- yukaboy
- Premium
-
Member for 9 years, 10 months, and 7 days
Last active Thu, Dec, 26 2019 15:33:48 -
- 1
- 12
- 31
- 0 Followers
- 69 Total Posts
- 90 Thanks
-
1
breadbasketshs posted a message on The Last KaleidosaurPosted in: The Last KaleidosaurThe quest reward is almost guaranteed to have spell proof every time.
-
5
Vernula posted a message on Hemet, Jungle HunterPosted in: Hemet, Jungle HunterActually..... pretty good if that Astral Communion deck ever pans out in Wild.
Communion, then get rid of all the (now) superfluous ramp. Unless you're running something like Chromaggus, all the Excess Mana would be better served as just drawing another threat.
Also keep in mind, he allows Midrange decks to completely get rid of their now worse 1 drops so they keep drawing legit threats. Argent Squire is great early, not so much later on.
Edit: sucks for Fatigue, though.
-
14
Woody37 posted a message on Hemet, Jungle HunterPosted in: Hemet, Jungle HunterGotta counter that Weasel Tunneler your opponent keeps playing!
-
58
user-24326665 posted a message on VolcanosaurPosted in: VolcanosaurAll possible versions of this minion:
1) 8/6 Deathrattle: "Summon two 1/1 Plants."
2) 5/6 Can't be targeted by spells or Hero Powers, Deathrattle: "Summon two 1/1 Plants."
3) 5/6 Divine Shield, Deathrattle: "Summon two 1/1 Plants."
4) 5/6 Windfury , Deathrattle: "Summon two 1/1 Plants."
5) 5/6 Taunt, Deathrattle: "Summon two 1/1 Plants."
6) 5/9 Deathrattle: "Summon two 1/1 Plants."
7) 6/7 Deathrattle: "Summon two 1/1 Plants."
8) 5/6 Stealth until your next turn, Deathrattle: "Summon two 1/1 Plants."
9) 5/6 Poisonous, Deathrattle: "Summon two 1/1 Plants."
10) 8/6 Can't be targeted by spells or Hero Powers
11) 8/6 Divine Shield
12) 8/6 Windfury
13) 8/6 Taunt
14) 8/9
15) 9/7
16) 8/6 Stealth until your next turn
17) 8/6 Poisonous
18) 5/6 Can't be targeted by spells or Hero Powers, Divine Shield
19) 5/6 Can't be targeted by spells or Hero Powers, Windfury
20) 5/6 Can't be targeted by spells or Hero Powers, Taunt
21) 5/9 Can't be targeted by spells or Hero Powers
22) 6/7 Can't be targeted by spells or Hero Powers
23) 5/6 Can't be targeted by spells or Hero Powers, Stealth until your next turn
24) 5/6 Can't be targeted by spells or Hero Powers, Poisonous
25) 5/6 Divine Shield, Windfury
26) 5/6 Divine Shield, Taunt
27) 5/9 Divine Shield
28) 6/7 Divine Shield
29) 5/6 Divine Shield, Stealth until your next turn
30) 5/6 Divine Shield,Poisonous
31) 5/6 Windfury , Taunt
32) 5/9 Windfury
33) 6/7 Windfury
34) 5/6 Windfury ,Stealth until your next turn
35) 5/6 Windfury, Poisonous
36) 5/9 Taunt
37) 6/7 Taunt
38) 5/6 Taunt, Stealth until your next turn
39) 5/6 Taunt, Poisonous
40) 6/10
41) 5/9 Stealth until your next turn
42) 5/9 Poisonous
43) 6/7 Stealth until your next turn
44) 6/7 Poisonous
45) 5/6 Stealth until your next turn, Poisonous
-
7
forcemajeure posted a message on Vilespine SlayerPosted in: Vilespine SlayerKidnapper vs. Vilespine Slayer Looks like Plants win again!
-
7
samknows posted a message on Lost in the JunglePosted in: Lost in the JungleAll hero powers are worth roughly half a mana.
Mage 1 damage vs holy smite, deal 2 damage
rogue 1/2 weapon vs lights justice, 1/4
druid 1 armour 1 attack vs claw, 2 armour 2 attack
Other hps get slightly better or worse returns but they're all vaguely in that ball park.
-
3
koooorah posted a message on Lost in the JunglePosted in: Lost in the Junglepaladin HP isn't weak, it sacrifices utility for consistency. with shaman sometimes you really need a certain totem and don't get it. At least with pally you always are guaranteed one damage that your opponent is paranoid to leave on the board because of the buffs next turn
-
12
SanityBox posted a message on Lost in the JunglePosted in: Lost in the JungleAlleycat version of paladin, designed to use with Sunkeeper Tarim
- To post a comment, please login or register a new account.
2
At least this has no synergy with Prince Keleseth.
2
Servers are all down at the time of this reply, but I plan on trying out vanish in place of one fan of knives.
