This is the definition of a solid card; I'm tired of these high power level cards that are INCREDIBLY situational. This requires the typical cards you'd be playing in any board centric warrior deck, thus its consistency should be high. Though if your minions aren't taking advantage of the damage it could be an overcosted mech mad bomber...but I have faith.
- Dingding123
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Dendroid posted a message on New Warrior Card - Dyn-o-maticPosted in: Card Discussion -
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Medojed posted a message on So... no counter to Shudderwock ? are you okay with this ?Posted in: General DiscussionI think that OTK druid with Malygos will be far superior in being bad for the game than Shudderwock soo yeah i dont really care. Also Shudderwock shaman never really bothered me that much on ladder becouse it is not that good to beat everything. I mean yeah i like big spell mage and that looses to this deck pretty much automaticaly but if you encounter like one Shudder per five games it is nto that bad.
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Ashkrell posted a message on Harvest GolemPosted in: Harvest GolemCya on August 7 buddy.
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SamTheHam posted a message on Replicating MenacePosted in: Replicating MenaceAlso known as Cognapper.
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SpitMyRage posted a message on Harvest GolemPosted in: Harvest GolemWake up sweet prince, you are needed again!
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Strongpoint posted a message on Harvest GolemPosted in: Harvest GolemI hope it will find a new life in boomsday
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MetaRifting posted a message on Astromancer Avg ResultsPosted in: Card DiscussionNice analysis. But to be fair this will be played in a hand-mage deck specifically. Where 7 cards in hand is not that extreme. And a 7 mana 10/11, over two bodies, worth of stats is pretty good. Not meta breaking, but above tempo.
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Clokkwork posted a message on Astromancer Avg ResultsPosted in: Card DiscussionThe reason the card is exciting and definitely playable is not because of stats alone. Many cards at lower stat ranges have more powerful deathrattles, EOT effects, or keywords that make their mana cost worth it. Tirion Fordring is an 8 mana 6/6 when it's text is removed, for instance. Astromancer has me so hyped, already have a shell for it...
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Dinka posted a message on AstromancerPosted in: AstromancerI say this is the new Spiteful Summoner. Especially with cards like Aluneth, I believe this will be good enough, if not very good.
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Acolyte is the backbone of your deck's draw power, which isn't a good thing unless it can always manage to play them alongside Ravaging Ghoul or its single Revenge or BTI. Patron and Worgen like Acolyte more because their other cards that draw synergize with cheap pings of damage which is right up Acolyte's alley. He's still not bad here, though, because he can survive turns thanks to the Taunt minions and because the Armorsmith and Frothing Berserkers appreciate other minions on the board. Acolyte just won't usually get this deck more than 1 card, and the deck could use more card draw but it's got enough big cards that it can live with that.
I'd remove Grommash since your deck doesn't have much synergy with him, as beefy of a card as he is. I would certainly suggest a second Ancient Shieldbearer, and then Sir Finley could be a nice addition since the deck would be consistently gaining a lot of armor anyway and not using it for much (and he might get either Life Tap which would solve the deck's card draw blues or an aggro/board control hero power that it might be using a lot considering the lack of card draw), not to mention T1 Finley T2 Armorsmith can be rad. Or you could add a big weapon or two instead of Finley. Regardless, Brann goes from a near-staple for this deck to even better when it runs two Ancient Shieldbearers.
I can understand not running 2 Brawls, but no Brawls in this deck is definitely a ballsy move. Without it, this deck rests on the back of C'Thun, Emperor, tiny weapons, 2/6 taunts, 4/2 Divine Shields, RNGnaros, a few Whirlwinds, some 2-damage pings, three single-target removals and one of the durdliest 7-drops in the game. That can be enough to pull you through some games but it's shoddy on its own.
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Keep in mind - it's possible for your opponent to know EXACTLY which spell you discovered if it is expensive.
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I like Charge. It's a neat and unique mechanic. If any class should have it, it should be Warrior - it's flavorful for them. What I don't like is how the ability to bestow Charge has always been more volatile than the cards charge is attached to's mana costs can handle.
Warsong Commander used to give minions Charge and she herself only cost 3. That's stupid! The 2/3 body does not make up for how volatile of an effect Charge is, regardless of requirements! The same goes for the Charge spell - Granting Charge to giant creatures is incredibly potent! Almost as potent as granting Charge to smaller creatures that have Windfury! Imagine if Ragnaros only cost 5 instead of 8 and was a 2/2 and kept its effect- who would think that that was a well-designed card? No one!! That's super volatile and no one enjoys having to play with or against that! Or how about Madder Bomber costing 2 and being a 2/1; what kind of players would enjoy that!?
Regardless of whatever perks are alongside it, cards that grant minions Charge should not only cost 3. It's too volatile of an ability for any 3-drop card to have. They should cost at least 5 - probably 6 - and should come with other perks as well. That is no opinion.
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Gotta kill 'em before turns 9/10. Can't play the slow game unless you've got Taunts or Secrets for days. Or you're Warrior too and that's grand.
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It is just such a rad card. I can't get over the fact that it counters removal combos and big board clear spells as hard as it does, and for one turn only. Playing it when the opponent has a big hand is the equivalent of saying "Commit or die. Bring it!"
Man. This card.
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Loatheb is such a cool card.
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But dude...look at Loatheb.
Look at this card. Read the effect. Lie back in your chair.
How do you feel about this card, man?
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Cool! Leper Gnome got nerfed!
*opens first pack of whispers*
*fiery bat*
Oh.