For those interested they started talk about Baku and Genn at 37:25 .
- The__Bird
- Registered User
-
Member for 8 years, 7 months, and 23 days
Last active Wed, May, 22 2019 20:05:59 -
- 7
- 20
- 74
- 0 Followers
- 312 Total Posts
- 955 Thanks
-
4
Reinan23 posted a message on Iksar Talks About Card Nerfs, Genn/Baku, and More - Value Town #203Posted in: News -
24
vojza posted a message on New Druid Card Revealed: WebweavePosted in: News"This card was at (4) mana until near the end of final design. Was one of the more powerful cards in the set.Opted out of (4) because it was too generic use, powerful in almost any game situation, and too good at something Druids tend to lack "
-August Dean Ayala (hs game designer) - 2017
Source : https://twitter.com/IksarHS/status/894068042132471808
-
17
Muhframos posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Submission Topic]Posted in: Fan CreationsTHE OCCULIST
The Occultist is a class based on Eldritch Gods and the C'Thulhu mythos, or the C'Thun mythos, in this case.
A class with damage synergies, boardclears, lots of draw, and power at a cost. Tentacles too, if you're into that...
Example Cards
Wicked Devotee : A card that synergizes well with the Hero Power, granting early game board presence.
Madman's Knowledge : One example of the Power at a Cost cards in Occultist, granting early game draw at the cost of a friendly minion.
Call of the Deep : Another kind of power at a cost in the class, this time relying on your hero's health to provide extra value, but also giving you Taunts to protect your face, and a bunch of tokens you can sacrifice. Tentacles!
Wrath of the Occult : A very powerful boardclear that depicts Eldritch gods coming and wrecking everyone!
How lovely.
Ire of the Primordial : A powerful spell that probably removes two random enemy minions, unless they're really big. Why would you even play the game when you can just call down upon an Old One to do the job for you, anyways?
Remaining Cards
Bloody Blow : A boardclear that makes you pay with your health, or your blood in this case. Powerful in the early game, but the 4 damage is a big price to pay.
Ancient Power : A powerful enough buff, that enables the Occultist to have a little more of an early game presence.
Mind Flay : Deal 2 and draw 2, for 4. Isn't it pretty? Reliable card draw that you don't even need to kill your minions for!
Ancient Blood : Relying on your Hero Power for all the healing wouldn't be a very reliable strategy, would it?
A big heal for a big mana cost. Fair enough, i would say.
Lesser Old One : If the Lesser Old One is an 8/8, imagine how big the real Old Ones are! Another card that synergizes fairly well with the hero power, while mostly being a way for the Occultist to heal himself, eating the nice Eldritch meat that gets cut off out of Mr. Old One here. Madness, honestly.
Previous Phases
Phase 1 - Introduction Phase:
-
30
Pircival posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]Posted in: Fan CreationsFormat shamelessly stolen from Demonxz.
The Archaeologist is a weapons-based class; however, it also can support plenty of other archetypes, such as Armor, Discover, Deathrattle, and more in the future. Decay , which is a reasonably simple keyword, is used to allow the existence of passive aura weapons because of the way Decay weapons naturally lose Durability without attacking, which Archaeologist has several of, it being the core use of the keyword. Additionally, Decay can affect minions and heroes.
Showcase cards:
Armor Loss and Armor Gain
One aspect that makes the Archaeologist class unique is that it destroys your Armor for gain, in this case, to Discover a weapon. Kobold Crafter is just one example of this type of synergy, and there will be more to come. Another thing to note is that Kobold Crafter Discovers , making it decent support for a future Discover archetype. Hallkeeper is amazing for slower weapons with high Durabilities, such as the ones shown below. It can extend the time of Decay weapons, and also is a great cheap source of Armor gain.
Deathrattles, Deathrattles, and more Deathrattles!
Being a class that digs up artifacts after they're dead, it only makes sense that Archaeologist has Deathrattle synergy. Deathrattle decks in Archaeologist will be unique from other Deathrattle decks because Deathrattle minions are temporarily removed for turns at a time, instead of quickly dying and resurrecting, or just triggering their Deathrattles . One unique thing about Divvy Digger is that she benefits off of survivability - each of your turns she survives, she draws an extra card on death because the Deathrattle does stack indeed.
