The time guardian is the sacred protector of the flow of time, and defends the holy desert temple from intruders. However, he won't doubt in using chronomancy to obliterate anyone who dares to threaten his lair. Commands the beasts, golems and elementals of the desert. A lot of his mechanics are time-based, and its cards are meant to exploit some of the inner workings of the game. The class is control oriented, but it offers some aggressive tools too
The hero power is similar to warlock's, however it requires more planning ahead, because you can't just tap for an answer right now. This difference allows the time guardian to have more powerful class cards in comparison
Exhaust is a mechanic similar to overload, in the sense that you get a handicap for playing a card above average, in this case, it shuffles a dead card into your deck. However, this handicap is turned into an advantage when playing the fatigue game
Anyway, here are the
example cards
:
In the spoiler there are comments on the cards!
Sandstorm:
The bulkward boardclear, it has all the strengths the class has long-term power and planning ahead; however it sufferrs the same weaknesses: being iinefficient in the short term, and needing to plan ahead in order to prevent backfiring.
Bring Back:
If the minion was shuffled into a deck, draw it; bif it was killed o transformed, get a copy; if it is on the board, return it to your hand. Entomb is no longer an issue!
Timeloop Portal:
All the mages are jealus! This card is flashy but, but it only can give you trades, one card, one mana crystal and two mana. Works best when combined with end of turn effects. This way you make sure your enemy doesn't interrupt you.
Clockwork Time Gear:
This is a very fun card because at the same time it can be a second Hero Power or you can also attach it to another mech to get a copy of it. It is
this minion
, not the clockwork time gear that comes back. Additionally, I love the flavor deathrattle brings to this class.
Ride the Sandworm:
To showcase Exhaust, we have this nice card! It gives you a huge card advantage in the short term (keep in mind the class is not very agressive otherwise), but requires a lot of deckbuilding. High risk, high reward.
Extra tokens:
Exhaustion token and upgraded HP
One of my goals with this class was to create interesting and meaningful interactions, while introducing as little new mechanics as possible
That's the problem, 28% winrate in a matchup shouldn't exist, that's why paladin is nerfed. And the fact that it has a 85% winrate agains OTK priest is the same. The problem is that those aren't tech decks. they are supposed to give players a fair chance. And 15% winrate is not "countering", it is called not having a chance. 15% is that game where kingsbane draws terrible and priest gets the perfect hand. That's not skill
It is a staple in card games with a limited number of copies to offer alternatives that are worse in all senses, because now you can have 4 Jade blossoms, although two of them are worse. It lets players decide if the card is worth more slots, even if those versions are sub-par.
Magic does this all the time, and I find it very interesting and fun
0
How good is the scarab?
Also: why don't you run secrets? Are they just not worth it?
0
0
The Time Guardian
The hero power is similar to warlock's, however it requires more planning ahead, because you can't just tap for an answer right now. This difference allows the time guardian to have more powerful class cards in comparison
Anyway, here are the example cards :
In the spoiler there are comments on the cards!
Sandstorm: The bulkward boardclear, it has all the strengths the class has long-term power and planning ahead; however it sufferrs the same weaknesses: being iinefficient in the short term, and needing to plan ahead in order to prevent backfiring.
Bring Back: If the minion was shuffled into a deck, draw it; bif it was killed o transformed, get a copy; if it is on the board, return it to your hand. Entomb is no longer an issue!
Timeloop Portal: All the mages are jealus! This card is flashy but, but it only can give you trades, one card, one mana crystal and two mana. Works best when combined with end of turn effects. This way you make sure your enemy doesn't interrupt you.
Clockwork Time Gear: This is a very fun card because at the same time it can be a second Hero Power or you can also attach it to another mech to get a copy of it. It is this minion , not the clockwork time gear that comes back. Additionally, I love the flavor deathrattle brings to this class.
Ride the Sandworm: To showcase Exhaust, we have this nice card! It gives you a huge card advantage in the short term (keep in mind the class is not very agressive otherwise), but requires a lot of deckbuilding. High risk, high reward.
Extra tokens:
Exhaustion token and upgraded HP
One of my goals with this class was to create interesting and meaningful interactions, while introducing as little new mechanics as possible
1
*ACTIVISION-blizzard is commiting suicide
0
Leeching poison was nerfed because rogue isn't spposed to heal
0
That's the problem, 28% winrate in a matchup shouldn't exist, that's why paladin is nerfed. And the fact that it has a 85% winrate agains OTK priest is the same. The problem is that those aren't tech decks. they are supposed to give players a fair chance. And 15% winrate is not "countering", it is called not having a chance. 15% is that game where kingsbane draws terrible and priest gets the perfect hand. That's not skill
1
I find it fun that they nerfed rogue by removing the thing that doesn't belong to rogue: healing
0
It is a staple in card games with a limited number of copies to offer alternatives that are worse in all senses, because now you can have 4 Jade blossoms, although two of them are worse. It lets players decide if the card is worth more slots, even if those versions are sub-par.
Magic does this all the time, and I find it very interesting and fun
0
Most of the decks weren't new, in fact, most of the nerfs targeted the old decks that refused to change with the meta
0
you want to get a card your deck benefits from. A warrior would love to get reckless fury and shield slam
0
This one at least takes some skill to play
2
Nice card! Forces you to choose around synergy, not strength
0
Then it would add 4 minions to your hand. Simply OP
0
Benevolent Djinn is a thing. Exactly 3 health. Each turn.
0
For reference, compare it to The Golden Monkey