Cool! Seems balanced while at the same time furthering the snowball nature of murloc decks.
Very weak when behind, probably not super useful when ahead because you'll probably have an easy time trading anyway. My guess is that it wouldn't see play if it were a card. Maybe 3 cost would make more sense. Immunity is not that useful on a 2/2 body, especially conditional immunity.
EDIT: If it's immune all the time rather than only on your turn if the condition is met, then it's better than my inital impression. It survives aoe, for one. It forces the opponent to trade into other murlocs before this one as well. It can constantly make favourable trades, hence keeping you ahead. Still, I think 3 cost might still be balanced. 4 is really slow for a murloc deck.
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
Cool! Seems balanced while at the same time furthering the snowball nature of murloc decks.
Very weak when behind, probably not super useful when ahead because you'll probably have an easy time trading anyway. My guess is that it wouldn't see play if it were a card. Maybe 3 cost would make more sense. Immunity is not that useful on a 2/2 body, especially conditional immunity.
EDIT: If it's immune all the time rather than only on your turn if the condition is met, then it's better than my inital impression. It survives aoe, for one. It forces the opponent to trade into other murlocs before this one as well. It can constantly make favourable trades, hence keeping you ahead. Still, I think 3 cost might still be balanced. 4 is really slow for a murloc deck.
The idea here is to make it very good when summoned by other effects/card (thanks to Rush AND Immune) but avoid exploiting. Since it's Immune all the time it's basically a better Divine Shield against AOE as you said.
I think 3 mana 2/2 it's too strong, maybe a 4 mana 3/2?
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Damn, would it be too OP if you did have 4 of them on board. Literally nothing kills them except complete resets like Twisting Nether.
Chances are slim, I know, but I also know what Quest Rogue is capable of, in combination with Sonya Shadowdancer. Having these turn into indestructible 4/4's is quite painful.
Easy fix would be too insert the word other/other different Murlocs.
I see your point, but "other/other different Murlocs" would actually ruin the flavour of the card I think. I don't think this being OP in Quest Rogue is a big deal. The only scenario is having 4 of these on the board, and then one could:
well if you manage to summon 4 of them with Carnivorous Cube etc. with Druid (or other buff classes), and buff them with cards like Branching Paths, this card is a win condition by itself. Only counters are resets like Deathwing , Twisting Nether , DOOM!. This brings new salt to the game. better nerf it to a reasonable state
Quote from xNanoks>> Three of these cards are Wild...
I think a 4-mana card that provides a win-condition is almost always OP, especially one that has more synergies than answers. Not to mention they have Rush, making a combo with Sonya ridiculous.
I agree. After thinking about a Carnivorous Cube plus double Play Dead combo, I think 1) it should cost 5 Mana 2) Could be a Legendary. This forces me to balance it's stats again, and make it more control oriented - the higher health should also help fixing the "die early and profit with Sonya Shadowdancer issue
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MRGRLGRLGRRGL!
English isn't my first language, so please excuse any mistakes.
Add Windfury to this Boi and he will get a nerf
Leper Gnome
Cool! Seems balanced while at the same time furthering the snowball nature of murloc decks.
Very weak when behind, probably not super useful when ahead because you'll probably have an easy time trading anyway. My guess is that it wouldn't see play if it were a card. Maybe 3 cost would make more sense. Immunity is not that useful on a 2/2 body, especially conditional immunity.
EDIT: If it's immune all the time rather than only on your turn if the condition is met, then it's better than my inital impression. It survives aoe, for one. It forces the opponent to trade into other murlocs before this one as well. It can constantly make favourable trades, hence keeping you ahead. Still, I think 3 cost might still be balanced. 4 is really slow for a murloc deck.
Lol Simulacrum + Simulacrum + Molten reflection XD
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
Thaurisan or Glinda shenanigans for A FULL BOARD OF UNKILLABLE 2/2s? MRGLMRGLMRGLMRGLMRGL
Always! If you can hide you other Murlocs behind a taunt he could survive a turn or two :O
English isn't my first language, so please excuse any mistakes.
MRLRGLRLGRLG INDEED MY FRIEND! :D
Being it 4 Mana it would require Glinda Crowskin, Emperor Thaurissan AND Summoning Portal to have proper impact I guess :)
English isn't my first language, so please excuse any mistakes.
The idea here is to make it very good when summoned by other effects/card (thanks to Rush AND Immune) but avoid exploiting. Since it's Immune all the time it's basically a better Divine Shield against AOE as you said.
I think 3 mana 2/2 it's too strong, maybe a 4 mana 3/2?
English isn't my first language, so please excuse any mistakes.
I, FOR ONE, MRGLRGRGLLRLGL IT!
English isn't my first language, so please excuse any mistakes.
I see your point, but "other/other different Murlocs" would actually ruin the flavour of the card I think. I don't think this being OP in Quest Rogue is a big deal. The only scenario is having 4 of these on the board, and then one could:
Brawl, Twisting Nether, Tinkmaster Overspark, Deadly Shot, Devolve, Sylvanas Windrunner, Deathwing, DOOM!, Vaporize, Mass Dispel ....
English isn't my first language, so please excuse any mistakes.
well if you manage to summon 4 of them with Carnivorous Cube etc. with Druid (or other buff classes), and buff them with cards like Branching Paths, this card is a win condition by itself. Only counters are resets like Deathwing , Twisting Nether , DOOM!. This brings new salt to the game. better nerf it to a reasonable state
Why hide him behind taunts? You give him taunt (-> Sunfury Protector) and you're immune to decks that don't run AoE.
Immune minions can't get Taunt, like if they were permanently Stealthed
English isn't my first language, so please excuse any mistakes.
I agree. After thinking about a Carnivorous Cube plus double Play Dead combo, I think 1) it should cost 5 Mana 2) Could be a Legendary. This forces me to balance it's stats again, and make it more control oriented - the higher health should also help fixing the "die early and profit with Sonya Shadowdancer issue
English isn't my first language, so please excuse any mistakes.
This is true:
https://hearthstone.gamepedia.com/Immune
"As with Stealth, Taunt minions that are Immune have their Taunt ability temporarily suppressed, and can thus be bypassed."
Interesting, didn't know that.
Well, not looking so OP then :)
WIP
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if this was printed with a neutral common sap it wouldn't be too bad, you could also class lock it.
playing wild
~nomad
I thought you were talking about Messi.