Warrior can play a little greedier because they have A LOT of really strong control tools, and a card like this is SO sticky. It eats MULTIPLE destruction effects. Or conversely, it forces out a Plague of Death, or a transform effect, and if it's in a deck with other big persistent effects that's really good. I don't think you put this in just anything, but it's definitely a card worth looking at for any slower warrior deck.
I think it MIGHT be a rough inclusion with the devolution missiles and plague of murlocs and a lot of effects like that currently in the meta, but it's got some potential in Big or Control Warrior IMO.
Like in most Warrior vs. Druid matchups this just wins you the match pretty much.
For the new card Combustion I wonder how this works in combination with Mo'arg Artificer. Would it become: ... Thoughts?
I forgot about Rolling Fireball. Thinking about that card made me realize it probably doesn't compound after each step so I tested it with the innkeeper and sure enough it only doubles the base damage and then the excess bleeds off. So it will just be:
My opinions about Glide and Stelina. They are not strong at all, even garbage. DHs simply don't need cards like that to beat you up. How would you argue it?
My opinions about Glide and Stelina. They are not strong at all, even garbage. DHs simply don't need cards like that to beat you up. How would you argue it?
Both cards are about limiting your opponents options, which is an underrated feat. Especially Stelina, she is like Loatheb but sometimes even better. In wild Odd DH always played Loatheb and I have lost sometimes against it, because I couldnt play the answer I planned to.
Instructor Fireheart is great combo'd with the forgotten Dwarven Archaeologist for a miracle spell shaman value generator or burn finisher. The package drops nicely into any spell shaman list;
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Scholomance Academy Theorycrafts
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Warrior can play a little greedier because they have A LOT of really strong control tools, and a card like this is SO sticky. It eats MULTIPLE destruction effects. Or conversely, it forces out a Plague of Death, or a transform effect, and if it's in a deck with other big persistent effects that's really good. I don't think you put this in just anything, but it's definitely a card worth looking at for any slower warrior deck.
I think it MIGHT be a rough inclusion with the devolution missiles and plague of murlocs and a lot of effects like that currently in the meta, but it's got some potential in Big or Control Warrior IMO.
Like in most Warrior vs. Druid matchups this just wins you the match pretty much.
transfer student is very powerful in two mana but since it doesn't have duplicates like zephyr it can be used in most decks
For the new card Combustion I wonder how this works in combination with Mo'arg Artificer. Would it become:
Vanilla:
1 Health = Potential 7 damage.
2 Health = Potential 6 damage.
3 Health = Potential 5 damage.
4 Health = 4 damage.
One Mo'arg Artificer:
1 Health = 8 damage to target becomes 7 excess to sides turning into 14 each for potential 29 damage.
2 Health = 8 damage to target becomes 6 excess to sides turning into 12 each for potential 25 damage.
3 Health = 8 damage to target becomes 5 excess to sides turning into 10 each for potential 21 damage.
4 Health = 8 damage.
Two Mo'arg Artificer:
1 Health = 16 damage to target becomes 15 excess to sides turning into 60 each for potential 121 damage.
2 Health = 16 damage to target becomes 14 excess to sides turning into 56 each for potential 114 damage.
3 Health = 16 damage to target becomes 13 excess to sides turning into 52 each for potential 107 damage.
4 Health = 16 damage.
Thoughts?
a strong card and powerful card
I forgot about Rolling Fireball. Thinking about that card made me realize it probably doesn't compound after each step so I tested it with the innkeeper and sure enough it only doubles the base damage and then the excess bleeds off. So it will just be:
One Mo'arg Artificer:
1 Health = 8 damage to target becomes 7 excess to sides turning into 15 potential damage.
2 Health = 8 damage to target becomes 6 excess to sides turning into 14 potential damage.
3 Health = 8 damage to target becomes 5 excess to sides turning into 13 potential damage.
4 Health = 8 damage.
Two Mo'arg Artificer:
1 Health = 16 damage to target becomes 15 excess to sides turning into 31 potential damage.
2 Health = 16 damage to target becomes 14 excess to sides turning into 30 potential damage.
3 Health = 16 damage to target becomes 13 excess to sides turning into 29 potential damage.
4 Health = 16 damage.
Still a pretty good punch so maybe we'll see a Mo'arg Artificer control mage depending on the rest of the set.
Updated with 23 new cards. Feel free to agree or disagree with my review.
My opinions about Glide and Stelina. They are not strong at all, even garbage. DHs simply don't need cards like that to beat you up. How would you argue it?
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/243868-glide-nerf?page=4
Both cards are about limiting your opponents options, which is an underrated feat. Especially Stelina, she is like Loatheb but sometimes even better. In wild Odd DH always played Loatheb and I have lost sometimes against it, because I couldnt play the answer I planned to.
Instructor Fireheart is great combo'd with the forgotten Dwarven Archaeologist for a miracle spell shaman value generator or burn finisher. The package drops nicely into any spell shaman list;
Scholomance Academy Theorycrafts