Good. Game needs more utility stated minions. Hope to see this run like howling mine. Expecting 1x legend for handsize matters. Reducing opponents handsize or increasing your own. It has potential.
Totem interaction is good, but buffing them looks to step on paladins toes. A creature that grows based on number/presence of totems would be cool next to overload elemental.
Maybe a minions that battlecries out a specific totem? squishy minion summons taunt totem or something.
Now suddenly starting to create different sub types for cards and basically split up the pool of nonminion cards into different things would really be a bad move in terms of design disencouraging synergy and decreasing the impact of new cards while simultaniously creating the artificial need for more specific cards to interact with each sub type. How would that make the game better?
That sounds silly when spare parts came out at the same time as mech synergies. I don't see why forced creature synergy is fine but spells aren't. I for one would be fine having subtypes on non-minion cards. They would need to have a broad functional purpose to add one tho.
0
Cheaper and comparable to Red Mana Wyrm. If cheap shot is a good meta call this will absolutely get used.
0
Good. Game needs more utility stated minions. Hope to see this run like howling mine. Expecting 1x legend for handsize matters. Reducing opponents handsize or increasing your own. It has potential.
1
Why they reprinting rexxar so soon?
0
Flavor aside, it allows to ignore case like unstable evolution for cards like *whenever cast an Echo* or *echos cost 1 less*.
2
All these shadowstep effects. Possible tell for shadowstep being sent to wild.
0
Hidden Gibbons is pretty good. Stealth makes this pretty good i think.
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They just didn't want to put more text on a card. It's random.
Card text rarely fully conveys mechanics.
0
sadly nope. They stated Yogg is the caster for purposes of other cards, not you.
0
how about "Your opponent can not draw cards on your turn."
2
I think there will be a bladesmith to go with this sort of thing. Inspire: +1 weapon damage or similar
5
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Free spells are good spells. If its not good now, it will be good later.
6
Was just thinking of the hero power bit, but then would be useless when you draw the second one. Destroying weapons is also truce flavorful.
0
Totem interaction is good, but buffing them looks to step on paladins toes. A creature that grows based on number/presence of totems would be cool next to overload elemental.
Maybe a minions that battlecries out a specific totem? squishy minion summons taunt totem or something.
0
That sounds silly when spare parts came out at the same time as mech synergies. I don't see why forced creature synergy is fine but spells aren't. I for one would be fine having subtypes on non-minion cards. They would need to have a broad functional purpose to add one tho.