I'm gonna.... put these papers here
109
I'm gonna.... put these papers here
64
Downvoted cuz it's jade shit.
11
Someone is gonna use this on their own guy and silence it to unfreeze it aren't they?
9
Everyone knows hero powers aren't that good but there was no need to call them disabled.
-5
This should be a 3/5 instead of a 5/3, so it can actually stay on board to make some impact. A 5/3 just gets traded off by a 2 or 3 drop ....
-3
bad card
4
Wow! It's like Cult Master, except it costs 2 extra mana for +1/+1 (which means it's much too slow for aggro), and instead of giving you more cards (read; the reason you might consider playing Cult Master at all), it just gives you 2/2s, which are pretty useless (not to mention easy to clear) by turn 6. So it's pretty much Cult Master, but worse in almost every way.
6
Removing a leader doesn't create an anarchist utopia. It simply creates a new leader.
Removing charge would effectively kill most of the aggro and combo decks as they would face the 'priest' styled problem of not being able to close out the game or apply enough pressure to threaten lethal well.
So would that bring balance? Nope. Instead the new king would be decks that normally are held back by aggro: slow rolling but unstoppable late game decks. Think Exodia mage and Jade Druid. What's more, they'd be able to get even more powerful since they wouldn't have to put in anti-aggro cards and, instead, put in cards to help support their later game and crush midrange decks.
Card games have a natural rock/paper/scissors feel to them. Aggro is meant to be a check against hyper greedy control decks. Remove rock and every game turns into a scissors match.
Charge is a VERY dangerous mechanic and was far overused back in the day. But completely eliminating it is just as dangerous.
15
For anyone who thinks this is better than Firelands Portal, you clearly aren't pro enough to summon Earth Elemental every time.
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1
Confirmed to be hand. You need to actually have cards that synergise with it.
2
In the current meta, few decks consistently develop on turn 2 and there's an incredible amount of removal. You get to deny removal and get a bunch of tempo back for the price of 1 turn where you're not doing much anyway. On the coin, this will put you at an insane advantage in any tempo matchup. I don't see how anyone can proclaim this Arena filler.
0
Yes, Neutral Totem Golem without Overload and with additional upside would be pretty damn good.
0
Easily the strongest one out of the class highlander cards. One sided board clear with a decent body is obscenely powerful in a midrange deck as you can use whatever trades necessary to get the board to 10 health and send the rest upstairs. Can singlehandedly turn a losing game into a winning one.
5
I think Tempo Mage is just about the last deck where this card will see play. It will be in every slow deck with a ton of draw, such as Druids with UI.
1
BS part is relevant here. I mean that the RNG factor outweighs the skill factor, which is not the case in regular Arena.
-3
No, it's not. You can be very consistent if you're decent. Something like dual-class Arena is super high-rolly. If you want to do that shit, that's fine, but let those who don't enjoy regular Arena. There is already TB for randomness.
-8
It would be nice if they added a separate button this time, so Arena players aren't forced to deal with super random BS and can just play the regular mode instead.
1
The game just isn't balanced around a Wild mode. Just about everything can happen. Skills like hand reading, matchup knowledge, playing around cards are very minimally useful in the mode. It's also not very competitive. Ranking up in Wild is ridiculously easy, because of the mode is full of low skill players and meme decks. Winning feels a lot less satisfying if you're opponent is bad or not really trying.
Furthermore, all of the stuff you used to hate is still there. Forever, if it's brokenly strong. Tired of ridiculously unbalanced shit like Mad Scientist and Piloted Shredder? Well, poor luck for you.
It's an easy mistake to make that more cards means a more enjoyable game. It's Hearthstone 'Cancer's Greatest Hits'.
1
Play 1x silence, 1x circle of healing, 1x shadow visions. Otherwise I would build it like a Kazakus control Priest with this combo as a win condition for the matchups where you need it (mostly other Priests and Paladins). Make sure to pack some hard removal, because you won't be able to use Shadow Word: Death. You could consider something like Pint-sized Potion and Cabal Shadow Priest.