Much innovative, very wow, such original
- Gaze73
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user-1071865 posted a message on #1 Legend Combo Druid! 80% winratePosted in: #1 Legend Combo Druid! 80% winrate -
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bukkit_User90603163 posted a message on #Top3 OTK Murloc by NeviilzPosted in: #Top3 OTK Murloc by NeviilzI wrote a simple calculator.
http://braintrain.opendub.org/_murlokotk/
If you have any suggestions for improvement, please write to my Skype L777lexa777
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KilogramHours posted a message on Contagion of War: 70+ Card Expansion (HUGE UPDATE, NEW CHANGES AND CARDS)Posted in: Fan CreationsContagion of War:
You might know me from the previous expansion I did that was made up of 45 cards. Some of those cards were dated, so I decided I should make some new ones.
Poison:
Poison is a new keyword that would be introduced in this expansion.
"Weakens a minion by -1/-1 at the end of the owner's turn."
Poison can kill an enemy minion if their health reaches zero. Poison CAN stack, so if you Poison the same minion twice it will get -2/-2 at the end of the owner's turn.
Neutral Minions:
"Here's some useful advice, never drink his margaritas."
Overview: Goblin Mixologist is going to be the first minion that showcases the Poison effect. This effect weakens a minion -1/-1 at the end of the owner of that minion's turn.
Balance: When compared to the Ironforge Rifleman, they both have their weaknesses and strengths. Goblin Mixologist doesn't deal damage instantaneously like the Rifleman, but it weakens bigger minions over the course of multiple turns.
Synergies: This card is incredibly strong in Priest as you can use cards like Shadow Word: Pain, Shadow Madness, or Cabal Shadow Priest with the Poison to get minions that you may not have been able to get before.
"Who is a good little mercenary! You are, yes, you are!"
Overview: Whenever this minion kills another minion, it can attack again. This means that if this minion has enough health, it can potentially kill the entire enemy board if each time it attacks it kills.
Balance: This card is meant to be a more Dust friendly 6 mana drop that can replace cards like Sylvanas Windrunner, Cairne Bloodhoof or even Piloted Sky Golem. This card is very strong if left alive, but if the opponent kills it you will lose the effect unlike Sylvanas which steals an enemy minion unless silenced.
Synergies: This card gets better the more stats it has, it also becomes insanely powerful with charge. In warrior you may even run the card, Charge, itself just to get the extreme value with it.
"Don't mess with the Chicken Brigade. They will bawk you into next week!"
Overview: A good 7 drop that allows you to create multiple Angry Chickens at the end of your turn. Remember, this isn't a battlecry so if you leave this guy alive he will spawn more chickens.
Balance: The biggest competitor to the Poultry Airship is Dr. Boom. Both have a great deal of board presence, but both have different strengths and weaknesses. Poultry Airship has 4 attack, which escapes Big Game Hunter unlike Dr. Boom. It also incredibly good if it stays alive more than one turn as you keep getting more chickens, but you lose the explosive power that is the Boom-Bots.
Synergies: It is going to be extremely rare when the Angry Chicken's enrage effect comes into play, but there is a slight chance. But the biggest thing about this card is the fact it can flood the board of left alone. So protect it with taunts and use buffing cards like Sword of Justice to get insane value.
"The bigger they are, the bigger the reward."
Artist: t-biddy
Overview: Bounty Hunter allows you to pick an enemy minion, and all damage that minion takes is multiplied by two. You can make very good trades with spells or minions with this card.
Balance: The effect is very useful, but you lose 2 stats for the effect. It isn't the worst thing in the world to play this guy without a target, but you'll lose a bunch of value if you do.
Synergies: Hero Powers that ping will deal double damage to the enemy they are attacking. To put it in perspective, you can turn a 2 mana Frostbolt into "2 Mana: Deal 6 Damage and freeze a minion" which is insanely good.
"One man's scrap is another goblin's treasure."
Overview: We all hate Mech Mage. Like a lot. So why not add a Tech Card that would be extremely powerful against Mech, and actually have a counter to Mech decks in general? This card will destroy a Mech and then gain +2/+2 if it destroys a Mech, like Hungry Crab.
