Yeah, a combo that only works if you hold both Innervates and Fandral Staghelm AND Kun the Forgotten King until turn 10 and then also have a hand full of other cool stuff. I totally want to do it someday, but it's not a reliable combo.
Taunt warrior is a minion-based board-control deck. It has something like the standard set of late-game warrior heavies, but maybe include Soggoth the Slitherer. 2-mana taunts are terrible, so they would likely not have much to do on any given turn 2 (other than Armor Up). The "reverse overload" aspect of this is pretty strong I think. You use mana that you'd have not done much with anyway to get a benefit later. Yes, clearly hard removal is very bad here. However, that's one less hard removal for your big guys. Control decks win when the opponent runs out of answers. Versus more aggressive decks, which run less removal, it just sticks around and they actually have to do the damage to kill it - damage that is not done to your face.
Obviously would be dreamy if you pulled Malygos or Aviana. Anything else, it's like an earlier commenter said - one or two Innervates and as anyone who's topdecked one knows, they're not always good.
Why yes, I would like Onyxia to be 9/9 and fill the board with 2/2s Thanks Blizz! (I know, it's a 10 mana 2 card combo, but it's a combo you could not reliably do before).
Its a 0 mana 7/7. Horrible? Too Slow? Do people actually read what the card says?
See, the thing about it is that's it's only a 0 mana 7/7 if you have something good to do with the 10 mana you get back. Also, a 0 mana 7/7 is a lot less important on turn 10. If it had taunt, totally nuts. That being said, I think it could still be very good.
I think this is pretty good - if you're control, you're not too worried about dropping a 5 mana 4/5 taunt. It's bad, but not terrible. But if you're getting run over in the early game and you get a 3 mana 4/5 taunt, you are a very happy Hearthstoner!
So does this go off only once, or every time you play a pirate? I guess a free 1/1 charger is pretty cool, but I don't think I'd craft it if it only works once.
One thing that's also pretty amazing about him is you could put him in a not-quite-Highlander deck (w/o Reno) and just wait to use him till you drew your duplicates. If the deck is control enough I think it could work. It's not like Reno where you absolutely have to get the effect off on time. I would not put in more than, say, 5 duplicates, but in a control mage it's really nice to have duplicates of some cards (Ice Block, etc.)
Way way back in the early days of GvG I had a Mech warrior. It would be fun to try that out again. Screwjank Clunker can indeed surprise people who aren't expecting it!
I haven't played much Wild since the rotation of standard/wild, and I think I'm going to more now that the season just restarted. Excited to finally play Mill Rogue now that I have Antique Healbots to work with :D
Oh god, Mill Rogues is probably the deck I least enjoy running into in Wild - I get that it's hard, but it is zero fun to play against. Ah well, hopefully not too many this season - I'm tired of Standard and want to try N'zoth Priest in Wild as my main laddering deck this season.
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I like the flavor of the buff cards - distributing weapons to your gang - but flavor doesn't count for much.
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Taunt warrior is a minion-based board-control deck. It has something like the standard set of late-game warrior heavies, but maybe include Soggoth the Slitherer. 2-mana taunts are terrible, so they would likely not have much to do on any given turn 2 (other than Armor Up). The "reverse overload" aspect of this is pretty strong I think. You use mana that you'd have not done much with anyway to get a benefit later. Yes, clearly hard removal is very bad here. However, that's one less hard removal for your big guys. Control decks win when the opponent runs out of answers. Versus more aggressive decks, which run less removal, it just sticks around and they actually have to do the damage to kill it - damage that is not done to your face.
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Hobgoblin value in Wild! (Kinda kidding, but Hobo decks were really fun for a while. I might have to dust him off in wild next season.)
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Obviously would be dreamy if you pulled Malygos or Aviana. Anything else, it's like an earlier commenter said - one or two Innervates and as anyone who's topdecked one knows, they're not always good.
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Ah, I'd mis-remembered how Shadow Madness worked. Thanks for the correction!
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Why yes, I would like Onyxia to be 9/9 and fill the board with 2/2s Thanks Blizz! (I know, it's a 10 mana 2 card combo, but it's a combo you could not reliably do before).
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Purify value? For one card and 3 mana you steal an opponent's minion (since Purify cycles). Clearly only actually good on a few minions, but stealing a Bloodhoof Brave or Infested Tauren or obviously Brann Bronzebeard would be nice.
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Druid already has 0 mana 8/8s by 10 in a lot of decks.
This would be absolutely nuts with Aviana though, if you could hang onto enough heavies by turn 10. Oh, the dream.
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I think this is pretty good - if you're control, you're not too worried about dropping a 5 mana 4/5 taunt. It's bad, but not terrible. But if you're getting run over in the early game and you get a 3 mana 4/5 taunt, you are a very happy Hearthstoner!
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So does this go off only once, or every time you play a pirate? I guess a free 1/1 charger is pretty cool, but I don't think I'd craft it if it only works once.
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One thing that's also pretty amazing about him is you could put him in a not-quite-Highlander deck (w/o Reno) and just wait to use him till you drew your duplicates. If the deck is control enough I think it could work. It's not like Reno where you absolutely have to get the effect off on time. I would not put in more than, say, 5 duplicates, but in a control mage it's really nice to have duplicates of some cards (Ice Block, etc.)
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Way way back in the early days of GvG I had a Mech warrior. It would be fun to try that out again. Screwjank Clunker can indeed surprise people who aren't expecting it!
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