Keleseth rogue is super stupid. So was quest rogue before the nerf. And worgen otk warrior. Some version of ice block Alex mage should be on the list too. And finally msg pirate warrior. Don't know which order.
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Jennifer posted a message on Top 5 Cancerous decks that ever existed.Posted in: General Discussion -
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NLbouncyknight posted a message on New Rogue Card Reveal - Academic EspionagePosted in: NewsThe card is insane i love it but i love this video even more it was more then amazing and it makes my day :D\
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Psy_Kik posted a message on Top 5 Cancerous decks that ever existed.Posted in: General Discussion1) Undertaker Hunter
2) Jade Druid
3) Pirate Warrior
4) Face Hunter
5) Aggro Shaman
Edit _ Though it doesn't make the list, special mention to current deck Big Priest, that is some cancerous, auto-pilot BS. Thank god the win-rate isn't good enough to push out Highlander Priest. We should be grateful for that, despite all the folks moaning right now about highlander priest.
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NIOIN posted a message on The Lich KingPosted in: The Lich KingYet still some people voted "Bad" and "Dust it". Probably just for the lolz though.
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LittleOgre posted a message on Top 5 Cancerous decks that ever existed.Posted in: General DiscussionQuote from hillandder >>The decks I most hate in HS are:
1- Midrange shaman in shamanstone, impossible to top this one, I never forgot the 11 matchs in a row vs the exactly same deck.2- Secret paladin, eater of secrets don't was release yet and paladin have all the best cards in all mana curves in that time, zero counters, your only hope of victory is opponent draw all secrets and don't draw MC, people complain about priest today but the best priest deck now don't come close how opressive this deck are.
3- Undertaker hunter (before nerf), in that time you have two decks, undertaker hunter or handlock, when you don't play vs hunter you play vs warlock, 7 class dead.
4- Quest rogue (before nerf), you playing with a hyper aggro? You win, don't? Just concede and save your time.
5- Pirate warrior/token druid (before nerfs), this 2 decks is together because I hate both for the same reason, no deck should be able to kill in turn 4 or 5 so often, it is just bullshit.
Best list imo. ;)Yes I agree. So I will continue after these, lol6) Mech Mage, really was not that fun to play against.7) Fatigue Rogue, I only play fun decks, it was not possible to play any of my created decks at the moment this was a very popular deck.8) Any pre nerf Leeroy OTK deck9) Everyone-get-in-there Warrior with the prenerf "your 3 attack minions have charge" minion10) Fatigue Druid was pretty annoying to play against as well (with Naturalize [/card]and [card]Mulch) but fortunately this was not so populair.From this list total I only played my own version of Undertaker Hunter. I also think Big Priest should be in this list somewhere. I have tried it a couple of times but got bored with it pretty quick actually. -
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RavenSunHP posted a message on Please, stop fooling yourself and have fun :)Posted in: General DiscussionI disagree with the RNG argument, because not all is decided by rng and you can bend it in your favour with skill, in a measure.
But i agree on lightheartedness. Be it through homebrews or netdecking it does not matter.
Be it through your will to win and climb, still fine.
But this game is taken too seriously.
The best argument to take it easy is the recent short animated video they made.
Be a good orc, not an idiot raging over a nice card game made to entertain.
And play Deathwing
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RavenSunHP posted a message on Top 5 Cancerous decks that ever existed.Posted in: General Discussion- Any Flamewaker Tempo Mage
- Jade Druid (post-Un'Goro)
- Freeze Mage
- Secret Paladin
- Pirate Warrior
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Inconspicuosaurus posted a message on Weekly Card Design Competition 6.11 - Submission TopicPosted in: Fan CreationsMy entry is everyone's favourite palindrome. From the Pokemon TCG, it's Eevee!
Flavour Text: Eevee could even teach Galvadon a thing or two about adaptation.