Balance: I really like this card because you would actually have to be mindful of the Mech tag. This card would really dampen any Mech deck as the Mech tag stretches to almost ever mana cost in the game. However this card is utter trash if you don't have a Mech to destroy with it.
Synergies: Since this is a Tech card, it doesn't really have any synergies. You would never use this card in a Mech deck because Tinkertown Technician is way better.
"[MRGLRRGRLRGRL Intensifies]"
Overview: This card is for those guys that despise silence. However in return you get a pretty weak body.
Balance: Bigmouth is a card that involves silence, so why don't we compare it to the other card that involves that mechanic, Ironbeak Owl. Both cards have a sub-type and a effect that involves silence. Ironbeak is offensive, which is insanely better than countering it. So to make up for it Bigmouth has stealth and has a better sub-type.
Synergies: Being a Murloc has its perks. It is a staple in Murloc decks as you are able to almost guarantee that this one stays alive when using a Murloc Warleader.
"And you have my Hammer....into your face."
Overview: Magni allows you to permanently give a minion, "Unable to be targeted by spells or Hero Powers."
Balance: The effect is pretty strong, but not stronger than +2 attack from Dark Iron Dwarf or giving two minions +1/+1 and taunt with Defender of Argus.
Synergies: The synergies with this card depend on how hard the target is to kill without spells. So bigger minions like 6 mana or above become insanely stronger. Like Kel'Thuzad or Ysera.
Paladin:
"When you are pinned to the ground with a 5 foot sword, you have a lot of things to reflect on."
Overview: Ironforge Subduer allows you to swap his attack with an enemy minion's attack. This is similar to Vol'jin, but except with Health it is with attack.
Balance: Ironforge Subduer gets stronger the higher attack he swaps with. If you use this on a Loatheb you now have a 5/5 against his 2/5. 2 Damage isn't anything to scoff at though, unlike 1 attack. Two attack can trade with a bunch of things that you wouldn't want.
Synergies: On turn 10 you can combine this with Stampeding Kodo to create a huge minion, plus a 3/5, AND destroy a big minion.
"The light compels you! The holy light compels you!"
Overview: A extremely good card on anything with Deathrattle. Normally it would just be a silence, but if the minion you silence has Deathrattle you destroy it after. This is extremely strong against anything with a deathrattle obviously. I think Sludge Belcher is just too strong, so this card might get you to consider Fen Creeper.
Balance: If you aren't facing a Deathrattle, this is a Silence but costs 4 instead of 0. That's horrible terrible, but usually you will get some value. Like from Savannah Highmane, Sylvanas Windrunner, or Sludge Belcher, you might even kill a Sneed's Old Shredder. This card takes up the 4 Mana spot on Paladin, which is where most of the Paladin's good cards reside, so choose carefully.
Synergies: Its a pure tech card if you are facing a bunch of minions with sticky terrible Deathrattles.
"A Shield is meant to protect the things you care about. Like your face."
Overview: Garrett Family Crest is the first shield in Hearthstone in which it only hurts enemies when they attack your face. This is incredibly strong against decks that rely on weenie minions overloading the board and dealing only damage to your hero. However Spells, Mage, Hunter, and Priest Hero Powers will not make you attack as a character isn't directly attacking you.
Balance: This is an extremely unique weapon which is completely different than anything we've ever seen. The closest thing to a damage dealing defensive spell is the Hunter's Explosive Trap. Explosive Trap leagues better as it is a secret, which leaves some guess work, and protects you from the direct damage if the explosion kills the minion. Also, remember that the enemy has control over which minions get dealt damage.
Synergies: There are some unique synergies with this card. Particularly that this card makes Pirate Paladin pretty good. If you play Garrett Family Crest turn one, you can play Dread Corsair on turn 2. Or have a 4/3 on turn 2 with the Bloodsail Raider. However, there is some Anti-Synergy with other weapons as you can only one weapon as a time.
"Bless you."
Overview: You are probably wondering why in the heck would I run this card? It' s incredibly weak, it doesn't even have taunt! However you forgot it's combo potential. Combine this card with buffs to really increase this card's value.