Decay Weapons
The class's core mechanic, Decay , finally finds its way onto a card. Right from the get-go, Decay is already being used uniquely on Timesnipper . Because you don't want the weapon to break, the Decay actively works against you for a powerful weapon such as this. It's similar to Moat Lurker which that it temporarily removes a minion, but instead of the resurrection based only on a minion's destruction, it's based on time. Because it's cheaper than most removal options, it can also destroy your minions, and it doesn't sacrifice much tempo to trigger their Deathrattles .
The Big Guy
Rejan, Arisen is very much a card to be afraid of. A potent threat on the board, it benefits a lot off of weapon removal, and your Aura weapons, which might make the opponent think twice before oozing. Rejan gives the class a way to close out games, by making the player do one of the things it does best, breaking weapons.
-
16
teknician posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]Posted in: Fan CreationsThe enchanter uses spells, minions, and weapons to weave a magical tapestry.
Was there ever a time when you were playing mage and you thought to yourself "Hang on, this class has like, almost no weapons"? Do you want to be edgy and different from other classes (and people), playing cards but like, not in their boring original form? Do you want to play as yet another unnecessarily scantily clad female character created by Blizzard Entertainment? Look no further. As the Enchanter, you can make your opponent really annoyed with your excoriating night-elf-but-not-night-elf emotes, hit your opponent in the face with a magic stick, or cast spells that break your stick because they're too powerful . All that and more after the break.
⟣ ⟝— NEW KEYWORD —⟞ ⟢
If a Phase card is played a) with a cost reduction, b) in the case of a minion or weapon, a stats buff, and c) in the case of spells, empowered by Spell Damage, it gains a bonus effect. For example, equipping a Leyline Staff from your hero power activates Phase, as you have acquired Spell Damage.
These first showcase cards show only a hint of the class; Spell Damage, Phase, and hand-positioning. There will be collectible weapons and more impactful buffs for minions and spells, without enabling crazy combos.
The enchanter has several playstyles, including:
• Spell Damage
• Low-Attack Weapons
• Cost Reduction
• Minion Buffing
• Left-Most Card Matters⋆⋅⋋≬∘⋄——— SHOWCASE ———⋄∘≬⋌⋅⋆
Leyline Control [Basic] Ping of Power [Classic] Mistveil Drake [Classic] Leyline Control: Enchanters take great pride in empowering their subjects, and the basic set is no exception. The perfect way to trigger Phase effects on your minions without having to rely on cost reduction.
Ping of Power: Comparing this card to Eviscerate, it's easy to see how this might be a powerful card. With the use of your hero power, this becomes a 3 mana deal 4 damage combo, an example of one of the limited burn options Enchanter has access to.
Mistveil Drake: A big discount for your hand on the back of a 5/5 body on turn 7. The effect is scary and easily triggers Phase ,
Nucleomancer [Boomsday] The Grave Keeper [Witchwood] Nucleomancer: Particle Physics is the Enchanter's purview in The Boomsday Project, infusing minions with the power of energetic particles and exploring the very foundations of minion existence. Practically, the Nucleomancer limits your performance while activating your Phase effects and providing you with discounts for your cards.
The Grave Keeper: This powerful effect can swing games, and the most important part is that it can require significant set-up to be part of a game-clinching combo which pairs hand positioning with order of play in order to buff minions, clear the board, and burn your opponent down.
⟣ ⟝— POTENTIAL THEMES —⟞ ⟢
Un'Goro : Adaptations and returning minions (Elementals) to hand
KFT : Weapons, weapon buffs, reshuffling and replaying cards, hand positioning
K&C : Spellcasting from deck, minion buffs in unconventional ways, ancient magic
Witchwood : Transformations, Echo, Left-most card matters
Boomsday : Nuclear Physics, Rush minions and small minions
Rastakhan's Rumble : Spells with Overkill, Refreshing mana
Thanks for your consideration!
-
9
krowski_nall posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]Posted in: Fan CreationsAnd in the red corner...
PRESENTATION
Have you ever just wanted to punch your opponent in the face? How about their minions' faces? Their spells' faces? Weapons'? Well this might be the class for you. With the Fist Fighter, EVERYTHING will be punched in the face, sometimes multiple times, at high speeds.
