The three cards in the deck I'm most concerned about are Archamage Antonidas, Malygos, and Gruul, so...
First Question:
I assume that secret cards such as Spellbender, Ice Block, Vaporize, and the others count as spells as well as Frost Nova, Flamestrike, and Pyroblast. When using these cards with Archmage Antonidas, does the game generate a Fireball token card and put it into your hand, or do you have to have the fireball card in your deck in order to draw it? Secondly, does the spell power bonus from Malygos apply to all spells even if they don't do any initial damage, like Frost Nova and secret cards, or is it only for damage-dealing spells like Flamestrike, Fireball, and Pyroblast?
Second Question:
When reading the text for Gruul, it says, "At the end of each turn, gain +1/+1." If I'm correct, than that bonus will be applied to Gruul after each turn for both yourself and your opponent. I just want to be sure I'm clear on the wording.
Any help and/or clarification is appreciated. Thanks
You get Fireball regardless of if you have any (left) in your deck.
I don't know about Malygos and Spellpower influencing non-damage cards.
EDIT: Just remembered this: Linky to Blue reply. They were going to get more answers about Spell Power, so keep an eye on that thread, maybe. :D
It seems unlikely to me that Gruul will get 1/1 for your opponents turn, just yours. If he got 1/1 for both then he would very quickly spin out of control. I mean your opponent would have to deal 2 damage just to stay even, if he can't take Gruul out that turn. You'd pretty much have a card on the table that could only be taken out by specialized cards like Big Game Hunter or Corruption if that were the case. (And it's allready looking like that even with 1/1 only at the end of your turn.)
It could be though that Gruul gains after every turn, though. We'll have to get final confirmation from the team/beta.
The only thing that leads me to believe that Gruul earns +1/+1 after each player's turn is not only the wording on the card, but if you look on many other cards like Nat Pagle, it says "At the end of your turn..." If this card works as I hope, than +1/+1 after each player's turn would be incredible.
The only thing that leads me to believe that Gruul earns +1/+1 after each player's turn is not only the wording on the card, but if you look on many other cards like Nat Pagle, it says "At the end of your turn..." If this card works as I hope, than +1/+1 after each player's turn would be incredible.
Mhmm, and it's a legendary card, which is making me start to lean towards it indeed being after each and every turn, friend or foe. Otherwise it'd be a bit underwhelming even, maybe, for a Legendary card.
If it's true then this is suddenly a card I'd love to have in my deck. There's something cruely fun in putting out a minion that just completely spins out of control if you don't handle it a.s.a.p.
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It seems unlikely to me that Gruul will get 1/1 for your opponents turn, just yours. If he got 1/1 for both then he would very quickly spin out of control. I mean your opponent would have to deal 2 damage just to stay even, if he can't take Gruul out that turn. You'd pretty much have a card on the table that could only be taken out by specialized cards like Big Game Hunter or Corruption if that were the case. (And it's allready looking like that even with 1/1 only at the end of your turn.)
It could be though that Gruul gains after every turn, though. We'll have to get final confirmation from the team/beta.
I'm pretty sure it's after each turn. Look at the wording on Questing Adventurer for example. He can just as easily go out of control and he's not even a Legendary.
It seems unlikely to me that Gruul will get 1/1 for your opponents turn, just yours. If he got 1/1 for both then he would very quickly spin out of control. I mean your opponent would have to deal 2 damage just to stay even, if he can't take Gruul out that turn. You'd pretty much have a card on the table that could only be taken out by specialized cards like Big Game Hunter or Corruption if that were the case. (And it's allready looking like that even with 1/1 only at the end of your turn.)
It could be though that Gruul gains after every turn, though. We'll have to get final confirmation from the team/beta.
I'm pretty sure it's after each turn. Look at the wording on Questing Adventurer for example. He can just as easily go out of control and he's not even a Legendary.
Yes, pretty much. Gruul is 7/7 to start though so he's not a minion you take out all that quickly to start with.
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Yea, with gaining +1/+1 after EACH turn, Gruul could start to get out of control, especially if he is protected with some nice secret cards like Spellbender and Counterspell. Even add to that any freezing effects so your opponent's monsters can't attack next turn, it's a free +1/+1 while all your active minions take no damage. With that blue post, Gruul is starting to sound better and better. :D
Yea, with gaining +1/+1 after EACH turn, Gruul could start to get out of control, especially if he is protected with some nice secret cards like Spellbender and Counterspell. Even add to that any freezing effects so your opponent's monsters can't attack next turn, it's a free +1/+1 while all your active minions take no damage. With that blue post, Gruul is starting to sound better and better. :D
If only the rogue had some sort of heal spell to help them transition into the lategame better, Conceal Gruul would be amazing.
How AWESOME was it to see Gruul in action in the latest Fireside duel? Loved it, was just anticipating it being played all match long. :D
Looks like unconcealed Gruul is pretty good too in a rogue deck. Increasing the card with Cold Blood and setting it loose would have won the game in most cases I feel.