Balance: Again, this card is a horrible top deck if you don't have the pieces you may need. However it gets way stronger the more buffs you give it.
Synergies: The synergies with this card is buffs. Blessing of Kings turns this card into a 4/7 with Divine Shield and Charge on turn 4. This turns into a 3/3 with Divine Shield if you have a Blessing of Might on turn one. And another cards that i'll bring up later will be extremely powerful with. It also has some synergy with Blood Knight, being able to make a 6/6 on turn 3 for only 3 Mana.
"Why can't I hold all of these spells?"
Overview: Infusion allows you to get any of the 1-Mana Paladin spells for every enemy minion in play. Mind you that this card works like Webspinner, as it creates cards from thin air and not from your deck. These are the cards you can get from the pool available:
Blessing of Might, Blessing of Wisdom, Humility, Hand of Protection, Noble Sacrifice, Avenge, Redemption, Repentance, and Eye for an Eye.
Note that you can get duplicates, so you could potentially get multiple Blessing of Mights or multiple Eye for an Eyes....
Balance: It allows you to get multiple weak-ish spells for each enemy minion on screen. Usually you will get 2 to 3 one mana spells out of it. So when compared to Arcane Intellect, you trade getting 2 game changing cards for 1-3 not-game changing cards.
Synergies: Since you get so many 1-cost Paladin spells, it might make Gazlowe pretty viable if you are able to get a good stock of them. You could also use this with Mountain Giants and spawn multiple giants quickly if you have enough cards in hand. There is also the possibility of using it with Gadgetzan Auctioneer or Violet Teacher for a bunch of cards/minions.
"On that day, humanity received a holy reminder."
Overview: This is a Blessing of Kings on steroids. It gives a minion not only just +8/+8, but also Divine Shield and Taunt. That is insanely strong.
Balance: However, when compared to cards like Mind Control or Pyroblast, it has its own weaknesses. You will need a minion to be able to use this card, which means it is a horrible topdeck if your behind on board. When you are ahead though, you will gain substancial defense that get's destroyed by silence or hard removal.
Synergies: The biggest synergy with this card is the card in this set, called the "Stormwind Rider" in which you are guaranteed to get the 8 damage off with that card, plus getting a 8/11 body with taunt and divine shield for 10 mana.
"Where does the general keep his armies? In your flank."
Overview: General Turalyon is an incredibly strong two drop. It gives Charge to any 1 Attack minion that is summoned. This includes the Silver Hand Recruits that come from your Hero Power. Even if the minion with 1 Attack is buffed to have over 1 Attack, they will still keep charge. This card has massive burst potential and works with many cards.
Balance: This card is strong, but only in the right kind of decks. If you are going for a more "Shockadin" kind of deck, this would be incredibly strong. It is a mix between Hobgoblin and Warrior's Warsong Commander. However, this card is a legendary so you can't really build a deck exclusively on this card. So keep that in mind.
Synergies: There are many different situations you could use this card in. The most obvious combination is General Turalyon + Muster for Battle + Quartermaster for 9 damage burst in one turn. However if you think outside of the box, you can find way cooler ideas. Combine this with Flying Machine and two (or more) Blessing of Might or Blessing of Wisdoms to deal massive damage or draw a bunch of cards. But the biggest combo is with his fellow Legendary Bolvar Fordragon. It is a massive burst if you have Bolvar in your hand for a while.
Druid:
"Dust, a Druid of the Scythe's tail."
Overview: Druid of the Scythe allows you force the enemy hero to draw 2 card, and then make them cost 2 more mana. Great for thinning your opponent's deck and potentially weakening some of their key cards.
Balance: This card has a massive up-side and a massive-downside. You force the opponent to draw two cards, which to a mill druid could mean everything. And then those two cards cost 2 more mana, which can potentially shut-out things like Lord Jaraxxus or Alexstrasza completely. Howevever you are giving them two cards, which is pretty bad in its own right.
Synergies: This card is made for Mill druids. Use it to thin the opponent's deck, or even do a big burst if they run out of cards.
"You won't grow two fold when you eat this mushroom."