This class has many things to offer; skilled techniques, drunken pandas, RNG, spell generation, tokens, aggro, control, and punches so strong they make your enemies implode into a fine red mist. Who needs some big brains when you can just eat some protein and go wild?
The Cards
Left Hook: A staple of the class, what true fist fighter doesn't know the left hook? Left Hook is a simple spell that can handle most minions at turn 3 or 4, but it really shows its strength with the synergy it has with the other cards shown off here. (And cards not shown here that are for later ;) )
Gamon the Killer: A strong classic legendary that acts as a big finisher for the class, combo this with Left Hook and you can possibly deal 10 damage to the enemy hero's face and keep a 4/8 on the board. It just doesn't end there, if Gamon stays alive to the next turn, there is very high damage potential. He can easily act as an aggro or control tool, allowing you to deal double damage to the enemy or clear out two minions. Very flexible and clean.
Stonefisted Bouncer: With Mavis being such a favored fighter, she is bound to have some fans. The more fans she acquires from showing off, the bigger the bouncer she will need to keep the board how she likes it. Stonefisted Bouncer is a decent drop if you only have 1-2 minions on the board, and a key card if you have even more.
Relentless Rampage: An alright board clear, but requires set up with other cards to get decent value. Strong with the right set of cards, basically Consecration else where.
Mind Blown: Lastly, another theme in the Fist Fighter class, spell generation. These types of cards allow you to basically re-use your moves again and again during match ups. This is great for constant control and value. Maybe even a combo deck will come around with this card in mind. We'll just have to see.
I just wanted to make a class with strong muscles. Hope you enjoy.
-
5
aaro54 posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]Posted in: Fan CreationsThe Researcher
Researcher is a class that is all about knowledge, science, and everything related to those. The class can draw cards well, but to balance that out, many of its cards are combo-dependent, situational, or have drawbacks in other ways. Researcher is unlikely to have cards that can answer to a situation whenever and with no trouble. Spells are another important thing for the class, and many of its minions synergize with them.The class also has its own keyword, Study, which gives you a benefit if the last card you played fills a specific condition. Here I have Replicable Results, a spell which uses Study, as an example of the keywords formatting and of what could be done with it. In card text, it is written like "Study a (condition): X", and while uncommon, some cards, such as this one, might refer to the card that has been Studied. Replicable Results itself could be used to gain value by copying some big minions, or to duplicate minions for combos.
Deduce to Reduce: Researcher gets good card draw tools, and Deduce to Reduce is one of them. Same cost and same amount of draw as Arcane Intellect, but this lets you have some control over what you specifically draw, and gets through your deck faster. In a combo or control deck, you could use this to get those combo pieces or answers you need at the moment.
The Cost of Progress: For just two mana, this destroys a minion, but with the hefty cost of discarding two of your cards. If you can overcome that cost, it's quite strong. You could draw more cards to replace those you've lost, use the hero power to avoid having to discard valuable cards (the token goes to the right side of your hand), or you could play a tempo-like deck where the efficient way to gain board advantage is more valuable than the card advantage you lose.
Brain Blast: A removal spell that is made more powerful by the card draw in the class. Especially strong in decks that tend to keep their hands large, like control and combo.
Laboratory Guard: One of many spell synergy minions in the class. Could be used as a finisher in a miracle-like deck, if you can keep it alive for a turn. Buff this up with an Abusive Sergeant or something similar, then spam as many spells as you can for a large amount of burst.
-
21
maxlot posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]Posted in: Fan CreationsThe Ringleader
The Ringleader is a light, fun-loving class that does its best to put on a show for its audience. The class has a lot of strong synergies, buffs, heals, tokens and a focus on miracle play.
Signature is the Ringleader's keyword, and a big part of what makes the Ringleader the Ringleader. Many circuses are famous for their own different acts, one specific act among the entire show that they slap on posters and imprint into the memories of everyone watching. Signature symbolises that. When you begin building a Ringleader deck, everything's as normal, the deckbuilding is just the same as any other. But when you include a Signature card into it, a slot appears at the top, filled with a pair of bananas to keep the seat warm. From there, you can drag any spell in your collection into it.