13
If I wasn't afraid I was speaking to deaf ears, I could go on and on about how amazing this card is.
I was actually very much hoping this exact card with this exact text and cost would be printed with this set after seeing the paladin legendary. I think there's a very good chance the paladin quest is based around summoning silver hand recruits. If that's the case, this along with Stand Against Darkness plus Sunkeeper Tarim will be imperative, but it doesn't end there.
Lost in the Jungle is a more flexible and more balanced form of Muster for Battle. On turn 3, you get the same thing as you do with muster for battle, just not the weapon, which was what added so much power to that card. In addition, the card is a lot more flexible since it costs just 1 mana, allowing you to weave it in with any form of token or silver hand recruit synergy. At worst, it's a Living Roots on turn 1 which is a very common play in druid. I believe tokens are strongest in the paladin class with druid's more recent card releases bringing it to a close second. We don't even know what cards are still to be announced; if there's even a hint of quartermaster-like synergy to come, lost in the jungle could become a near broken card.
Like I said, I could go on. I rated the card meta-defining. I might actually be more excited for Lost in the Jungle than any other card announced so far.
11
Flavor Text: "Just make sure not to equip the rusty hook around this River Croc."
1
Looking for feedback on this deck. I originally expected to lose all the games I played, but I was very surprised to, instead, reach rank 12 with it (I average around rank 17) and it doesn't seem to be stopping yet. I'll eventually know when it starts going 50% winrate, but right now, it's still on a winstreak. So far, it seems to be solving the hunter card draw problem and also gives them an insane lategame with Brann + Historian and Medivh + Call of the Wild while also maintaining some of the best midrange hunter cards available. I don't have Twilight Guardian in my collection, so let me know if those are stronger than the Book Wyrms or not.
Try the deck out for yourself and let me know what you think. I think this is a real thing, I've only ever reached rank 12 once before and now I've met my record with something other than zoo and it's only been a week since the new season. Most of the decks I've played against have been some serious decks (no science, rip), but I've beat them all so far, including aggro shaman. Very excited for this deck, seems good.
Again, leave feedback, I'm interested in seeing how this works for other people out there.
1
2
This is a little more balanced.
t2, drop this, t3, trade into their 1 drop and play a 3 drop, t4, heal it and trade into their 2 or 3 drop
(In hindsight, it'd probably be better as a 2/3)
1
You mention a lot of great points and based on those, I'd like to take note here of what I might change based on your feedback.
So for the pirate's chest, I was originally just going to make it a straight up minion, but it felt weird to make a chest as a minion...but maybe it's correct. Otherwise, I think I'll keep it the same, even though there may be some kind of thematic possibility, I can't think of a nice way to make it work, so I think it'll still have the same deathrattle effect.
The cursed coin might be a broken concept? I think it'd need to be tested before I could make any changes to it.
I forgot about Xaril. xD ...I still like the concept though.
I think the only fair solution for the Piranha Pirate is to make it only target minions. I think that's enough of a nerf and it still does what I want it to.
Thanks for the feedback, appreciate it.
2
Hey all! My first card forge thread. I was thinking along the lines of pirates and these were some of the ideas I had for them, a lot more than I was expecting...
The first concept here is pirate treasure. Some new pirate concepts down below are combo-based, which is very rogue themed, but it also makes sense as pirates and treasure...well...kinda go together and this gives you coins. The coin has always been a good combo initiator and this helps a lot. I think it's a fairly balanced card and it kinda ties everything else together.
This is the first synergy card that goes with the Pirate Treasure. It replaces all your coins with cursed coins which are pretty interesting.The idea is that Cursed Coins are a little bit better than just The Coin, because they can fill your opponent's hand with less than ideal cards that they don't want to play. The reason they wouldn't want to play them is because then you get them back and the rogue player benefits from them far more than the opponent (unless you're playing against tempo mage, yogg-saron, or token druid).
The Greedy Privateer is basically the ultimate consistent rogue card draw and is a pirate as a bonus. Works well with the coins. Spent a lot of time figuring out the balance and I think this is right.
The Piranha Pirate is a card to help pirate decks work more like a midrange archetype, less aggressive (if you couldn't tell by all the previous cards already). Seems like a very strong combo effect, but it's pretty conditional, so I think it's fair.
Blackheart's Ship (reference to Heroes of the Storm) is the C'Thun of pirate decks. For every pirate you summon, this thing gets bigger and scarier, eventually devastating the board nearly as much as C'thun could. Seems good.
Let me know what you guys think. Feedback is always appreciated.
1
Sniped: A viable, good Rogue Legendary because VanCleef is getting lonely.
NEXT: Warlock card with discard synergy whose total numbers add up to exactly 13.
2+4+4+2+1=13 (Fixed)
Next: A card which synergizes with either of these 2 cards, Maiev or Gargoyle.