Hold your horses, any decent CW player will shield slam his own CThun before giving you the chance of Entombing it.
It is a very slow MU and you can take all the time in the world to drop Thaurissan when you have all the discounts you need.
I've seen it many times in legend last season, so I don't know if you were there, but before laughing at the "rank 10 conversation of any pal", check your own wishful thinking.
Classic CW against priest is a MU slightly favoured for priest, but Cthun CW is just impossible to beat if they don't misplay.
I like those. Both healthy and balanced. Temple Healer is the only one I would nerf to 2/3 maybe, because it potentially gives amazing value on tempo, especially when you can upgrade your 2-drops into 3-drops. However I'd like to see it in 3/3 variant in-game first.
Another take on Priest early-game cards to switch to proactive gameplan.
I think these are great. Creative takes on similar things already in the game. Light Eater should have taunt I think though. Otherwise, it's a pretty big tempo loss to heal on turns 1-2. And then Misha is a 4/4 taunt for 3 and a beast, so should be ok.
I disagree with the suggestion to nerf Temple Healer. I don't think it would even see play as is. Not that often you have a board with the initiative to attack as Priest. Most of the time in the early game, you would be playing it with an empty board on your side, in which case, it's not very good (the equivalent of shadow fiend which isn't played). But, I might consider changing the effect to, heal all friendly characters for 1 at the end of your turn. Make it sort of like a super healing totem or reverse Ravaging Ghoul and then it would have synergy with Light Eater as well.
I think these are great. Creative takes on similar things already in the game. Light Eater should have taunt I think though. Otherwise, it's a pretty big tempo loss to heal on turns 1-2. And then Misha is a 4/4 taunt for 3 and a beast, so should be ok.
I disagree with the suggestion to nerf Temple Healer. I don't think it would even see play as is. Not that often you have a board with the initiative to attack as Priest. Most of the time in the early game, you would be playing it with an empty board on your side, in which case, it's not very good (the equivalent of shadow fiend which isn't played). But, I might consider changing the effect to, heal all friendly characters for 1 at the end of your turn. Make it sort of like a super healing totem or reverse Ravaging Ghoul and then it would have synergy with Light Eater as well.
Well, all three are designed to be tempo cards. Not control.
First seemed like a nice way to compensate tempo loss from Hero Power activations with an occasional "unfair" plays with Northshire, Blademaster, , Circle.
Second is to generally increase presence and threat from Priest board.
And I think you strongly underestimate the Third card. I meant it more for those currently inconsistant tempo decks based around small-to-midrange minions. In a world of flexible removals and aggro boards what they usually lack is staying power, and it often feels like they need just one more turn to have enough reach. This card tries to give them this turn. Give a try to that kind of deck to see what I mean.
Rollback Post to RevisionRollBack
"Infinite" doen't mean "big" - it can be small and have no end.
I think priest needs to stay weak, because priest is ultra annoying with the way it steals your stuff. As long as priests are those kleptomaniacs, they deserve to be weak, because its the only way to keep priest less annoying than it could be.
then make priest some real cards so they arent relying on a gimmick. even then, cards like thoughtsteal and shifting shade are generally really bad tempo wise except against other slow control decks. we dont have any good tempo cards in standard since velens chosen and dark cultist rotated out so our only good plays are cards like SW:P which still leaves nothing on board to trade with future opponent drops.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Edit - Yea it can be stronger. Don't think it needs to be though.
Hold your horses, any decent CW player will shield slam his own CThun before giving you the chance of Entombing it.
It is a very slow MU and you can take all the time in the world to drop Thaurissan when you have all the discounts you need.
I've seen it many times in legend last season, so I don't know if you were there, but before laughing at the "rank 10 conversation of any pal", check your own wishful thinking.
Classic CW against priest is a MU slightly favoured for priest, but Cthun CW is just impossible to beat if they don't misplay.
Greatness, at any cost.
Love this thread keep the ideas coming please!!!
What do you think?
Shadow word: Horror ->3 mana, add 2-cost 2-2 (effect - draw card), 3-cost 2-5 (taunt) and 2 mana buff, +2/3 stats. That's all...
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
1 mana for a 2/1 "While this minion is in play you gain shadowform"
This gives Priest a way of using Hero Power on turn 2.
Priest only have reactive cards therefore he needs good low cost tempo cards
I'll just leave this here.
note: the effect shouldn't trigger if the minion isn't damaged. Else it would be too op.
edit: had 3 health before, changed it to 4 since too many 2 drops would just be able kill it right off.
It's turn nine, and maybe... Should they have any restriction?
Maybe only if you have no more cards on the deck...?
Fireballs discarding 1 deck card per turn?
Another take on Priest early-game cards to switch to proactive gameplan.
"Infinite" doen't mean "big" - it can be small and have no end.
I like those. Both healthy and balanced. Temple Healer is the only one I would nerf to 2/3 maybe, because it potentially gives amazing value on tempo, especially when you can upgrade your 2-drops into 3-drops. However I'd like to see it in 3/3 variant in-game first.
All these cards are amazing!!!
Why you guys dont work in Blizzard?
I mean... Shadowform is the card everybody want's to play but just can't
Right?
Well, all three are designed to be tempo cards. Not control.
First seemed like a nice way to compensate tempo loss from Hero Power activations with an occasional "unfair" plays with Northshire, Blademaster, , Circle.
Second is to generally increase presence and threat from Priest board.
And I think you strongly underestimate the Third card. I meant it more for those currently inconsistant tempo decks based around small-to-midrange minions. In a world of flexible removals and aggro boards what they usually lack is staying power, and it often feels like they need just one more turn to have enough reach. This card tries to give them this turn. Give a try to that kind of deck to see what I mean.
"Infinite" doen't mean "big" - it can be small and have no end.
I think Priest needs a spell or minion card like Emperor Thaurissan that can reduce his cards cost permanently.