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Very powerful indeed if it was a paladin it could have shielded it which would be amazing. Though against a priest deck like mine he can easly be mindcontroled, copied, stolen as a card, silenced or destroyed via Big Game Hunter.
I plan on playing as a mage hero class. With that in mind, the current deck I've made has quite a few spells in it...
First Question:
I assume that secret cards such as Spellbender, Ice Block, Vaporize, and the others count as spells as well as Frost Nova, Flamestrike, and Pyroblast. When using these cards with Archmage Antonidas, does the game generate a Fireball token card and put it into your hand, or do you have to have the fireball card in your deck in order to draw it? Secondly, does the spell power bonus from Malygos apply to all spells even if they don't do any initial damage, like Frost Nova and secret cards, or is it only for damage-dealing spells like Flamestrike, Fireball, and Pyroblast?
Second Question:
When reading the text for Gruul, it says, "At the end of each turn, gain +1/+1." If I'm correct, than that bonus will be applied to Gruul after each turn for both yourself and your opponent. I just want to be sure I'm clear on the wording.
Any help and/or clarification is appreciated. Thanks
You get Fireball regardless of if you have any (left) in your deck.
I don't know about Malygos and Spellpower influencing non-damage cards.
EDIT: Just remembered this: Linky to Blue reply. They were going to get more answers about Spell Power, so keep an eye on that thread, maybe. :D
It seems unlikely to me that Gruul will get 1/1 for your opponents turn, just yours. If he got 1/1 for both then he would very quickly spin out of control. I mean your opponent would have to deal 2 damage just to stay even, if he can't take Gruul out that turn. You'd pretty much have a card on the table that could only be taken out by specialized cards like Big Game Hunter or Corruption if that were the case. (And it's allready looking like that even with 1/1 only at the end of your turn.)
It could be though that Gruul gains after every turn, though. We'll have to get final confirmation from the team/beta.
If you see a bad post on the forum use the report function under it, so I or someone else of the moderation team can take care of it!
The only thing that leads me to believe that Gruul earns +1/+1 after each player's turn is not only the wording on the card, but if you look on many other cards like Nat Pagle, it says "At the end of your turn..." If this card works as I hope, than +1/+1 after each player's turn would be incredible.
Mhmm, and it's a legendary card, which is making me start to lean towards it indeed being after each and every turn, friend or foe. Otherwise it'd be a bit underwhelming even, maybe, for a Legendary card.
If it's true then this is suddenly a card I'd love to have in my deck. There's something cruely fun in putting out a minion that just completely spins out of control if you don't handle it a.s.a.p.
If you see a bad post on the forum use the report function under it, so I or someone else of the moderation team can take care of it!
I'm pretty sure it's after each turn. Look at the wording on Questing Adventurer for example. He can just as easily go out of control and he's not even a Legendary.
Yes, pretty much. Gruul is 7/7 to start though so he's not a minion you take out all that quickly to start with.
If you see a bad post on the forum use the report function under it, so I or someone else of the moderation team can take care of it!
Well that answers that question: http://us.battle.net/hearthstone/en/forum/topic/8769367053?page=12#239
So he is just *that* freaking amazing. I'd love to have this guy in a deck now, he could completely rampage.
If you see a bad post on the forum use the report function under it, so I or someone else of the moderation team can take care of it!
Yea, with gaining +1/+1 after EACH turn, Gruul could start to get out of control, especially if he is protected with some nice secret cards like Spellbender and Counterspell. Even add to that any freezing effects so your opponent's monsters can't attack next turn, it's a free +1/+1 while all your active minions take no damage. With that blue post, Gruul is starting to sound better and better. :D
If only the rogue had some sort of heal spell to help them transition into the lategame better, Conceal Gruul would be amazing.
How AWESOME was it to see Gruul in action in the latest Fireside duel? Loved it, was just anticipating it being played all match long. :D
Looks like unconcealed Gruul is pretty good too in a rogue deck. Increasing the card with Cold Blood and setting it loose would have won the game in most cases I feel.
If you see a bad post on the forum use the report function under it, so I or someone else of the moderation team can take care of it!
Very powerful indeed if it was a paladin it could have shielded it which would be amazing. Though against a priest deck like mine he can easly be mindcontroled, copied, stolen as a card, silenced or destroyed via Big Game Hunter.
Let me change your mind
And about your deck op with that many secrets, especially Ice Block, Ethereal Arcanist is very powerful. You should consider at least 1 in your deck.
Let me change your mind
As for Ethereal Arcanist, I'd probably remove one Ice Block and switch in an Arcanist. As for a second Arcanist, would you suggest removing the Big Game Hunter or Counterspell?
Or if you disagree with the above, which card(s) would you suggest I remove and replace for the Arcanist(s)?
yes 1 Ice Block for 1 Ethereal Arcanist is great. I think you should 1 Priestess of Elune for a second Ethereal Arcanist as the priestess has no synergies with anything and if you play your cards right you might not need to heal
Let me change your mind