Explanation: In case it is not self-explanatory, you pick from a random 3 of the possible 8. They are listed below. Each is a 1-mana spell that represents the in-game evolution method (Eevee's evolution isn't special in the TCG, but I wanted to use its whole character, not just that facet).
Evolution Methods:
Results:
NB: Most of these cards are not based primarily on their TCG equivalent, but on a blend of how the Pokemon function in the video-games, TCG and anime. I did however use the card art for each one's first appearance in the TCG, to fit with the theme and show some fun progression.
Originals:
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Sinti posted a message on The Boomsday Project: Arena ImpactLEGENDARY:
Boommaster Flark Rating 4(Poor): It sounds good initially, but it's going to take up 5 slots on your board and unless you can kill the bombs yourself it's going to be awkward.
Crystalsmith Kangor Rating 4(Poor): This is pretty disappointing for a Legendary minion. Even though it will still make a decent two-drop, I expected more.
Dr. Boom, Mad Genius NOT DRAFTABLE
Dr. Morrigan Rating 4(Poor): It's expensive and unless you trigger the Deathrattle on your turn you give your opponent all the control in how they deal with the minion that shows up on the board, which could be extremely bad.
Electra Stormsurge Rating 2(Good): It shouldn't be difficult to have some amazing board clears with Lightning Storm and this minion. So you're getting a cheaper, and possibly better, Flamestrike. Even if you're getting additional locked mana crystals, due to Overload, I still think it's worth it.
Flark's Boom-Zooka Rating 4(Poor): This has a pretty limited use in Arena, because obviously you want to keep your minions alive and on the board.
Flobbidinous Floop Rating 4(Poor): It's an interesting card that's definitely more of a Constructed thing. Most of the time it's only going to be a 3/4 in Arena and it's just too situational to rank higher.
Floop's Glorious Gloop Rating 5(Terrible): This is super situational that requires multiple cards in order to be beneficial.
Harbinger Celestia Rating 5(Terrible): No, no, no. Your opponent can totally wreck you with this ability.
Kangor's Endless Army Rating 4(Poor): This one is really going to be draft dependent, but could possibly go up in value.
Luna's Pocket Galaxy Rating 2(Good): I like the card, but I feel like it will depend on your draft in order to utilize its full potential. You really want to have some card draw to fill up your hand because you're going to get empty right away.
Mecha'thun Rating 4(Poor): Even though it's large, it's awfully expensive. It will be a rare sight to see the Deathrattle ever be a factor, so I don't think it's even a consideration.
Myra Rotspring Rating 3(Average): It's a cool Battlecry, but her stats are really weak for 5-mana, so you're really banking on finding a good Deathrattle minion.
Myra's Unstable Element Rating 4(Poor): The only way this is good for Arena play is if you are fishing for a direct damage spell, like Eviscerate, to finish off your opponent. It could also make a difference if you had an empty hand. But it would be dangerous to risk putting yourself into fatigue unless you could be assured to kill the other player quickly. Overall, this card is a big, situational risk.
Stargazer Luna Rating 2(Good): It's an interesting mechanic and I think it has a lot of potential for abuse in Constructed. In Arena, I still think it's going to be good and should be able to grant you some card advantage if it survives for a turn.
Subject 9 Rating 4(Poor): First you've got to be playing either Hunter, Mage, or Paladin to even consider picking this card and then it's going to be totally dependent on your draft. With the right deck this could certainly go up in value, however, it's a highly situational Neutral card that will too often be useless for most classes.
The Boomship Rating 4(Poor): This seems pretty situational and kills any Battlecry that you may have. No thanks.
The Soularium Rating 3(Average): It's excellent, cheap card draw that comes at a price. You probably wouldn't want to play this until late-game, when you've got 10 mana available, or earlier if you were just desperately searching for answers. Either way it's likely that you're going to discard 1-2 cards, so it's really closer to Tracking for Warlocks.
