• 2

    posted a message on Thoughtsteal

    You aren't really stealing. Shouldn't this card be called Thoughtcopy?

    Posted in: Thoughtsteal
  • 2

    posted a message on Spellbender

    Who got to keep the duplicate Spellbender?

    Posted in: Spellbender
  • 1

    posted a message on Shudderwock

    What bothers me the most about playing against Shudderwock decks is that every single one is exactly the same. There is zero variation from one deck to the next. It is very tiresome to see the exact same deck over and over again. It was the same problem with pirate warrior, every single card in the deck is exactly the same as the next.

    Posted in: Shudderwock
  • 2

    posted a message on Spirit Bomb

    The golden version looks more like a Spirit Teakettle.

    Posted in: Spirit Bomb
  • 3

    posted a message on Dr. Morrigan
    Quote from Dr_Serious >>

    Any minion placed onto the field will still trigger Knife Juggler but not cards like Holomancer im not sure if this is intentional, but it is interesting.

     

     It is intentional. Knife Jugglertriggers whenever a minion is summoned, whether is by playing it, a deathrattle, a spell... etc. Holomancer only triggers when your opponent plays a minion from there hand. It's a small difference in wording, but a big difference in the mechanics.

    Posted in: Dr. Morrigan
  • 1

    posted a message on Crystology

    You draw them to your hand, they aren't summoned.

    Posted in: Crystology
  • 2

    posted a message on Flobbidinous Floop

    This is my favorite card just because I like saying it out loud.

    Posted in: Flobbidinous Floop
  • 8

    posted a message on Harbinger Celestia

    The strength in this card isn't going to be getting a copy of a monster minion your opponent played, the strength lies in utterly jacking up your opponent's curve, especially in the late game. They won't want to play a valuable minion and give you a copy, so it forces them to use resources to remove this guy, use resources on playing a low value minion, if they even have one in hand, or deal with an over-statted minion on turn 4. I see this as more of a stalling/disruption mechanic than a stealing mechanic.

    The designers are all about creating scenarios that lead to interesting choices. Not only will you have to make some interesting choices about when/how to play this, but it forces your opponent to make some interesting ones to react to it as well. I'm not saying it is strong, weak, will see play or won't, I am saying it is an interesting design.

     

    Posted in: Harbinger Celestia
  • 1

    posted a message on Pogo-Hopper

    You could even run the Quest alongside it, simply because eeventually you'll complete it (although it's probably not necessary)

     

     But why? As soon as you play Crystal Core, you've just nerfed all of your massive Pogo-Hoppers to 4/4's. By the time you activate the quest, they would all be much larger than that.

    Posted in: Pogo-Hopper
  • 11

    posted a message on Extra Arms

    Two arms, men!
    What???
    TWO ARMS!

    Posted in: Extra Arms
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