Overview: Whenever an enemy minion is played, it will become Poisoned. Notice the word, "play" in this card's text. So summoned minions from Hero Powers or otherwise will not become poisoned. Only minions that are played directly from your hand will be Poisoned.
Balance: Wild Mushroom poses a huge threat, even though it has no attack. Whenever the opponent plays a minion, they will gradually get weaker until it dies. They will need to make sure to remove this, or else they could say goodbye to their board development. However, this card isn't great against spell-heavy decks or control focused decks.
Synergies: If you Innervate this out turn 1, it is horrible news for the enemy. You can buff this minion potentially with Mark of the Wild on turn 2 to get a 2/6 minion that almost-guarantees the kill of every minion that spawns.
"Cousin of Man-Bear-Pig, Moose-Bear-Bird."
Overview: This is a purely defensive change to your Hero Power. Instead of a 2 heal differential if you attack your opponent's face, you instead gain a 3 to 4 health differential in exchange for your pinging capabilities. This is an extremely fair trade off, considering the initial investment of 3 mana you have to put in.
Balance: Just like Shadow Form, you will have to spend in total of 5 mana to get the effect. However this effect is incredibly strong, allowing you to gain tons of health in a single turn, especially if you get both Moonkin Form cards and get Lifebloom.
Synergies: The main use in this card is in Mill decks in which you want to stall out your opponent for long enough and basically play little to no minions during the course of the entire game. This card is perfect as you normally would have tons of excess mana, and using your Hero Power purely for the health gain.
"I'M GOIN' BEARZEEERK!"
Overview: For each Armor you have, you deal 1 damage to all enemy minons. This card would be the most overpowered card in the game if this was for Warrior, but it isn't. It is for druid. This allows Bite or Claw to be pretty good board clears.
Balance: The card that is most similar to this card is Swipe. If you don't have Bite or Claw to combine this card with, it is way weaker swipe on turn 4 with the Hero Power. If you use Berserk on turn 4 with your Hero Power you would deal 1 damage to all enemy minions plus an extra damage from your face. However if you use Claw on turn 3 with Berserk you'll deal 2 damage to all enemy minions and deal an extra 2 damage with your Hero. On turn 6 with Bite you'll deal 4 damage to all enemy minions and deal an extra 4 damage with your Hero again.
Synergies: This card is all about synergies. Since I've talked about the cards that this card synergizes with. So I'll tell you which decks would suit this card the best. Since you would be running Claw and Bite you would probably be more aggressive and hit the face more. Kinda like a Rogue version of Druid.
"Druid used Fury Swipes, it's super effective!"
Overview: When you use this card, you'll get Windfury for this turn for your Hero. This can make your Hero Power into dealing 2 damage spread out for 3 mana. You can use it with Claw to deal 6 damage for 4 mana. And you can use it with Bite to deal 8 damage for only 5 mana.
Balance: Both Claw and Bite aren't played normally, and I have a hard time seeing them ever being played. But maybe this card could be the new Savagery in which gives the face-druid a bit more kick.
Synergies: Again, Bite, Claw, and I guess Savage Roar to deal extra damage across multiple characters. However, this card combined with Berserk can have some crazy combos. For 7 Mana you can get a 4 damage board clear, gain 4 armor, and deal 8 damage.
"A bear's favorite bedtime story is Goldilocks and the Three Bears......with a much different ending...."
Overview: This card has two very distinct uses. One will be to pacify big enemy minions by making them unable to attack. However the downside is that they now have taunt, so you can't just ignore them. If you silence them again they would be able to attack again. You can use this card on your own minions as an emergency taunt that could potentially save your life.
Balance: The way this card is very unique as its two "buffs" are good and bad depending on which minion to give this too. Giving an enemy minion "Can't Attack" is good thing, while giving it to a friendly minion is a bad thing. Giving taunt to an enemy minion is a really bad thing, but giving it to a friendly minion is a really good thing.
Synergies: This card doesn't really have any synergies. However I do think its utility is very good considering its cost and I would run at least one in a Druid deck that has a hard time dealing with multiple huge minions.
"He can grow in size, to suit his mood."
