YourPrivateNightmare
Lv.19Skeleton
Comments
Wow, now that is a REALLY cool design.
Above average statline but it gets balanced out through being weaker to removal (making it suboptimal in tempo decks)., but it really shines as basically a 2-mana Spell damage minion to combo with board clears or just regular removal.
Things this improves considerably:
[card]Nether Breath[/card] (8 damage and healing!)
…Pretty good for reach or other desperate measures. Does the Hero Power still cost 1?
[card]Grizzled Wizard[/card] as a hard-counter? I assume if you steal their second charge and use it it will revert on your side. It just remains to be seen what the exact mechanics are behind it´(is it hardcoded to always switch to DH Hero power …
Boring. Why are we printing Warlock cards for other classes?
Sure, combined with the guy that reduces your demons cost by 2 it will definitely see play in some form, but it's already indicative of what the archetype will be allowed to do:
Cheat out some big demons and that'S about it. They're not gonna repeat the Cubelock …
Seems a bit redundant. The class already has great card draw and this is very situational.
Unless we get some whacky Demon Hunter OTK I don't feel this will be necessary.
Hey look, it's yet another iteration of the same concept we've seen twice before.
Not buying into the hype here. It's expensive and you need healing for it to work in the long run (which so far is a bit sparse in the class)
Really comes down to how easy it is to activate OUtcast cards
decent. Reminds me of Underbelly Fence except less durable
If this works as the wording suggests then it's an instant include for Quest Druid..
Basically almost as strong as Kun was during Tombs of Doom
Druid does have a decent amount of minion summoning spells, so maybe a spell Druid could work?
Then again, what#s the point if Druid has so much card draw anyways?
Ahahahahaha no
Noone's gonna spend that much gold for basic features in a half-baked gamemode
Janky OTK potential, still too slow probably
Neither Quest nor Embiggen Druid can afford to spend 3-mana to do nothing.
I don't fear the draw, I fear the handsize.
I've played large combos before and the biggest issue is always the fact that you eventually can't draw anymore cards without burning them while also only being able to play 1 or 2 cards a turn because the rest of your hands is all combo pieces.
It's …
I'd say it's a Warlock/Rogue hybrid (lots of self-damage with limited healing but big card draws and tempo plays) and the gaps are filled with leftover Warrior, Druid and Hunter synergies.
So far it doesn't really feel like it's its own class but rather just an amalgamation of ditched mechanics (their main selling point is literally an abandoned Druid …
Pros:
-very f2p friendly. Rewards dedicated players who spent more time, but still gives casuals enough to continue playing
-strategic and involving. Every decision feels like it matters, knowledge of mechanics is being rewarded
-great artwork and overall design
-large variety for possible deck archetypes and experimenting
Cons:
-once you actually play …
I wouldn't call it unreliable, but it's a 9-card combo, gonna be pretty hard to actually get all those combo pieces together
Not really a big fan of another class recycling Warlock spells
I did, and I get why they want to remove direct damage spells from Priest, but Auchenai didn't even fit that niche and could easily be designed aorund by just making targetted healing spells be ally/minion only (as they did with Greater Healing Potion)
So is the Ysera change a nerf or a buff? You get an additional minion with guaranteed synergy at the start of every round. I thought she was already pretty good.
Also, omegalul Patches, just came back and now gets yeeted again for being trash.
Finley is basically "I didn't like my other two hero choices so I'll …
I hate to break it to you but Overseer isn't an actual card in the game
I guess, but it's still somewhat off-putting since the card was never really used aggressively anyways.