Definetly amazing with new Solia, and if it works like described above (possibly hitting up to 4 or even more small minions until 8 dmg are used up) then this is actually a really damn flexible removal. So I've changed my vote from Playable to very good.
This cards is really ambiguous. Could someone explain how it works?
You cast the spell at a single target. Think of the fireball has having a battery with 8 points of damage in it. When the battery is depleted, the spell ends.
If that minion has less than 8 Health, its Health is subtracted from the remaining damage left in the fireball.
The fireball then moves to an adjacent minion.
If there are minions on both sides of the original target, the new target is chosen at random.
The new target takes damage from the "battery" until it is destroyed or the battery is used up.
This continues to new targets until either: a) there are no more targets, or b) the spell has dealt a total of 8 damage.
Example 1: You cast Rolling Fireball on a minion with 10 Health. The spell deals 8 damage and ends.
Example 2: Your opponent has three minions, each with 3 Health. You target one on the end. That minion takes 3 damage and dies. The fireball moves to the second minion, which takes 3 damage and dies. The spell moves to the third minion, which takes 2 damage and lives with 1 Health remaining. The spell ends because it has dealt a total of 8 damage.
Example 3: Your opponent has two minions with 2 Health each. The first minion takes 2 damage and dies. The spell moves to the second minion, which takes 2 damage and dies. The spell ends because there are no more enemy minions.
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
How does it work with Divine Shield? Does it break the shield, and then move to next minion? Or does it both break shield and kill the minion (and does that count as depleting 1 damage? or damage equal to that minion's health?)
Seems good. either kills a few small guys or a big one. how does this interact with divine shield tho? If it's the same as Explosive Runes we could assume it just takes the HP of the divine shield minion and removes that from the 8?
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That's Incredible!
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More flexible, but weaker Meteor. Dunno how much this will see play.
Wasn't this fan made?
Much weaker than Meteor, which was a Premium boardclear, decent cost, but this might see less play.
Does the damage keep rolling to target after target until all 8 damage has been expended?
Decent removal, strictly better than Flame Lance.
I love this so much!
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
It's "okay" against control, but very strong against aggro.
Being able to on turn 5, steamroll 4 2 hp minions or 2 3 hp and 1 2 hp minion with this is very strong.
Against token druid you can knock out 2-4 treants depending on if they're buffed, without spellpower.
This cards is really ambiguous. Could someone explain how it works?
Finally a single target removal for Faerie Dragon!
This only shows how broken Meteor was.
Ok card, highlander decks need all redundancy they can get.
Definetly amazing with new Solia, and if it works like described above (possibly hitting up to 4 or even more small minions until 8 dmg are used up) then this is actually a really damn flexible removal. So I've changed my vote from Playable to very good.
Positioning mage spells are fun, we will just have to see how prevalent aggro is to justify this.
Does it continue more than once? If so then it's really good!
I mean it's rolling fireball so it should be rolling until there is no excess damage, right?
Yes
You cast the spell at a single target. Think of the fireball has having a battery with 8 points of damage in it. When the battery is depleted, the spell ends.
If that minion has less than 8 Health, its Health is subtracted from the remaining damage left in the fireball.
The fireball then moves to an adjacent minion.
If there are minions on both sides of the original target, the new target is chosen at random.
The new target takes damage from the "battery" until it is destroyed or the battery is used up.
This continues to new targets until either: a) there are no more targets, or b) the spell has dealt a total of 8 damage.
Example 1: You cast Rolling Fireball on a minion with 10 Health. The spell deals 8 damage and ends.
Example 2: Your opponent has three minions, each with 3 Health. You target one on the end. That minion takes 3 damage and dies. The fireball moves to the second minion, which takes 3 damage and dies. The spell moves to the third minion, which takes 2 damage and lives with 1 Health remaining. The spell ends because it has dealt a total of 8 damage.
Example 3: Your opponent has two minions with 2 Health each. The first minion takes 2 damage and dies. The spell moves to the second minion, which takes 2 damage and dies. The spell ends because there are no more enemy minions.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Yes. For example, if the opponent has four 2HP minions, all will die.
How does it work with Divine Shield? Does it break the shield, and then move to next minion? Or does it both break shield and kill the minion (and does that count as depleting 1 damage? or damage equal to that minion's health?)
"I wish you hadn't done that, that was Weyoun's Last Clone"
Seems good. either kills a few small guys or a big one. how does this interact with divine shield tho? If it's the same as Explosive Runes we could assume it just takes the HP of the divine shield minion and removes that from the 8?
That's Incredible!