Overview: The strength of this card is how versatile this is. On turn 1 it is a 1/2, on turn 2 it becomes a 2/3. However on the higher turns, it can becomes a 5/6 on turn 5 or even a 10/11 on turn 10. However, remember that the cost also goes up, so it depends on the available mana crystals you have.
Balance: A major downside to this card is silence. This card, once silence, is utter trash. It becomes a silencable Chillwind Yeti or a silenceable Boulderfist Ogre.
Synergies: The fact of this card's synergies rely on druid ramping. Such as with Wild Growth or with Innervate. The more Mana you have, the stronger this card gets. However, you still need to watch out for that silence.
Hunter:
"The secret ingredient is laxatives."
Overview: With this card you can Poison two random enemy minions. Which means you weaken them by -1/-1 at the end of the opponent's turn. This can really mess up aggressive decks, especially Mech Mage.
Balance: While it does seem to have good value, remember it doesn't effect the board state immediately and there needs to be more than 1 minion on the board to use this.
Synergies: With Hunter's Mark it is guarantees an enemy's death by your next turn. You could use this to get better targets for Stampeding Kodo. Besides those two there aren't many other direct synergies.
"Shhhh. Be very quiet. I'm hunting numskulls."
Overview: Similar to Magma Rager, but has stealth and gains +2 more attack as it gets bigger and bigger.
Balance: This card can gain damage extremely quick, but it is incredibly weak to even the lightest of AoE attacks.
Synergies: Nothing in particular, but more damage is never bad for Hunter.
"I want to pinch. Why no pinch? Maybe little pinch?"
Overview: Strong turn 2 drop for Hunter that allows them to get more damage to the enemy while trading.
Balance: The card's strength relies on trading with the enemy minion while also chipping away at the enemy's health. This guy is also extremely tough to remove in the early stages of the game.
Synergies: When combined with Houndmaster this guy becomes a 3/6 which is pretty strong.
"Imagine stepping on a sea of LEGO bricks, but 500% worse."
Overview: When your Hero takes Lethal Damage, you negate it and deal it to all enemy characters. This is a secret that can potentially give you the win or so absolutely nothing. Unlike Ice Block, this doesn't make you immune for the entire turn, only for one attack. So they can kill you will another attack if they can in the same turn.
Balance: Again, this card can either win you the game or do absolutely nothing. Against Handlock it could potentially wipe their board and kill the Handlock. Against Mage you deal 1 damage to all characters and the subsequently die.
Synergies: This is meant for Control Hunter who tries to stay alive while dealing damage to the enemy overtime. Sometimes Hunter's can't hold off the enemy because of their lack of defense and heals, but with this you can save yourself from the burst and deal damage back.
"If you know what I mean."
Overview: 21 damage in a 5 Mana weapon. It damages foes adjacent to the one you targeted, so you could potentially take out 9 enemies with a single weapon. However it isn't meant to deal damage to the face, as the effect doesn't trigger.
Balance: Since this is for Hunter I don't find it overpowered. They don't have a lot of heals and they have a hard time clearing the board already. However this card is incredibly slow at 5 Mana and might only be a one of in Control Hunter.
Synergies: You can deal some significant damage when you combine this with Explosive Trap. Even though they are separated, you deal 9+ damage to the enemy board.
"EXPAND DAN.....key Kang."
Overview: This card is similar to Starving Buzzard, but instead of drawing a card it puts a Bananas card in your hand. It also isn't completely terrible and useless.
Balance: Potassium Primate is another go at the Starving Buzzard + UTH combo that many people despised. This isn't nearly as bad, but to make up for it the monkey has better stats.
Synergies: Unleash the Hounds works great with this, and also Savannah Highmane
"Some kill for sport, I kill for victory."
Overview: Incredibly strong if left alone. It is basically a 4/6 with infinite Divine Shield when on the offensive, with Windfury even!
Balance: While this card can get crazy good value, nothing really has 2 HP on turn 4 or 5 unless you are up against an aggro focused deck. However this card does have a good amount of health.
Synergies: Abusive Sergeants can really increase her damage capabilities.