The Storm Bringer Rating 3(Average): Having misread the card I initially thought it only affected minions in your hand, so I bumped up the rating a little. You still need to already have the board for it to be worth it though.
Whizbang the Wonderful NOT DRAFTABLE
Rating 1(Excellent): I can't imagine Whizbang actually being available in Arena for a few reasons. 1 - Can you imagine drafting this on your last card? I'd be happy, but the frustration of wasting all that time and consideration on my draft would be thrown out the window. 2 - This would allow anyone to discard their janky deck with sub-optimal removal for a tested and consistent deck. 3- All of the existing deck recipes include at least one Legendary minion (some even five or more) and that can give you quite an advantage by itself. The whole idea behind Arena is to use your wits to craft a successful deck for the format. This card changes a Limited format to a Constructed one and that's a pretty bad idea.Zerek, Master Cloner Rating 3(Average): I could see this being annoying, but no more so than if someone played Eternal Servitude.
Zerek's Cloning Gallery Rating 5(Terrible): It's expensive and the last thing I want late-game is a board full of 1/1 minions. You really need a specific kind of deck or scenario to make this work for you.
Zilliax Rating 2(Good): I think he's got a lot of versatility, but still fairly easy to deal with by himself. If you're able to use the Magnetic ability, then this easily bumps up to a 1(Excellent).
EPIC:
Academic Espionage Rating 3(Average): This is a tough one to evaluate because you're getting 10 random cards and they'll all cost 1 mana. You may get some great cards, but you have no clue what to expect and it completely jacks up the deck you drafted. The value is insane, but the randomness and impact on your initial deck are pretty harsh.
Astromancer Rating 2(Good): If you draw this late-game when your hand is empty, it's not so great, but most of the time you should be able to get some good value out of it, unless you pull a Doomsayer.
Augmented Elekk Rating 2(Good): The special ability isn't really a factor, but the stat line is the important thing here and it's definitely good for a three-drop.
Beryllium Nullifier Rating 4(Poor): It's pretty disappointing, honestly. If you can use the Magnetic ability, then you're going to have a Mech that is extremely difficult to deal with, but on his own he's not worth the cost. I would bump him up if he at least had Taunt, but there's nothing else special about him.
Crystallizer Rating 4(Poor): This is an odd card that will probably have limited value in Arena, but could be interesting with something like Hooked Reaver.
Dreampetal Florist Rating 3(Average): This has a great effect and could potentially give you big future turns with cheap minions, but it's all situational. Her stats really don't support sacrificing turn 7 for a big turn 8.
Ectomancy Rating 4(Poor): This is very draft dependent, but could be a big play.
E.M.P. Operative Rating 4(Poor): Without knowing the buckets for card selection, this one is a little difficult to evaluate. I think for the first couple of weeks when Boomsday has a higher offering rate this may go up in value, but 5 mana is a lot to invest in a 3/3 minion if you don't get to use its Battlecry against anything.
Glowstone Technician Rating 4(Poor): This is great when you've got a hand still full of minions, but pretty sad when you draw it late game or your hand is empty.
Goblin Prank Rating 2(Good): This could be a nice finisher with something you already had on the board.
Holomancer Rating 4(Poor): It's a cool concept, but I don't expect it to live long enough to matter, unless you can safely hide this behind a Taunt.
Juicy Psychmelon Rating 3(Average): It has insane value IF you've drafted cards with those mana costs and haven't drawn them. It's still probably worth it if you can get at least 3 of them, but it's going to be draft dependent.
Loose Specimen Rating 4(Poor): If you have nothing on the board, then go for it. Otherwise, this could be really bad.
Necrium Vial Rating 4(Poor): This will be highly dependent on what you've drafted, but most of the time you may not have a target to use it on.
Necromechanic Rating 4(Poor): I'd say it can go up in value depending on your draft, but if you don't have loads of Deathrattle it won't be all that great.
Omega Agent Rating 1(Excellent): This is astounding for late-game, but not so overpriced that you couldn't still cast it on curve if you had to.
