• 1

    posted a message on Still Run 2 Execute?

    Both Execute and Charge will still be good, just in their own decks.  I doubt there will ever be a good Warrior deck that runs 2 of both.

    Posted in: Warrior
  • 1

    posted a message on Just played Arcane Giant, think it's great

    Dr. 7, Dr. 6, Call of the 8, and now this

    "Professor X"

    Posted in: Card Discussion
  • 1

    posted a message on Charge, the mechanic, should be nerfed.

    To reiterate what I've said before in another "Nerf Charge" thread:

    Charge is not a problem.  There's a combo that can be abused, and a deck for it, but that deck isn't busted.  What is busted is that Charge is a volatile mechanic to GIVE to another card.  The Charge spell should do a lot more than just give a minion a measly +2/+0 and Charge and along with that it should also cost a lot more than what it does as well.

    How would people like it in competitive play if Ragnaros cost 5 mana, was a 2/2 and still kept its effect?  What about Madder Bomber being a 2/1 for 2 mana that still kept its effect?  That's the kind of volatility I'm relating to Charge here.  It's not a problem with cards right now, but the ability to grant Charge is hurting design space because of how cheap it is.  That's why Blizzard destroyed Warsong Commander, I guarantee you all.

    Posted in: General Discussion
  • 2

    posted a message on New Warrior Card - Protect the King!

    Leeroy Jenkins

    'Wait...did he just go in?'

    'Stick to the plan!'

    Protect the King

    Bolster

    Posted in: Card Discussion
  • 2

    posted a message on Certain classic Priests cards have a lot of synergy.

    About a dozen or so classic Priest cards seem to have incredible synergy.  I'm not saying they're new nor am I guaranteeing that they'll go well together in a deck of 30 cards, but if anyone is going to find the "Ben Brode deck" at this point then this might be worth considering.

    Northshire Cleric: But of course!

    Power Word: Shield: Makes creatures stickier; card draw.  Another no-brainer card for any Priest deck.

    Lightwell: This is where this starts to get bizarre.  Think of this as, at worst, a preemptive 2-drop Flash Heal on yourself (or I suppose potential fodder for Stampeding Kodo or Book Wyrm), and otherwise a powerful piece of these cards' synergies.  It's the stickiest non-Deathrattle minion in the game, and it can stay that way for many turns early on thanks to its ability.  Lightwell also can help other fat minions stick around longer as well, not to mention Anduin himself.

    Temple Enforcer: Why buff weaker creatures to have 6+ Health?

    Inner Fire is why. This card carries the synergy of these Priest cards on its back - not for face damage value, but for trading and then healing.  Lightwell can be a 5/5 attacking by turn 3 that you can heal for 2 with your Hero Power, or it can be a 7/7 with Power Word: Shield.  The buff from Temple Enforcer will make trades with Inner Fire even more ludicrous.  Never only think of Inner Fire as a combo card; think of it as a potentially stronger Cold Blood that is to be paired with your various healing cards.

    Lightspawn isn't particularly important but it's still got a 5 body and has a lot of value with Temple Enforcer and PW:S.  It has no use whatsoever for Inner Fire (unless it gets silenced) but not every card in needs to, just enough of them.

    Other high health, fairly low cost minions: They can survive Excavated Evils and Abominations as well as a good portion of your opponent's single-target removal and AoE.  They can also trade into something otherwise bigger with an Inner FireStormwind Knight for example may not have great stats but it has Charge for dealing with weaker minions and has high enough HP for consideration for your Hero Power as well as Inner Fire later on.  Other beefier 3~4-drops like Tournament Medic and Mogu'shan Warden can become extremely big beatsticks with Inner Fire and otherwise just hilariously sticky with PW:S and Temple Enforcer.

     

    This all might sound basic, and that's because it certainly is basic.  Most of these cards came from the Classic set and more than half haven't seen much play at all in any format or rank since the first few seasons.  It's not perplexing as to why - some of these cards aren't always safe and have counters, not to mention they don't typically involve a slew of immediate aggression.  But that's because of Hearthstone; classes lack things, and cards have weaknesses.  Thanks for reading.

     Edit: Also keep in mind that Inner Fire can wreck your opponent'sMagma Rager Kappa

     

    Posted in: Priest
  • 1

    posted a message on What doom should have done.

    Plot twist: it is also changed to a legendary.  The first legendary spell in the game!

    Posted in: Card Discussion
  • 5

    posted a message on Ideas to Fix Priest

    Hear me out:

    Hero power heals for 3.

    Before you look for the downvote button and realise there isn't one, consider this:  The first Shadowform would still only deal 2 damage per ping, Justicar would still buff it to 4 healing, and Auchenai Soulpriest should probably cost 1 more and have 1 more health or something. 

    Edit: Cool, some other people like this idea too.  What would this buff do to Priest in Wild?  Would Priest then be the strongest class in Wild?  If so by how much?  Should there ever be any changes made to cards like Lightbomb?

    Posted in: Standard Format
  • 2

    posted a message on Imp Master

    I really like this alongside Armorsmith and Battle Rage.

    Posted in: Imp Master
  • -8

    posted a message on Bloodhoof Brave

    "Let me change your mind!"

    Posted in: Bloodhoof Brave
  • 8

    posted a message on Huge Toad

    Oh, that's a LEG!
    I always thought it was a crinkled cigar!

    Posted in: Huge Toad
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