Priest:
"This job sure can cost an arm and a leg."
Overview: This card is really good in its simplicity. It is a 2/4 for 3 mana that restores 4 health.
Balance: It is just an Earthen Ring Farseer with slightly different stat distribution, but with slightly more health restore.
Synergies: With the Archenai Soulpriest it is 4 direct damage which can be quite a lot.
"F O R S A K E N B O Y S"
Overview: Forsaken Dwarf makes your Hero Power free at the cost of letting it Poison. However remember that the heal still stays. So if you are going to Poison an enemy, you could have to heal them for 2 first. And if you want to heal a friendly minion by 2, you will have to Poison it. Also notice this IS NOT a battlecry, which means your Hero Power will return to normal once the Forsaken Dwarf dies.
Balance: Poison is a upside and a downside depending on who you use it on.
Synergies: This card is amazing with Shadow Form or Auchenai Soulpriest. With Shadow Form you can instantly Poison two enemies, while healing and dealing two damage on turn 3 if you play this guy on turn 2. With Soulpriest you can deal damage and Poison an enemy minion.
"Some say that you lose a piece of yourself every time you revive."
Overview: It is basically Kel'Thuzad's effect for 4 mana less. It brings all friendly minions that died that turn back to life.
Balance: The biggest problem with this is that it is difficult to have a trade-able board with priest, but when you do this will come in handy big time.
Synergies: Since you are summoning all friendly minions that died that turn, cards like Knife Juggler will surely get you value.
"I get knocked down! But I get formed again! You never going keep me down!"
Overview: Priest aggro suffers from the fact that they aren't able to create constant pressure unlike Hunter or Warlock. This card fixes that because every time it dies it puts a copy of itself into your hand to be played again. Also remember that this card will only be back in your hand at the start of your turn, so you can't kill one and instantly play another.
Balance: While this card's presence is ever lasting which is extremely powerful, it has such low health and no immediate value. If this card was on Hunter it would be overpowered, but since it is on Priest it isn't nearly as overpowered.
Synergies: Baron Rivendare turns this card from good to amazing. If this minion dies while the Baron is out, it will put two of itself into your hand. Which means you can have two everlasting Shadowy Apparations.
"Heartburn can be such a pain."
Overview: Don't you hate it when you do the epic Divine Spirit-Inner Fire combo only for it to be silenced or frozen? Fear no more as this card will revert the silence and put your minion in the state before it was silenced. At worst it is a 2 mana card cycle, which is pretty bad but not awful.
Balance: This card has a very situational use and only works well when you have tons of silencable minions in your deck. Make use of your new silence-reverted and get some huge minions.
Synergies: Again, this card is supposed to be used in Divine Spirit-Inner Fire combo decks so you can keep your guy alive.
"I feel....Icky...."
Overview: This card gives all of your minions the Leper Gnome deathrattle of dealing 2 damage to the enemy Hero when it dies.
Balance: Devouring Plague get's extremely strong when you have tons of minions on the board. For each minion you have you will deal 2 damage to the enemy Hero. If you have a full board of 7 minions you deal 14 damage for only 3 Mana. However if you don't have any minions out this card is a waste.
Synergies: When combined with Baron Rivendare you can double the damage this card does. It's obvious that this card is meant for aggro Priest decks.
"I'm pretty confident that she kills more people with nosebleeds than with her hands."
Overview: While the stats may seem defensive, this card is meant to played offensively. Whenever a minion is summoned, deal 2 damage to the enemy Hero. Mind you that this means any minions, not only you or your opponent's. This minion can be taken out easily by hard removal, but if the enemy is very minion focused without a board they can be in trouble.
Balance: This card doesn't carry much fighting powerful itself, but instead hampers the enemy and allows you to pile up the pressure with your own minions. Remember that this card can be taken by Cabal Shadow Priest or killed by Shadow Word: Pain, so watch out.
Synergies: The stats on this card really make this card work very well with Divine Spirit and Inner Fire. For 6 Mana you can turn this into a 7/7 with the same effect. 8 Mana for it to be a 14/14 with the same effect.
Shaman:
"He's tutoring on the side to get his way through college."
