• 14

    posted a message on Silverware Golem

    *Discarding is an event

    LUL

    Posted in: Silverware Golem
  • 0

    posted a message on [STANDARD] Warrior

    This is a standard deck dude, why are you comparing cards that are not in standard format? However, I agree with you that acolyte does not have much whirlwind effect to activate it(although cruel taskmaster,slam shield slam can activate it but not efficientor it can just simplify attack another minion).

    Posted in: [STANDARD] Warrior
  • 0

    posted a message on Soggoth the Slitherer

    but he has taunt.

    Posted in: Soggoth the Slitherer
  • 2

    posted a message on [WotOG] Tempo/SMOrc Shaman!

    Btw no more dark bomb in standard anymore.

    Posted in: [WotOG] Tempo/SMOrc Shaman!
  • 1

    posted a message on [Wild] Enter BEASTMODE! Saranjivac's Beast Druid Deck

    After watching your videos, I had observed most of your match ups are aggro decks except for the occasional freeze mage. Your deck lacks a fair amount of removal and if your opponents are control decks or cancer paladin I think you will have hard time dealing with them. Moreover, there are few cards that uses beast synergies in your deck except for wild walker and druid of the fang. This deck is like a slightly more aggro version of combo druid.

    However, this deck will rekt most aggro decks in the meta.

    Posted in: [Wild] Enter BEASTMODE! Saranjivac's Beast Druid Deck
  • 1

    posted a message on Cho'gall

    He is an ogre?

    Posted in: Cho'gall
  • 0

    posted a message on Thing from Below

    April fools?

    Posted in: Thing from Below
  • 0

    posted a message on Forbidden Healing

    As what you have said posted earlier, there is a need to sacrifice power for versatility or this card would be overpowered. Hence, I am just pointing out that the healing could be done to a minion too. In certain situations when board control is more important than healing your face, this card could be more effective compared to a heal bot or some other cards. Hence, with different situations this card would be still effective. Moreover, it does not have a minimum mana cap hence could be use in any turn.

    Posted in: Forbidden Healing
  • 0

    posted a message on Forbidden Healing
    Quote from Demonxz95 >>

    I personally really like the idea of this mechanic. It's very versatile which is a big plus but unfortunately, it has the downside of not being so great when used.

    1 Mana - Heal 2 Health, compares unfavorably to Light of the Naaru (which is rotating out) and Flash Heal.

    2 Mana - Heal 4 Health, a worse Holy Light.

    3 Mana - Heal 6 Health, a worse Healing Touch or Healing Wave, but it is starting to get better.

    4 Mana - Heal 8 Health, a Healing Touch that costs 1 more mana to play.

    5 Mana - Heal 10 Health, comparable to Antique Healbot (which I know is rotating out), where you lose 2 Health but get a 3/3 Mech on the board.

    6 Mana - Heal 12 Health, nothing I can really compare this to.

    7 Mana - Heal 14 Health, a Healing Wave that is guaranteed to win its Joust but costs more than twice as much but it is starting to get better.

    8 Mana - Heal 16 Health, there's not a single card I can compare this to but I can compare it to 2 Healing Touches. Costs 2 mana more but only 1 card as opposed to 2 as well as having the extra versatility.

    9 Mana - Heal 18 Health, alright this is actually looking better.

    10 Mana - Heal 20 health. This is where the card gets good. It heals for 4 more than Health than two Antique Healbot's and it's all in one card. Yes, you don't get the two 3/3 bodies but the 3/3 bodies don't always make any difference.

     

    Overall, while I understand sacrificing  power for versatility, I don't know if this card will see any notable amount of play in Constructed.

     You cant compared it for the pure heal capability as I believe it can be cast on a minion too so it has it tempo plays with the usage of the remaining mana.
    Posted in: Forbidden Healing
  • 0

    posted a message on [Top 4 Legend] Reynad's New Zoo

    May I know why the preference of zombie chow instead of flame imp? since this deck an aggro deck,isn't it more beneficial to put flame imp as it has more attack?

    Posted in: [Top 4 Legend] Reynad's New Zoo
  • 3

    posted a message on [New Meta] Doomhammer Rogue

    May the luck be with you

    Posted in: [New Meta] Doomhammer Rogue
  • 0

    posted a message on Hybrid Dragon's Inner Fire

    Since your decks focus on board control,why not just concentrate your deck on removals?

    Posted in: Hybrid Dragon's Inner Fire
  • 7

    posted a message on Muster for Battle

    This card needs to be nerf,even as a individual card without any synergies it is overpowered.

    Suggestion for balancing this card:

    1)increase its mana cost by 1 or

    2)dont include the weapon but this may benefit paladins even more as weapons like coghammer will not be replace when this card is played.

    3)reduce 3 recruits to 2 recruits.

    Posted in: Muster for Battle
  • 0

    posted a message on Pirates!

    I have fun playing with a pirate deck. Check out my deck list. http://www.hearthpwn.com/decks/209706-fun-pirate-deck

    Posted in: Rogue
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