Omega Defender Rating 3(Average): This is a decent Taunt, but only really becomes threatening at 10 mana. I'd say it goes up in value after that point, but until then it's only mediocre.
Omega Mind Rating 3(Average): It's fine for a two-drop, regardless of the unlikely event that you trigger the Battlecry or not.
Power Word: Replicate Rating 3(Average): You're getting a 5/5 for 5 mana (which is fine), but you've got to have something on the board already or it's useless.
Prismatic Lens Rating 3(Average): Drawing cards is good, and it's nice that you're guaranteed to get a minion and a spell. Paladin has a LOT of 1-2 cost spells (especially if you picked up any Secrets), so you could potentially get a large minion really cheap after the cost swap.
Reckless Experimenter Rating 3(Average): This card is confusing since it leads with the term "Deathrattle". I initially thought this minion had a Deathrattle ability, but it does not. While you have her on the board any Deathrattle minions you draw cost (3) less and die at the end of your turn. Her stats are alright, but she could cause problems if you had any Deathrattle minions in your deck.
Seaforium Bomber Rating 2(Good): I don't really see a downside to this minion. The stats are fine for the cost and getting a chance to deal 5 free damage is definitely worth it.
Star Aligner Rating 3(Average): It's unlikely you'll ever trigger his Battlecry, but it would be an amazing card if you can. Regardless, a 7/7 body for 7 mana is perfectly fine.
Supercollider Rating 4(Poor): I'm undecided on this one, because I'm not exactly sure how targets are chosen if there are multiple minions on your opponent's side. At any rate, it's expensive and relies on taking face damage for removal, so it's risky and situational.
Thunderhead Rating 3(Average): It seems like it will be handy getting rid of leftovers after playing a Lightning Storm, but you will need the Overload cards to generate value. By itself there's not much to talk about, but the stats are alright.
Unexpected Results Rating 3(Average): It's probably okay by itself, but if you have any Spell Damage minions this definitely goes up in value.
Weaponized Pinata Rating 2(Good): It's not quite a Piloted Shredder, but it could be better in some cases, because unless you get a low roll you should get a decent Legendary minion from its Deathrattle.
RARE:
Annoy-o-Module Rating 3(Average): I'm on the fence between Good and Average for this one. It will definitely be annoying, but I don't know how awesome it will be without another Mech to use the Magnetic ability on. I'll be keeping an eye on this minion.
Arcane Dynamo Rating 3(Average): The stats are terrible for 6 mana, but you're basically sacrificing the turn to dig for some mass removal.
Astral Rift Rating 2(Good): There is the random factor to consider, but this is a great way to fill up your hand - for cheap, too!
Blightnozzle Crawler Rating 3(Average): This basically has a soft Taunt, because your opponent must deal with it on their turn so they can dictate trades for the Poisonous minion. I can see this causing problems, but if it doesn't survive a turn it loses a lot of potential.
Celestial Emissary Rating 3(Average): Most of the time the boost to Spell Damage will not matter in Arena and it's okay as a two-drop. In Constructed I can see this being a huge nuisance with Arcane Missiles and Frostbolt.
Crystology Rating 3(Average): I don't think it's terrible, because you can actually pull some useful stuff like Righteous Protector, Stonehill Defender, and Tar Creeper. The value is totally going to depend on what cards you have drafted.
Cybertech Chip Rating 4(Poor): It's a cheaper Infest, but it has no immediate board impact and leaves you at the mercy of RNG. You need to already have the board in order to get good value from this, so it's pretty situational.
Dendrologist Rating 3(Average): It's fine as a two-drop, but will certainly go up in value if you manage to have a Treant.
Dyn-o-matic Rating 3(Average): I think this could be useful, but I don't like the fact that it won't hit Mechs or your opponent. Regardless, I still think it will come in handy and have some good moments, for sure.