-->
These spells appear at the top of the decklist no matter what, in golden text and still taking up the slots in your deck. For a Ringleader, these spells are their, well, Signature , the one they're best known for and the one that puts them apart from the rest. Most Ringleader decks aren't defined fully by their themes, but more specifically by the one specific Signature that ties it all together. Enough talk on thematics though, what does a Signature really mean for a deck? Many Ringleader cards add copies of your Signature to your hand or your deck, and some modify the way it works. Many times, this just means it'll have an extra effect added on top of the spell, both spectacles triggering at the same time, but some change the way the Signature is targeted, repeating every effect on the card onto every new minion it affects.
But then, what of the subtle, overly cautious rogue, or the stoic, overly annoying priest, neither whom pay the same love towards their granduer as the greatest of Ringleaders, who happen upon Signature cards through their burglery and mind-reading? Well, much alike the Worthless Imp s from Sense Demons or the Shadow of Nothing from Mindgames , the Bananas from before will act as the default option. Should they be the type to rely on stealing a lot, they should end up finding a Signature generation card eventually. And by that point they should have built up quite the impressive Banana indeed. And besides, most Signature cards will do something by themselves regardless.
Card Showcase
Star Performance ~ A cheap, targeted, multi-purpose buff and heal card from the basic set. While not the most exciting card on its own in the game, a Ringleader knows that the signature act of their show is their most trained, not their most extravagent. Healing your hero and buffing friendly minions is a big part of Ringleader; be sure to consider basic cards like these when looking through Signature cards.
Circus Supplier ~ A handy little chap that's sure to be of use in any circus - he just radiates enthusiasm. He's a nice and simple way of getting yourself more copies of your Signature across the course of the game. I had two Star Performance s in my deck, but with two of these, I may as well have four. That's a lot of attack boosting and healing, however we're not really doing anything too fancy with it yet. And hey, if another class gets one of these guys, what they get will be amusingly appropriate.
Firedancer ~ Before, we were just setting up, but suddenly, those Star Performances might be looking a little scary to your opponent now. If the Ringleader can establish a small board, an extra 9 damage is gonna be coming right for the opponents face, maybe more. The Firedancer is an exaggerative man, putting on quite an impressive performance, and positively heating up the audience for what's to come next... But wait, those Star Performances also heal, right?
(Pay no heed to the old Ringleader border! The work of trickery, surely!)Three times the targets, three times the spells. Three buffs, three individual heals that bring you an extra 9 Health. This goes for any targeted card that does more than one thing, though effects that say "Your next Signature " only pertain to one of those casts, of course. While any Ringleader can run any spell, the ones they're using as their Signature will surely feel different from the rest.
Dining Dash ~ Ringleaders also have access to aura spells or turn spells, whatever you want to call them. Think of Lock and Load or perhaps Stampede . These spells work the same way, and of course reward the Ringleader for doing a LOT of things in a single turn. Such as, for example, healing your hero a lot of times in one turn. Hmmmm... I wonder how they could do that? Miracle players need look no further than Ringleader for their source of massive, one turn insanity.
Finale Architect ~ This lady is the one who likes to plan out the final acts of the shows she works on. Works great with aura/turn spells and spells that don't require targets, though the ones that do will just target randomly should their original target die before they cast. Sometimes, things don't go according to plan, and that's just fine. Be sure to write out a little risk assessment form before using her, because she certainly won't be doing that. All she cares about is making sure your next turn is one that leaves an impression, which it certainly will.
Expect a lot more signature generation, healing, buffs, wacky insanity and potential for explosive plays in the future of Ringleader, for these five don't even scratch the surface of its potential.
Art Sources:
Regina ~ Fajareka Setiawan
Announce ~ Maren Marmulla
Performer ~ Jingsketch
Chain Dance ~ Anastasia Bulgakova
Star Performance & Finale Architect ~ Anzka Nguyen (Seriously check her stuff out she's great)
Circus Supplier ~ ALRadeck
Firedancer ~ Cesar Rosolino
Dining Dash ~ Dmitry Bolotov -
21
Shatterstar1998 posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]Posted in: Fan CreationsClass: The Astromancer
Hero: Rishi Sterling
When the people of Azeroth are sleeping or fighting, astronomers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Class Keyword :
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gaze cards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer .
