YourPrivateNightmare
Lv.19Skeleton
Comments
I want to like this, but right now there's just not enough ways to do anything with it. Sure, it'S Leoroxx support but that's just about it. Maybe JEwel of N'zoth becomes a bit more playable but I'm not sold on that one either.
Taunt, deathrattle, draw 2. What more can you ask for?
That is pretty powerful if you can pull it off consistently (and Priest has a bunch of ways to manipulate health). Even if it doesn't end up in the main deck it will show up from discovers.
I have no idea if this would ever be used in contructed but hey...turn 2 coin Yeti is a thing now I guess.
Well, it's really good with Conditioning so maybe Handbuff Warrior makes a return. Then again, paying 3-mana for slightly above average taunts doesn't sound all that enticing tbh
Fucking lol, first they print a bunch of Deathrattle synergy and then they decide you have to get your deathrattles from other classes.
[card]Tour Guide[/card] in case you don'T own [card]Tour Guide[/card] lol.
I guess a 2-mana 3/2 stealth is kinda new, but not as good as sneaky delinquent.
This kinda settles that Honorable kill will be a rather difficult effect to activate on minions because this would be really broken otherwise.
[card]Satyr Overseer[/card] but better?
Obvious token support but might be useful in other decks as well.
Pretty nice tempo play, and a decent finisher too. Really helps in the Beast build as well.
Unless I'm wrong this shouldn't work with [card]Reckless Apprentice[/card] beyond one minion so that synergy is a bust. At the same time, just having an extra Tour Guide in Hero Power Mage is pretty sweet and we desperately needed playable Mage minions too.
Also some minor Freeze support in case that ever goes anywhere.
Destroy the child.
Corrupt them all.
Sounds powerful on paper but my god the current spellpool is terrible for this. Like...what do you even do with it realistically? Feral Rage for damage on 3 and then gain the Armor later? Summon a Panther on 2 and then a 4/5 on 3?
IT's not terrible, but I fail to see which deck would spare a slot …
People don't seem to remember that there are only 4 Choose one spells currently in Standard...
EDIT: apparently it's 6, just goes to show how memorable they are...
Those odds can't stop me because I can't do math.
I just realised...these Improved Secrets should in theory count as unique spells and as such you would be able to stack them on top of regular secrets, meaning that you can use both Explosive Trap and Improved Explosive Trap at the same time for a fat 5-damage AoE (unless they somehow coded it in a way that excludes each other …
I feel like this is good but at the same time somewhat pointless.
Like...we have all this secret support, but little to no actual payoff. I thought this was going to be some huge "do something for every Secret played" battlecry, but instead we just get...more Secrets.
Sure, there's a mini-set still coming and we have an entire …
New OTK confirmed. Play Quest, do nothing for 5 turns, play this, then complete quest, then OTK your opponent from 30 by rolling 6 Huffers and a Leokk.
Fantastic defensive Secret, improves Rinling's Rifle by a lot because now you really have to spend mana to test for a multitude of things.
That'S actually an amazing (and ever so slightly unfair) disruption tool. It's basically Counterspell for Hunter and unlike Oh my Yogg it can't backfire.