This is great! Really nice concept. Now I am feeling as a Raid leader. Because I finished all adventures the hero powers also adds some nice flavor to it. great brawl.
So those are the only 12 hero powers then? Meaning they all cost 2, and they're...
Decimate (change the health of all minions to 1) Harvest (draw a card) Poison Cloud (deal 1 damage to all minions, if any die summon a slime) Activate! (activate a random 'Tron) Me Smash (destroy a random damaged enemy minion) Jeering Crowd (summon a 1/1 with taunt) Pile On (put a minion from each deck onto the battlefield) Bone Minions (summon two 2/1 bone constructs) Web Wrap (return a random enemy minion to their hand) The Majordomo (summon a 1/3 Flame Acolyte) Wild Magic (put a card of the opponent's class into your hand) Open the Gates (summon 3 1/1 whelps)
Pretty darn good hero powers. A couple with varying levels of potential downside, but overall a boost to pretty much every class. Also, from my understanding, interesting that cards like Garrison Commander and Coldarra Drake are more or less obsolete, given that the hero powers replace themselves after each use. While that could make some inspire and hero power cards stronger than usual (Murloc Knight, Maiden of the Lake), overall I imagine strong tier decks are just going to be even better with these, and overshadow decks that try to maximise the use of the hero powers.
This one is great :) I have put Maiden of the Lake and Saboteur in a tempo mage deck, and it is crazy :) :) Usually I am not a fan of brawls, but this was is good :)
The whining is real. Every time people say "AGGRO WINS EVERY TIME GOSH!!!" I manage to pick up 7 or 8 wins using a control deck. I hate to seem pompous, but just because it's a tavern brawl doesn't mean you don't need skill.
I'd say the hero powers mostly favour aggro play and running a deck like secret paladin will probably net you wins over most control decks unless you get really unlucky and they get Harvest every time. Not to say that skill is irrelevant but I can't see how control wins when your heavy threats are removed by 3/12 hero powers
I'll believe it when I experience it. Similar arguments are leveled every second week, and it's becoming a "boy who cried wolf" scenario, like everything else on this site.
Anyone else having problem with Counterspell? It has triggered twice for me, after it has triggered I don't get disconnected, but nothing happens. My opponent continues to hover over his cards and minions, but doesn't do anything. The rope never comes burning. The game "freezes" but I can still see my opponent doing stuff. Like it only froze for me, but he is still playing with no problems, still I see his hovering over cards
While I'm sure my opponents didn't have optimised decks (nor did I), Astral Communion druid w/ Maiden of the Lake and some token buffs (Power of the Wild, Savage Roar, Cenarius) won me 3 out of 3 (small sample, but I play in brackets of 3 and usually don't have much interest in continual tavern brawling).
Maiden of the Lake is just amazing. While sometimes her potential gets stunted by the opponent (ie. having Web Wrap pop up on an empty board), often she'll just go to town with value. Absolute high kill priority for this brawl.
Astral Communion was also solid - though in both games where I played it, I did have Maiden out shortly after doing so (first game out of three I played it, then used my hero power - Dog Pile - that fetched her, allowing me a chain that ultimately killed my opponent's minion; third game out of three I Innervated her out on turn 3 as I knew how much upside it would have if she lived until turn 4 when I would Astral Communion - and she did live - though I got stunted by Web Wrap. However, she also lived through my opponent's next turn and wrecked face the following turn, going through 10 hero powers on the way to 8 mana - obviously that included two Harvests - before finally hitting a Crush she couldn't activate).
Also, Savage Roar and Bloodlust are likely to be common cards given how many of the powers produce tokens - so when you can clear, do so. Also try to avoid having out too many x/1s if you can help it - otherwise your opponent hitting a slime AoE will severely punish you.
All in all, one of the more fun constructed brawls they've had, and I love how it has made an almost entirely unused card (Maiden) and a barely-used card (Astral Communion) pretty good.
Had fun with Mage thanks to Fallen Hero and the Slime hero power (yes it does add 1 damage), 2 dmg aoe wrecks almost everything and fill your board with 2/2 slimes.
Maiden of the Lake is a must in this brawl spamming hero powers.
All in all I find this Brawl to be a lot of fun with lots of comeback potentials.
This is great! Really nice concept. Now I am feeling as a Raid leader. Because I finished all adventures the hero powers also adds some nice flavor to it. great brawl.
Who's the boss of this gym ? gachiGASM
So those are the only 12 hero powers then? Meaning they all cost 2, and they're...