Eureka! Rating 3(Average): This has the potential to be really good, but it all depends on what you've got in your hand. It also lets your opponent plan ahead because they know at least 1 of the cards left in your hand.
Extra Arms Rating 2(Good): It's the buff that keeps on giving! I look forward to seeing how this performs.
Fireworks Tech Rating 4(Poor): It's pretty weak on it's own and really needs a specific type of deck to be useful.
Galvanizer Rating 4(Poor): It's not really a great two-drop and only becomes good if you've got a handful of Mechs in your hand. It's a slightly better Fire Plume Harbinger, but no one played that either. It will totally depend on your draft.
Giggling Inventor Rating 1(Excellent): I was waiting for the return of Annoy-o-Tron and this card doesn't disappoint! It gives you 4/5 worth of combined stats with two Taunts and Divine Shields thrown in! If you have anything at all on the board this could potentially win you the game just by being able to delay your opponent. It's Neutral and it will be everywhere - watch out!
Mechanical Whelp Rating 5(Terrible): This isn't how I want to spend my turn 6. Most likely you'll be getting a War Golem on your next turn, which no one thinks is a great card anyway.
Meteorologist Rating 4(Poor): Depending on when you play this minion it could be a slightly better Arcane Missiles or even worse. Either way, the stats are not great for turn 6.
Missile Launcher Rating 3(Average): It has a pretty big effect, much like a continuous Dread Infernal, however it's a weak body and is going to need to rely on it's Magnetic ability and another Mech to have any staying power on the board.
Mulchmuncher Rating 3(Average): You need at least a couple of dead Treants to really make this worthwhile, but having Rush is still pretty good, regardless.
Necrium Blade Rating 2(Good): I think the weapon is good by itself, but only gets better if you manage to have a Deathrattle minion on the board.
Nethersoul Buster Rating 4(Poor): Most of the time this will be completely 'meh', but if you've drafted a load of Spirit Bombs then it's suddenly not so bad.
Omega Assembly Rating 1(Excellent): The Discover mechanic can yield some good results when played normally, but allowing you to keep ALL three cards for only 1 mana (once you're up to 10 mana), is pretty astounding!
Omega Medic Rating 2(Good): It's a good minion by itself without even considering the Battlecry, which won't be relevant most of the time.
Pogo-Hopper Rating 5(Terrible): This is absolutely a constructed card and without knowing which bucket it will ultimately be in it may be difficult to buff it even once in Arena. Pogo is a no go. /pogchamp
Replicating Menace Rating 3(Average): It offers 6/4 worth of combine stats, but should be pretty easy to deal with.
Security Rover Rating 3(Average): I have a feeling this is going to be super annoying, especially if you can't kill it in one shot. Depending on the amount of Whirlwind effects in your deck this could see a ton of value.
Shrink Ray Rating 4(Poor): It has a huge board impact, but affects you too. It's also so expensive that it doesn't leave you many follow-up options for the same turn. I still think Equality is the choice over this one.
Soul Infusion Rating 3(Average): This is an interesting card and I like how it encourages you to play cards in order to buff a specific one in your hand.
Spark Drill Rating 3(Average): You should be able to make some favorable trades here.
Spark Engine Rating 4(Poor): You're getting 3/2 worth of combined stats for 3 mana, and that doesn't feel too good.
Spider Bomb Rating 1(Excellent): This is a pretty amazing minion, to be honest. Without even taking the Magnetic ability into account, this minion is just fine on its own. You're getting a 2/2 body combined with Deadly Shot. I really don't see a downside.
Storm Chaser Rating 4(Poor): Currently there are only 4 cards that could be drawn from this and only 2 of them can be played on curve (Bloodlust and Volcano, so it's a pretty situational card and will depend on your draft for consideration.
Tending Tauren Rating 1(Excellent): I like the flexibility and at the very least you're able to get 7/8 worth of combined stats for only 6 mana and that's amazing!
