Yea i was really excited when i thought about the combination. If it worked, the only way to remove a minion like that would be to have some sort of aoe.
So earlier I was playing my druid. Laid down a Jungle Panther followed by a defender of argus, resulting in a 5/3 stealthed + taunt jungle panther. I end my turn and the opponent does his thing, but somehow manages to send his creatures past my jungle panther without killing it. Can someone please explain to me how this happened? Is there some post or something that I missed that explains how creatures can circumvent a stealthed + taunt creature?
Well, with your first-hand experience, would you still suggest trying to include him in a mage deck, or would you suggest another minion and/or ability/secret? I was thinking of trying to incorporate Blizzard or Faceless Manipulator into my deck.
So I checked the forums and didn't see any posts about this, so I thought I'd share my thoughts just in case. The other day, I thought of an awesome combo to use for Ethereal Arcanist which can be executed as early as turn 4. If you manage to draw an Ice Block and Ethereal Arcanist card, you can play Ice Block on turn 3. Then on turn 4, you can play the Ethereal Arcanist thus allowing him to gain +2/+2 after your turn's end. Seeing as how early this "combo" can be executed, your hero should still have plenty of health, thus not triggering Ice Block for a very long time, and allowing your Ethereal Arcanist to get stronger and stronger until it's eventually killed off.
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
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.
So this is my first attempt at assembling a mage deck. I've thrown in some low cost minions to help defend and get through the early stages of the game until I start drawing more cards and acquiring more mana crystals. I've also tried to incorporate plenty of secrets and spells that protect both my minions and my hero for any needed defense. My goal is once I reach the mid-game (about 5 or 6 mana crystals) I'll start summoning some higher cost creatures, one of which also heals my hero for 4 health which I though could come in quite handy. Once it starts to reach the end-game (10 mana crystals), and with Malygos and Antonidas in play, I'll start being able to rain down fire with Fireballs, Pyroblasts, and Flamestrikes, all dealing increased damage as long as Malygos is alive.
Some spells and creatures that I've thought about trying to incorporate are Blizzard, Arcane Explosion, and Ethereal Arcanist. As with any spells, they'll be much stronger when combined with Malygos' spell power bonus. Ethereal Arcanist seems like it could be a pretty powerful card, especially when you have a bunch of secret cards in play. If anyone has any suggestions about which card(s) to remove and which to add, that would be greatly appreciated. Thanks
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
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Yea i was really excited when i thought about the combination. If it worked, the only way to remove a minion like that would be to have some sort of aoe.
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So earlier I was playing my druid. Laid down a Jungle Panther followed by a defender of argus, resulting in a 5/3 stealthed + taunt jungle panther. I end my turn and the opponent does his thing, but somehow manages to send his creatures past my jungle panther without killing it. Can someone please explain to me how this happened? Is there some post or something that I missed that explains how creatures can circumvent a stealthed + taunt creature?
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Well, with your first-hand experience, would you still suggest trying to include him in a mage deck, or would you suggest another minion and/or ability/secret? I was thinking of trying to incorporate Blizzard or Faceless Manipulator into my deck.
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So I checked the forums and didn't see any posts about this, so I thought I'd share my thoughts just in case. The other day, I thought of an awesome combo to use for Ethereal Arcanist which can be executed as early as turn 4. If you manage to draw an Ice Block and Ethereal Arcanist card, you can play Ice Block on turn 3. Then on turn 4, you can play the Ethereal Arcanist thus allowing him to gain +2/+2 after your turn's end. Seeing as how early this "combo" can be executed, your hero should still have plenty of health, thus not triggering Ice Block for a very long time, and allowing your Ethereal Arcanist to get stronger and stronger until it's eventually killed off.
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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)?
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Awesome addition to the site! So looking forward to beta and release! Thanks a lot!
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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
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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.
0
So this is my first attempt at assembling a mage deck. I've thrown in some low cost minions to help defend and get through the early stages of the game until I start drawing more cards and acquiring more mana crystals. I've also tried to incorporate plenty of secrets and spells that protect both my minions and my hero for any needed defense. My goal is once I reach the mid-game (about 5 or 6 mana crystals) I'll start summoning some higher cost creatures, one of which also heals my hero for 4 health which I though could come in quite handy. Once it starts to reach the end-game (10 mana crystals), and with Malygos and Antonidas in play, I'll start being able to rain down fire with Fireballs, Pyroblasts, and Flamestrikes, all dealing increased damage as long as Malygos is alive.
Some spells and creatures that I've thought about trying to incorporate are Blizzard, Arcane Explosion, and Ethereal Arcanist. As with any spells, they'll be much stronger when combined with Malygos' spell power bonus. Ethereal Arcanist seems like it could be a pretty powerful card, especially when you have a bunch of secret cards in play. If anyone has any suggestions about which card(s) to remove and which to add, that would be greatly appreciated. Thanks
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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