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Whizbang's Workshop Set Cards List & Guide
I wanted to start a thread about Fireworks Tech because i have been intrigued by this card since the reveal.
I see a possible combo where you can play Nightmare Amalgam play magnetic buffs on it or beast buffs and Corpse Raiser it, next turn you can play Fireworks Tech and possibly combine it with Tundra Rhino to give it charge.
An other possibilty is with Coppertail Imposter too guarantee landing the Corpse Raiser.
Would this be strong enough to replace cube? and does this interaction even work ?
if you revive nightmare amalgam that way, my guess is it doesnt retain the magnetic buffs, and even if it did, will it be worth it?
At that point you might as well run Cubes with Play Dead and better minions instead
Magnetic Buffs like all buffs are not retained after death, unless otherwise noted. Which is why the paladins new Legendary spell notes just that.
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I wanted to start a thread about Fireworks Tech because i have been intrigued by this card since the reveal.
I see a possible combo where you can play Nightmare Amalgam play magnetic buffs on it or beast buffs and Corpse Raiser it, next turn you can play Fireworks Tech and possibly combine it with Tundra Rhino to give it charge.
An other possibilty is with Coppertail Imposter too guarantee landing the Corpse Raiser.
Would this be strong enough to replace cube? and does this interaction even work ?
if you revive nightmare amalgam that way, my guess is it doesnt retain the magnetic buffs, and even if it did, will it be worth it?
At that point you might as well run Cubes with Play Dead and better minions instead
Magnetic Buffs like all buffs are not retained after death, unless otherwise noted. Which is why the paladins new Legendary spell notes just that.