Test Subject Rating 5(Terrible): I don't think I'd be very insterested in this minion unless I had a stockpile of Extra Arms ready to throw at this guy.
Unpowered Mauler Rating 5(Terrible): You can't have this attack with any consistency in Arena.
Void Analyst Rating 3(Average): I think it's fine for a two-drop, but no guarantee that you'll buff anything in your hand. It certainly goes up in value if you've drafted a demon-heavy deck.
Voltaic Burst Rating 3(Average): It's pretty similar to Living Roots with Rush, but I'm not really liking the Overload aspect of it.
COMMON:
Autodefense Matrix Rating 3(Average): It seems like it will be really annoying, but just another Secret to be tested for appropriately.
Beakered Lightning Rating 2(Good): Removal can't get much cheaper than this! Even though the Overload is high I think it's still worth it.
Biology Project Rating 5(Terrible): I hate giving my opponent anything and in Arena handing out free mana is generally a bad idea. I'll have to pass on this one.
Bomb Toss Rating 4(Poor): I want to rate this higher because it's removal, but you really don't want that Goblin Bomb taking up a slot on your board unless you can get rid of it.
Brainstormer Rating 4(Poor): It's probably going to give your opponent too much information about your hand for very little payoff.
Bronze Gatekeeper Rating 3(Average): It's a decent Taunt minion, but definitely goes up in value if you have a good assortment of Mechs.
Bull Dozer Rating 1(Excellent): I welcome our new replacement for Force-Tank MAX with open arms. This thing will be everywhere!
Cloakscale Chemist Rating 3(Average): This will no doubt be an annoying minion, but we'll have to see how it plays.
Cloning Device Rating 2(Good): This is a pretty cool card! It offers great insight to what threats your opponent has left in his deck and allows you the opportunity to pick the best one to help you at that particular moment.
Coppertail Imposter Rating 3(Average): It's got decent stats for the Cost and the temporary Stealth is nice.
Cosmic Anomaly Rating 3(Average): The stats match up with many other 4-cost minions, even though it doesn't have an immediate effect like Spellbreaker. The +2 Spell Damage is really nice if you're able to take advantage of it.
Crazed Chemist Rating 3(Average): As long as you can hit the Combo and already have a minion on the board, then it's pretty good.
Damaged Stegotron Rating 2(Good): This is a good stat line even after the damage, but it becomes really good for Priest.
Dead Ringer Rating 3(Average): It's a pretty weak two-drop, but it can still make favorable trades and give you some additional value, by drawing another minion.
Demonic Project Rating 5(Terrible): I just can't see this being a good idea. Giving your opponent random cards often backfires in spectacular fashion!
Doubling Imp Rating 1(Excellent): That's 4/4 worth of combined stats for only 3 mana. I'd say that's a bargain!
Electrowright Rating 3(Average): The bonus is nice when you can get it, but I feel it may give away too much about your hand to your opponent.
Elementary Reaction Rating 3(Average): Depending on your deck, this could definitely go way up in value!
Eternium Rover Rating 3(Average): It's alright, but nothing to get too excited about. I'd say the Mech tag is more useful than its stats or special ability.
Explodinator Rating 5(Terrible): No, absolutely not.
Faithful Lumi Rating 4(Poor): Even though it's a one-drop, it's still a pretty weak body that is only useful for its situational Battlecry ability.
Gloop Sprayer Rating 3(Average): As has already been pointed out, you need to have the board for this to really be useful, making it a "win more" card. Even if you only have a couple of two-drops on the board it would be pretty amazing if you were able to cast it.
Glow-Tron Rating 2(Good): The stats are good for a one-drop and being a Mech and Magnetic should really be useful.
Goblin Bomb Rating 5(Terrible): The only reason you would draft this would be if you had a deck full of Magnetic Mechs. Just say no.
Kaboom Bot Rating 2(Good): That is some great removal for a reasonable price. It's not quite a Bomb Lobber since it's a Deathrattle, but it's better than Volatile Elemental and it has the Mech tag too.
