Yes it is. It copies the minion and buffs.
- maoshan_3
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Member for 9 years, 1 month, and 8 days
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Eddetektor posted a message on DarkspeakerPosted in: DarkspeakerBrann Bronzebeard synergy!
Kappa -
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hart7668 posted a message on Possessed VillagerPosted in: Possessed VillagerAs soon as I saw this card, I was reminded of this:
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Posted in: Cho'gallOpposite order though. Truesilver Champion heals you first, then you take the damage. With this card, before the Siphon Soul heals you, you need to use 6 health, so I believe you will die even if the Siphon Soul heals you afterwards.
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MemeMachine posted a message on Herald VolazjPosted in: Herald VolazjThis card just got a lot better.
Officially according to @PlayHearthstone:
- If silenced, the minions summoned by Herald Volazj gain the stats of the original minion (source).
- Deathrattle minions summoned by Herald Volazj that are destroyed are brought back by N'Zoth the Corruptor with the stats of the original minion (source).
Yikes.
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Zombied_Unicorn posted a message on Rank 1 Legend NA Reno DreadsteedPosted in: Rank 1 Legend NA Reno DreadsteedI was actually a wee bit skeptical about the deck but it seems to do very well. My only quarrels are with the Sideshow Spelleater and Deathlord. Late game you will most likely be using Lord Jaraxxus and his hero power, so copying your opponent's hero power doesn't seem too great in value. Lastly, I refuse to run Deathlord simply being that I just have horrible RNG and tend to pull out the nastiest cards on his deathrattle. Haha. In place of those I ran...
-Deathlord
-Sideshow Spelleater+Brann Bronzebeard for synergies with Defender of Argus, Antique Healbot, etc,
+Anima Golem because there will always be a Dreadsteed on board and it's a big threat your opponent will not expect.In total, I think it's a great deck and I appreciate the time put forth in your description.
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drewmighty posted a message on [LEGEND] 60% WR F2P To Legend Mech DruidPosted in: [LEGEND] 60% WR F2P To Legend Mech DruidSo I thought Id give my 2cents about the deck. I started hearths stone not too long ago so I am no pro, however I have mplayed magic the gathering in a competative scene quite a bit (qualified for some PTQs). After playing hearth stone for a bit I noticed a few key differences between the 2 games. One I feel like I am playing modern combo whenever I play hearthstone. There is little interaction except removing some threats so you do not die. Two,being the aggresser seems a lot better than being reactionary. Finally three, Hearth stone relies a lot more heavily on luck than some other card games.
So how does this relate to the deck? Well for starters this deck is an aggressive deck than can just barf up its cards onto the battle field. It is very aggressive, however it has a late game combo. It reminds me of tokens from magic. You have lots of little guys and you have a way to buff them to swing big out of no where. Also the deck is able to play a massive 8/8 turn 1 (rarely but possible), turn 2 (harder if you start but easy if you have the coin) and turn 3 (innervate). (can almost always play fel reaver on turn 4)*. The deck seems to have it all. You got your little guys, your pump, your big threats, and your surprise combo kill later if need be. I have played the deck and only lost about 3 times while climbing from rank 19-10. Mind you I have gotten lucky because the combo has killed people for exacties or I top decked like a boss, but hey that is hearthstone. After playing the deck I would only make a few minor changes.
1. -1 [harvest golem] for +1 [Dr. Boom] . Dr. boom is like seriously the best card, not to mention the bombs are mechs, if you own it I would throw it in.
2. -1 [living roots] for +1 [nourish] The deck is good, but lacks card draw. When you spew all your cards on the table you go into top deck mode. This card not only can refuel your hand, but it can add 2 mana crystals, making you able to reach the 9 mana for the combo that much faster. If you want you can add 2 [nourish] however I do not like casting this card unless I have nothing else to do as I would rather be the aggressor.
3. -1 [clockwork gnome] for +1 [anodized robo cub]. I find the turn I want to make my strongest plays are turn 2-3. Being able to slam [clockwork gnome] AND [mechwarper] on the same turn is pretty sick, however I find a 2/1 to be underwhelming sometimes. Against mages I feel like I am wasting a card. I know I get a card when it dies, however I dislike random cards especially when I can do something better. The cub fixes this issue. You get another taunt guy for the aggro matches, however the key thing is that it can be a 3/2. I found 3 and 4 to be the magical numbers in hearthstone. If you have 3 or 4 attack you can trade with quite a bit. 2 damage however does not trade with much, and the one toughness means that it can get taken down by a lot.
4. Other considerations that I thought but havn't tested. Instead of [Dr. Boom] you can run the [mech-bear-cat]. It is a good card that can get you a lot of spare parts. You can also play it pretty early as well. The only downside is spare parts are random and some of them I would rather not have.
All in all the deck is good and I have won a lot with it. Just be the aggressor and attack a lot. Save your combo peices until you can blow em out. However do not be afraid to do it a little early. If they slam a taunt minion down it could spell disaster later. I like the deck and it is quite competative.
TL;DR the deck is good, play it.
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user-9273852 posted a message on IcehowlPosted in: IcehowlHas a chance to attak face against Mogor the Ogre.
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Underrated1 posted a message on Murloc KnightPosted in: Murloc KnightPossible Results from Inspire:
- Murloc Tidecaller. 1/2 that might gain attack.
- Murloc Raider. 2/1.
- Grimscale Oracle. 1/1 that gives the Knight +1 attack, and potentially powers up other summoned Murlocs.
- Puddlestomper. 3/2.
- Murloc Tidehunter. 2/1.
- Bluegill Warrior. 2/1 charge.
- Murloc Warleader. 3/3 that gives the Knight +2/+1, and potentially powers up other summoned Murlocs.
- Coldlight Seer. 2/3.
- Coldlight Oracle. 2/2.
- Siltfin Spiritwalker. 2/5 with plenty of extra card draw.
- Old Murk-Eye. 2/4 with charge that'll at least become 3/4, maybe even bigger.
- Murloc Knight. 3/4 with EVEN MORE MRGRGLRGLRGL
12 possible results. The average murloc is 2.08/2.42 in base stats. Four out of the twelve possible Murlocs have relevant Murloc synergy, and two out of the twelve have charge. However, just going off the expected base stats, this minion pays 1 more mana over Silver Hand Regent for 1 more health, +1.08/1.42 on the summoned minions (on average), and an occasional bonus effect. Sounds like a good deal to me.
EDIT: Just as an extra comment: 3/4 for 4 dies to Piloted Shredder and the like, but that never stopped Voidcaller...
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Magnificent_Urchin posted a message on Bear TrapPosted in: Bear TrapSo the trap isn't meant for trapping bears, the bear is actually part of the trap for capturing humanoids.
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*Discarding is an event
LUL
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Btw no more dark bomb in standard anymore.
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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.
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He is an ogre?
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May the luck be with you
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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.
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It will be a easy big game hunter target.
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I added 1 oil into the deck and i got a 11 attack weapon with the other weapon buffs and etc lol. Definitely a fun deck!