Honestly quite difficult to gauge how strong Hamuul is but with almost all good armor cards having long-since rotated out (soon to be followed by Ferocious Howl) this card is a safe design. Even without any armor gain cards at all, this makes your Hero Power a better Armor Up, which might just be good enough to be included in a Highlander Druid.
I like the Neutral higherlander card as well. I think Mage would have a field day with this, but this would also enable other heavily control-oriented Highlander decks to function, like Shaman.
Don't forget to give feedback. I have seen only a little bit of feedback given. There *is* actually a rule that states:
As a rule of thumb, please don't pop in here just to advertise your entry only to never be heard from again. This includes only asking short, generic questions like "Thoughts?" or "Do you think this is interesting?". Yes, getting feedback on your entry is one of the purposes of this topic, but we're not just here for other people to help you. We're here for you all to help each other.
This is a little polarizing but given that you're forced to play a highlander deck the shenanigans this does is blunted. Does seem really strong though, as this is a massive swing turn that doesn't need any set-up unlike Shudderwork or Tess.
Very strong since it is almost like a reverse-Dr. Boom. Dr. Boom turns all Mechs into trades, but this card will turn all of your minions into anti-trades.
You say "rest of the game", so does that mean all Elementals automatically gain Echo as they enter your hand? If so, you don't need to specify elementals in your hand. Effect is interesting, and can enable some crazy combos, Fire Plume Harbinger being the main culprit for degenerate plays.
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Honestly quite difficult to gauge how strong Hamuul is but with almost all good armor cards having long-since rotated out (soon to be followed by Ferocious Howl) this card is a safe design. Even without any armor gain cards at all, this makes your Hero Power a better Armor Up, which might just be good enough to be included in a Highlander Druid.
I like the Neutral higherlander card as well. I think Mage would have a field day with this, but this would also enable other heavily control-oriented Highlander decks to function, like Shaman.
Don't forget to give feedback. I have seen only a little bit of feedback given. There *is* actually a rule that states:
I feel like this is an unnecessarily complicated card, that does a whole lot of stuff but is very slow for a turn 10 play.
I like this, good effects.
This is a little polarizing but given that you're forced to play a highlander deck the shenanigans this does is blunted. Does seem really strong though, as this is a massive swing turn that doesn't need any set-up unlike Shudderwork or Tess.
Maybe a "Hall of Fame card from the Classic set"?
Wording doesn't work on Earth and Fire, they need to be like the Wind one. "Have Immune until your next turn" for example.
Very strong since it is almost like a reverse-Dr. Boom. Dr. Boom turns all Mechs into trades, but this card will turn all of your minions into anti-trades.
This is an extremely disruptive effect that sees no counterplay. I'm not sure I like this all that much, I'm afraid.
You say "rest of the game", so does that mean all Elementals automatically gain Echo as they enter your hand? If so, you don't need to specify elementals in your hand. Effect is interesting, and can enable some crazy combos, Fire Plume Harbinger being the main culprit for degenerate plays.