Lab Recruiter Rating 3(Average): It's the new Gang Up and he can definitely come in handy. It depends on your board state, but you can certainly get some value from him.
Landscaping Rating 2(Good): You're getting 4/4 worth of combined stats for three mana, which is a pretty good deal. It could potentially go up if you've got several cards that have Treant interactions.
Mechano-Egg Rating 4(Poor): This is going to be pretty disappointing unless you have some Magnetic Mechs in your draft.
Mecharoo Rating 3(Average): It's a Neutral Possessed Villager with a Mech tag - not bad.
Menacing Nimbus Rating 2(Good): Card generation is great, especially when combined with a decent two-drop. It will be fun to see how often this minion creates copies of itself!
Microtech Controller Rating 3(Average): You're getting 4/3 worth of combined stats, which is fine.
Piloted Reaper Rating 3(Average): Sadly, it's no Piloted Shredder, but it's alright.
Research Project Rating 5(Terrible): Giving free cards to your opponent in Arena is an absolutely terrible idea.
Rocket Boots Rating 4(Poor): This isn't useful in the early game unless you just want a card.
Rusty Recycler Rating 3(Average): This should be sufficiently annoying and the Mech tag doesn't hurt.
Secret Plan Rating 3(Average): Being able to Discover a Secret is pretty good.
Shooting Star Rating 3(Average): It's similar to Grievous Bite and Mage can easily make up the extra point of damage to the central minion.
Skaterbot Rating 4(Poor): It's pretty weak on its own and requires another Mech to make a larger Rush bot.
Spirit Bomb Rating 3(Average): It is cheap removal, but that's a lot of damage for a Warlock to take in one hit.
Spring Rocket Rating 2(Good): It's our new Disciple of C'Thun and I like it.
Steel Rager Rating 2(Good): This is great for some mid-sized removal or finishing off a larger minion.
Topsy Turvy Rating 4(Poor): I suppose it could have its uses, but I think I'd rather have Crazed Alchemist.
Toxicologist Rating 4(Poor): For most classes this will be useless, but it goes up slightly for the weapon-wielders.
Upgradeable Framebot Rating 3(Average): This has a lot of Health for a two-drop, but nothing jaw-dropping by itself. Like the name implies, this is just the "framework" for another Mech with Magnetic, cause a 5-Health stat is no joke.
Venomizer Rating 2(Good): It's alright for a two-drop, but obviously has a chance to increase its survivability with the Magnetic ability. No doubt it will cause trouble in the early game though.
Violet Haze Rating 3(Average): You can get some good value out of this, but the randomness leaves so much to chance.
Wargear Rating Rating 3(Average): I guess the goal here is to just make a really big Mech, cause other than his Magnetic ability this is just a standard 5/5 for five mana (which is fine).
Weapons Project Rating 5(Terrible): This seems like an absolutely awful idea in the Arena environment.
Whirliglider Rating 5(Terrible): All these cards that summon Goblin Bomb are just not what you want to see in Arena, unless you have some way to consistently kill them or Magnetize them.
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Sinti posted a message on The Boomsday Project: Arena Impact - To post a comment, please login or register a new account.
13
Wait you named the deck "go away razakus" yet there is no Stonehill Defender? You really missed out on a great potential joke.
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also *swings twice* glad that's out of the way
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i don't know about this deck. i'm gonna need a video of gameplay of it on the ladder before i'm converted.
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i'm glad some people are willing to try moorabi!
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this looks like a pretty fun deck! i'm also glad that such jovial people still exist in hearthstone! thanks for being such a nice guy.
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i do agree that they aren't doing a good job of proving their point, "Changing the cost makes it immediately obvious a card can't be cast at that same cost anymore - no green outline." like we can't figure out the cost changed without a green highlight, and they say they don't think players are stupid.
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The guy doth protest too much, methinks.
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