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed , the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
Flavor :
- High RNG that is balanced by cards that grant Gaze.
- Reward planning ahead by anticipating their opponent's action. This is present in their Zodiac "Mark" cards as well as being a Secret class.
- Has somewhat unreliable card draw since they lack Gaze effects that target their hero.
- Gazing, exploring, recording and summoning the power of the star, planets, sun and moon.
Example Cards :
Demonstrate the random effect that is prevalent in this class. Meteor Shower is an okay card, but become extremely potent burst / removal when combine with a Gaze effect since all four of the meteors shot from this card will focus on the Gazed enemy.
Weaponized Telescope and Starscryer Sera are two examples of cards that grant and synergize with Gaze . Cards with Gaze are allowed to have good body since they are basically vanilla minions if you don't have cards that follow up on their Gaze effect. Starscryer Sera show another ways from the class to interact and benefit from Gaze beside random effects. Weaponized Telescope is also an example of this class's usage of weapon: Similar to Shaman and Paladin, they use weapon for tempo and assist their cards rather than being a main focus like Rogue or Warrior.
Hidden Meteorite and Mark of Leo are the "planning ahead" and disruption effects of this class. Both of them reward anticipating what are your opponent plans and power turns are. Mark of Leo (part of the Constellation Mark card type similar to Power Word / Shadow Words in Priest) force your opponent into a difficult dilemma of either playing a minion with low health that will be killed instantly or make their minion smaller while Hidden Meteorite allows for you to basically Multi-Shot your opponent with Gaze or potentially some face damage / wipe out their smaller minions.
-
18
Wailor posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]Posted in: Fan CreationsThe Alchemist
By Paulo CoheloIt's not magic, but it's not science either: alchemy is an ancient discipline which studies the mutating nature of matter and energy. Whether it is by combining several ingredients into a potion with surprising effects or by transmutting metals of any kind, alchemists always have what they need. And speaking of transmutation...
Transmute is one of the core mechanics of the Alchemist, which lets you exchange cards in your hand and in your deck. Of course, both the shuffled and the drawn card can meet a certain criteria. Two examples of this are the Ratsearcher (which helps you to curve out) or Combustion (which is hard removal that can help you to get any card you need from your deck).
The Alchemist has several cards that take advantage of the tutors Transmute provide, such shuffle or in-hand effects. The faithful Grave Homunculus is one of these cards.
Alchemists are also experts in the art of brewing potions, which grant buffs to their minions. However, unlike Paladin and Priest, who focus on stat buffs, the Alchemist will provide crazier effects, such as the one feratured in Essence of Frost :
- To post a comment, please login or register a new account.
4
The Spacebender v2
Summary
The Spacebender is a unique magical class that excels in areas of matter and space. They warp reality to their liking, fold space in on itself, and open portals to otherworldly planes beyond comprehension. Never without an answer, Spacebenders have access to anything anywhere, and are always formidable opponents no matter the luck of the draw. With the right deck of cards, carefully laid plans, and masterful execution, a skilled Spacebender has all the tools they need to rise above all others in any way they please. If you can dream it they can do it.
Swap
The signature keyword for Spacebender, Swap lets you shuffle a random card in your hand into your deck, and pull out a new one. Some Swap cards contain conditions for which cards they shuffle into your deck, or which ones they pull out. Swap is an extraordinary versatile mechanic, and can be applied in a variety of circumstances. Everything from curving out on your key early turns, to sealing out the game with a massive board clear, or even assembling the most unlikely set of cards for a game ending combo, is right at your fingertips. These are just the most basic uses, there is so much potential in such an open ended keyword. I am excited to explore it further and see the limits it can be pushed to.
Cards
Card Discussion
To start off, Handheld Portal is a simple card that shows off of Spacebender's most potent strengths: Card Draw and Tutoring . With control over space itself, it's only natural Spacebenders would excel in drawing cards and fetching exactly what they need, no matter where it is. Many decks and archetypes across Hearthstone live and die by their ability to access their most powerful resources; having powerful drawing ability enables a variety of decks that may not worth any amount of time otherwise.
