (or later than that), making the spell cost less allows you to do more with the rest of your mana (playing it alongside an Animated Broomstick, for example).
I don't think that this is any tier 1 deck's kryptonite. I made it mostly as a deck to have fun with--and it did accomplish that, at least for me.
I'm planning on having this be a weekly series. I'm already testing a handful of new budget decks and I'm excited to share them (once I figure out their final forms)!
I did not get a Daily Quest today. All I have is a small red space telling me I have another 17 hours until I get a new Daily Quest.
On Tuesday I did not clear out a new spot for a Daily Quest from the three full spots because the new four-spot UI made me think I could carry four Quests at a time (Feedback: Not great UI, Blizz). Did this somehow cause it? I then cleared my Quests on Wednesday, then completed the one Daily Quest I received yesterday. When I logged in this morning, all I had was that red empty spot--no new Quest.
Is this part of the new system that I hadn't heard about (Daily Quests aren't actually Daily)? Or is this a bug? Is this even the right place for me to post this?
This is pretty powerful for aggressive Paladin decks--insane tempo with Argent Squire, Air Raid, and so many other cards. I don't know if aggro Paladin will be good enough, but this card definitely steps it in that direction.
I'm going to go out on a limb and say that this is bad. It doesn't remove the minion, just Silences them and becomes a copy. You're getting greedy thinking about all the Rattlegores and Librams that you can steal when in reality this is just a Silence on an OK body. Control decks don't usually run Silence on an OK body.
It's good for Evolve Shaman decks, especially to come down the turn after Boggspine Knuckles. Otherwise, it's probably not going to see play.
Better Shooting Star. I don't expect Souls Demon Hunter to run it, but they probably wouldn't be upset if they get it off Wandmaker.
Should be fun as a cheap body that finds a Secret to play the following turn. Probably only makes it in Hunter decks specifically looking to play a lot of Secrets.
It might actually be OK for a faster deck, considering that your opponent would still have to play the 4-drop--but giving your opponent resources is rarely a winning strategy. But probably still not that good.