Thanks for explaining the downvotes. I didn't know that Charge also gives plus two attack. That's pretty nice. I don't get why people dismiss Wild combos as useless just because they primarily play Standard. Wild offers the most deck building flexibility for long term players that don't invest a lot of time or money into the game, particularly F2P like myself. Also, some players don't just play decks just because they are competitive. Some players find trying unique combos to be fun, even if they are a 10 mana combo only practical 1/5 times or lose the game anyways.
Interesting card If keyword buffs like charge are kept, this is potentially deal 12 face damage each turn for 10 turns. Even more with stat buffs. Opponent won't be able to stop it unless they have weapon removal, taunts, a secret, immunity, hero freeze, stealth, etc.
Edit: Why the down votes? Am I missing something?
Ah, I see. Would be 18 damage (thx Beatsz). Forgot that Charge gives plus 2 attack
I made a version of this in wild and it's actually quite strong so far in diamond. I included the dragonbane minion. Games have never lasted long enough to play Kaz though.
Hmm, makes sense I guess. I'd originally thought that "the minions" only referred to the minions impacted by the Battlecry. So that you would gain the attack of all minions from the battlecry that fit the qualification of Honorable kill. But then the honorable kill wouldn't apply to other minions and it would be super confusing.
0
Mindrender Illucia gets little bit of her steal power back
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Could lead to interesting situations with Keymaster Alabaster. Opponent may not want to play whatever cards are drawn out of fear of this card
2
Dead Cells
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Thanks for explaining the downvotes. I didn't know that Charge also gives plus two attack. That's pretty nice. I don't get why people dismiss Wild combos as useless just because they primarily play Standard. Wild offers the most deck building flexibility for long term players that don't invest a lot of time or money into the game, particularly F2P like myself. Also, some players don't just play decks just because they are competitive. Some players find trying unique combos to be fun, even if they are a 10 mana combo only practical 1/5 times or lose the game anyways.
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The video clearly shows the minion can attack twice in the same turn (2x4+4=12)
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I don't think you would need an otk if you can deal 12 damage per turn and have the minion be protected inside your weapon
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Interesting card If keyword buffs like charge are kept, this is potentially deal 12 face damage each turn for 10 turns. Even more with stat buffs. Opponent won't be able to stop it unless they have weapon removal, taunts, a secret, immunity, hero freeze, stealth, etc.
Edit: Why the down votes? Am I missing something?
Ah, I see. Would be 18 damage (thx Beatsz). Forgot that Charge gives plus 2 attack
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I made a version of this in wild and it's actually quite strong so far in diamond. I included the dragonbane minion. Games have never lasted long enough to play Kaz though.
6
The point of this article isn't to provide solutions to the current meta
5
Astral Communion also could be fun with the new Druid hero
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Educated Ellek
3
Very nice to have in the N'zoth pool
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So if this cast a Time Warp, I'm assuming the opponent would get a turn before your extra turn?
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This brawl is a lot of fun, but mage is pretty much unstoppable against other classes if you play it right, unless you get really bad RNG.
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Hmm, makes sense I guess. I'd originally thought that "the minions" only referred to the minions impacted by the Battlecry. So that you would gain the attack of all minions from the battlecry that fit the qualification of Honorable kill. But then the honorable kill wouldn't apply to other minions and it would be super confusing.