Turn 3? They can be played on turn 1, at least if Kripp goes first and plays a Stonetusk Boar or the Emerald Reaver. Priest just needs to play Flash Heal (Or coin + hero power) and then can unleash the Happy Ghouls!
I don't disagree - I just don't think it offers any benefit over the current combo. Both are 6 cards, and the current combo offers more damage. I suppose the current combo (2 sorc apprentices, 2 molten, time warp, antonidas) requires you draw 6 cards you only have one of in your deck (That is, you need all your apprentices, all your molten images, etc), while with on apprentice, 2 simulacrums, 2 arcane giants, and time warp lets you draw one of either of your apprentices, so on average, you may be able to play it it a little sooner.
I want to see a video of someone using this + Bomb Squad to kill a freeze mage on their own turn. Would have to rely on the freeze mage's own Doomsayer to kill the Bomb Squad, though.
Or if you have one Sorcerer's Apprentice, 2 0 cost Arcane Giants, and Time Warp, and two Simulacrum (Simulacra?), you could play them all, and have the giants all attack on the free turn...Which, come to think of it...Is also a 6 card combo, so perhaps no easier to pull off, and less powerful once you do, too.
So far, think the median card this expansion isn't as good as last one, but a lot more interesting effects. That having been said, this one looks good and interesting. Look forward to trying it out.
With spell damage, could be fun, but not a whole lot of playable spell damage minions. Without it, think 1 damage just does too little, particularly as against early game aggro, it will probably generally only be healing for 3-5 health (Assuming you use it when you have your own minions out. 3-4 more likely if you don't). And it doesn't kill most aggro minions.
I have yet to get a dinosize with it, but seems like in 1/3rd or so of the games I play secret mage against paladin, my single spellbender manages to get Spikeridged Steed. Not sure I've lost a game yet when that happened.
2
Turn 3? They can be played on turn 1, at least if Kripp goes first and plays a Stonetusk Boar or the Emerald Reaver. Priest just needs to play Flash Heal (Or coin + hero power) and then can unleash the Happy Ghouls!
0
If you have 4x brewmasters and use them on the N'Zoth...
1
I don't disagree - I just don't think it offers any benefit over the current combo. Both are 6 cards, and the current combo offers more damage. I suppose the current combo (2 sorc apprentices, 2 molten, time warp, antonidas) requires you draw 6 cards you only have one of in your deck (That is, you need all your apprentices, all your molten images, etc), while with on apprentice, 2 simulacrums, 2 arcane giants, and time warp lets you draw one of either of your apprentices, so on average, you may be able to play it it a little sooner.
8
Treachery + Doomsayer kills everything on board before they can inflict (potentially lethal) damage on you.
6
Not strictly better - the opponent gets to play minions on an empty board instead of the other way around.
0
I want to see a video of someone using this + Bomb Squad to kill a freeze mage on their own turn. Would have to rely on the freeze mage's own Doomsayer to kill the Bomb Squad, though.
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Or if you have one Sorcerer's Apprentice, 2 0 cost Arcane Giants, and Time Warp, and two Simulacrum (Simulacra?), you could play them all, and have the giants all attack on the free turn...Which, come to think of it...Is also a 6 card combo, so perhaps no easier to pull off, and less powerful once you do, too.
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Cards that reference cards in a deck generally mean cards that have yet to be drawn from the deck, so I assume this is no different.
0
I was just thinking how much the art looks like Fjola Lightbane
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Too bad this isn't a pirate. :)
Edit: Guess patches probably doesn't count as being "played", though. :(
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So far, think the median card this expansion isn't as good as last one, but a lot more interesting effects. That having been said, this one looks good and interesting. Look forward to trying it out.
0
Yes, but the first one will be 2 damage, next will be 1, so at least 3 damage to all. Also works with wild pyromancer.
Edit: Erm, actually, maybe not.
1
With spell damage, could be fun, but not a whole lot of playable spell damage minions. Without it, think 1 damage just does too little, particularly as against early game aggro, it will probably generally only be healing for 3-5 health (Assuming you use it when you have your own minions out. 3-4 more likely if you don't). And it doesn't kill most aggro minions.
3
I have yet to get a dinosize with it, but seems like in 1/3rd or so of the games I play secret mage against paladin, my single spellbender manages to get Spikeridged Steed. Not sure I've lost a game yet when that happened.
5
Don't forget about ice rager! Together, they'll be meta-defining!