Decimate (change the health of all minions to 1)
Harvest (draw a card)
Poison Cloud (deal 1 damage to all minions, if any die summon a slime)
Activate! (activate a random 'Tron)
Me Smash (destroy a random damaged enemy minion)
Jeering Crowd (summon a 1/1 with taunt)
Pile On (put a minion from each deck onto the battlefield)
Bone Minions (summon two 2/1 bone constructs)
Web Wrap (return a random enemy minion to their hand)
The Majordomo (summon a 1/3 Flame Acolyte)
Wild Magic (put a card of the opponent's class into your hand)
Open the Gates (summon 3 1/1 whelps)
Pretty darn good hero powers. A couple with varying levels of potential downside, but overall a boost to pretty much every class. Also, from my understanding, interesting that cards like Garrison Commander and Coldarra Drake are more or less obsolete, given that the hero powers replace themselves after each use. While that could make some inspire and hero power cards stronger than usual (Murloc Knight, Maiden of the Lake), overall I imagine strong tier decks are just going to be even better with these, and overshadow decks that try to maximise the use of the hero powers.
This one is great :) I have put Maiden of the Lake and Saboteur in a tempo mage deck, and it is crazy :) :)
Usually I am not a fan of brawls, but this was is good :)
If you want to see my list, here :)
24x LEGEND Personal top: 79. dec. 14 - Mid hunt, jun. 15 - Grim patron, july 15 - Combo Druid, aug. 15 - Control priest, sep. 15 - Secret paly, oct. 15 - Handlock, nov. 15 - Reno mid paly, dec. 15 - Mech Mage, jan 16 - Bran Zoo, feb 16 - Freeze Mage, may 16 - COTW Hunter, sep. 17 Control DK Warlock, may 18 Shudderwock sham, jun. 18 Shudderwock Sham, mar.19 Clone Priest, apr.19 Bomb war, mai 19 Bomb war, april 20 Q Druid, June 20 DH, July 20 Priest cube + Wild Q mage, Aug20 Beast Druid, sept Rogue, oct DH
I'll believe it when I experience it. Similar arguments are leveled every second week, and it's becoming a "boy who cried wolf" scenario, like everything else on this site.
Blog || Custom Cards ||Death Knight Class
I'm really tired of aggro based tavern brawls, metas, etc.
It's really getting annyoing.
"My hand is too full!"
Three things Saboteur Maiden of the Lake and inspire cards.
Token Druid is pretty good this week.
I bring life and pffffffffffffff!
I was playing against a friend, I was Ragnaros and he was a rogue. Whenever he used his "Wild Magic" heropower, I got a tail swipe instead of him.
Best brawl ever.
How I won on my first try:
Thanks to RNG, I just trashed my opponent who probably took his/her sweet time planning out the deck.
It does nothing, as expected.
I bring life and pffffffffffffff!
7/7 win rate so far (Mage & Druid); seems a lot of opponents are struggling to leverage the uniqueness of this brawl.
Yeah, coin, Innervate, Communion, WP.
Anyone else having problem with Counterspell? It has triggered twice for me, after it has triggered I don't get disconnected, but nothing happens. My opponent continues to hover over his cards and minions, but doesn't do anything. The rope never comes burning. The game "freezes" but I can still see my opponent doing stuff. Like it only froze for me, but he is still playing with no problems, still I see his hovering over cards
Hearthpwn Community's Balancing of Cards.
While I'm sure my opponents didn't have optimised decks (nor did I), Astral Communion druid w/ Maiden of the Lake and some token buffs (Power of the Wild, Savage Roar, Cenarius) won me 3 out of 3 (small sample, but I play in brackets of 3 and usually don't have much interest in continual tavern brawling).
Maiden of the Lake is just amazing. While sometimes her potential gets stunted by the opponent (ie. having Web Wrap pop up on an empty board), often she'll just go to town with value. Absolute high kill priority for this brawl.
Astral Communion was also solid - though in both games where I played it, I did have Maiden out shortly after doing so (first game out of three I played it, then used my hero power - Dog Pile - that fetched her, allowing me a chain that ultimately killed my opponent's minion; third game out of three I Innervated her out on turn 3 as I knew how much upside it would have if she lived until turn 4 when I would Astral Communion - and she did live - though I got stunted by Web Wrap. However, she also lived through my opponent's next turn and wrecked face the following turn, going through 10 hero powers on the way to 8 mana - obviously that included two Harvests - before finally hitting a Crush she couldn't activate).
Also, Savage Roar and Bloodlust are likely to be common cards given how many of the powers produce tokens - so when you can clear, do so. Also try to avoid having out too many x/1s if you can help it - otherwise your opponent hitting a slime AoE will severely punish you.
All in all, one of the more fun constructed brawls they've had, and I love how it has made an almost entirely unused card (Maiden) and a barely-used card (Astral Communion) pretty good.
Had fun with Mage thanks to Fallen Hero and the Slime hero power (yes it does add 1 damage), 2 dmg aoe wrecks almost everything and fill your board with 2/2 slimes.
Maiden of the Lake is a must in this brawl spamming hero powers.
All in all I find this Brawl to be a lot of fun with lots of comeback potentials.
Face huntard in brawl - instant puking.
Poisoned Blade Hype boys.
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.
I figured it out: it replaces your starting hero power with a better one, just as the text says. Brawl powers are not starting hero powers.
Lol astral communion finally good.
Batman V Superman: Dawn of Justice - Sneak Review! http://www.thepoxbox.com/challenges.php?id=batmanvsuperman