Morning Sun Monolith is another flexible card that highlights another Spacebender theme, which is Position Based Mechanics . One of the most underutilized areas of hearthstone with the most potential for exploration, position based mechanics are present in Spacebender. Similar to how the rest of class is versatile, Position Based Mechanics are used in a myriad of ways, some elements already present in other classes and cards, some not.
Spacebenders exert their dominance over all areas of the battlefield, on large and small scales. This control Spacebenders have makes its way into hearthstone as Removal and Board Clears . Reality Crash is a powerful board clear that while requiring you to build your deck in a certain way, has the potential for a devastating payoff.
Celestial Vanguard represents one of the more complex mechanics present in The Spacebender: Conditional Effects . If you play Celestial Vanguard in any regular hearthstone deck, it is often times just a worse War Golem . However, if you build your deck right, and the stars align, you're looking at a massively unfair power swing. There are several cards present in Spacebender that have similar conditions to Celestial Vanguard , such as having cards in your deck, cards in your hand, minions on the battlefield, or even a certain life total, that reward you with some of the most powerful effects in hearthstone.
Last but not least Malagul , the legendary minion for the classic set showcases the final primary mechanic for Spacebender I have the space to show today, which is Cheating . Cheating takes many forms in hearthstone, Cubelock, which pumps out a constant stream of demons, Big Priest, which abuses resurrect mechanics to overwhelm their opponents, and Malygos Druid, which takes turns with +10 mana and uses them to burn down their opponent. There are obviously other examples, but one thing they all have in common is cheating mana.
Spacebender has their own unique take on cheating, abusing their powers over distance to play cards from their deck, teleport them directly into the battlefield. However none of this is for free. Meshing cheating with other Spacebender themes creates the unique and exciting scenarios where the true strengths of the class lie.
Closing Thoughts
Thank you very much for checking out Spacebender. If you have any feedback at all please PM me, I am always looking to improve and make better stuff in the future. Have a good day, and good luck to all the other competitors.
1
Shouldn't Hakkar, the Soulflayer be a beast? All of the other loa except for Bwonsamdi, the Dead are beasts, and Hakkar certainly seems very beastlike to me.
5
Based off a character from a Dungeons and Dragons campaign I run, Kit transforms your understated board clear fodder into trading machines. Drop down Kit on a board with a Patient Assassin , Giant Wasp , or if you're feeling particularly wild Lotus Assassin and get that sweet efficient two (or more) for one removal. Finja, the Flying Star and Master of Disguise can also provide some excellent efficiency, and to ensure your Kit survives long enough buff her up with Shadow Sensei.
Slow Dance is a powerful stall tool for priest, comparable to Frost Nova but with some additional interesting applications. To clarify, minions swapped will not gain charge like how minions from Potion of Madness or Shadow Madness do, and the only minions swapped back are the ones who were swapped the first time. In the most general case you can lock down an opponents board for a turn, discouraging them from playing too much on their turn because if their board is too full for their minions to swap back, then they wont! You can also lend minions to your opponent this way, Majordomo Executus , or Northshire Cleric for some fantastic mill shenanigans come to mind, but my personal favorite combo has to be Temporus , locking all minions down until it's too late!
EDIT: Reddit name is TwoManaPriestSpell
5
2
This is just bad. Where would you play this? Too slow and inconsistent for cubelock, same case for zoo multiplied by 10, makes even less sense for control warlock, and even in wild renolock wouldn't touch this. So the question then becomes: Do I want to build a new deck around a worse Madam Goya?
400 dust
4
Key difference, you can't kill them with Zilliax. You need an extra mechwarper on board, which leaves no room for a mech from last turn that can attack right away. Now that theres a 4 mana magnetize minion the combo can also be lethal.
2
For the uninitiated
Glinda Crowskin + Mechwarper + Mechwarper + Mechwarper + Mechwarper + Replicating Menace x Infinity
And if you have a mech that can attack, that's the end. Armor tank this Druids.
1
RIP Big Priest lol
3
I don't understand why this is even being given the light of day, this is absolutely without a doubt easy dust and nothing else.
2
Oh, I wasn't responding to you, just making a general statement about how Malygos probably isn't the best way to use this card. Sorry if I accidentally did ping you in some way with that lol.