Overview: Totem Tutor allows you to turn any one of the Shaman's totems into a decently strong minion. Such as turning a Searing Totem into a 3/2 or a Healing Totem into a 2/3.
Balance: This card is the closest to the Shattered Sun Cleric. While that card gives ANY minion a +1/+1 buff, this minion gives a +2/+1 buff to only totems and is a 2/3 instead of a 3/2.
Synergies: All totems work really well with the Totem Tutor. If you play a Flame Tongue Totem on turn two, you will get a 2/4 and a 4/3 on turn 3.
"Winter is coming...."
Overview: This is a new totem that allows you to freeze a random enemy minion at the end of the turn. Simple, yet effective.
Balance: While this card is strong, it doesn't really push in any damage once you play it. Compare it to Ice Lance a card that freezes for one mana instantly and allows you to combo with extra damage. The Freezing Rain Totem doesn't allow you to deal that combo damage, instead it subdues minions with a chance of wiffing and freezing the wrong minion.
Synergies: The biggest synergy with this card is the previously mentioned Totem Tutor. This turns this card into a 2/4 that freezes at the end of the turn. You can also use this with Flametongue Totem to turn this into a 2/3 with the same ability on turn 2 if you use the coin.
"This spell is Über awesome!"
Overview: Chain Heal is a good healing spell for Shaman that also buffs all of your minions which allows you to perform tons of good trades and keep your minions alive.
Balance: This card is very good when you have tons of damaged minions. However getting those minions in the first place is the hard part. As an added bonus you also gain 5 health which dampens aggro.
Synergies: This card would be very strong in Mech Shaman in which you have a bunch of minions on the field quickly that are hard to kill.
"I spy something red and squirming on the ground."
Overview: The Sentry Totem really hurts aggro that tries to attack face a lot with a bunch of smaller creatures by dealing 1 damage to an enemy character when they attack. This really shuts down the Paladin Hero Power and Unleash the Hounds.
Balance: While this card can potentially destroy some cards like UTH or Muster for Battle, it doesn't do so great against midrange or control.
Synergies: This card works best with decks that the enemy would need to attack a lot. Like taunted minions and health regeneration.
"Don't tell the others that I use one to cook my breakfast."
Overview: Inferno Totem is very unique. It has a similar ability to Ragnaros the Firelord, but instead of doing 2 direct damage, it deals 2 damage spread randomly across enemy characters.
Balance: When compared to Arcane Missiles, they are pretty similar in terms of power level. Inferno Totem is an actual minion and the effect only occurs at the end of the turn. Arcane Missiles is instant and deals one extra damage.
Synergies: The longer you protect this guy, the more value you will gain. Using taunts like Feral Spirit should really help you take control of the early game while having a decently sized board. When used in conjunction with the Totem Tutor, it becomes a 4/3 that cannot attack.
"You can't just have one."
Overview: Oh boy, this spell is bonkers. For 8 Mana you fill your side with Totems until your side is full, that includes every Totem in the game, including the ones from the Hero Power. I made sure to put in "different" as it means you cannot get 7 Flametongue Totems. Remember to all the Totem cards I created will be included with Totemic Master.
In case you forgot, here is the list of Totems available through this spell:
Healing Totem, Searing Totem, Stoneclaw Totem, Wrath of Air Totem, Flametongue Totem, Mana Tide Totem, Vitality Totem, and the Totems that I created.
Balance: While this spell may seem overpowered, you need to realize that Searing Totem, Flametongue Totem, Sentry Totem, and Inferno Totem are the only Totems that can deal any damage. The rest are primarily used for utility. However getting a Vitality Totem might save your life.
Synergies: The biggest combo with this is Bloodlust the following turn if they weren't able to clear your board. You will deal at least 21 damage, plus the extra damage from the totems that give/deal damage. Totemic Might would give your Totems the survivability they need to dodge some AOE spells.
"Is that a Totem in your pocket or are you happy to see me?"
Overview: Totemic Call is the Shaman's Heropower, so you would put a Healing Totem, Searing Totem, Stoneclaw Totem, and Wrath of Air Totem cards in your hand.
Balance: The 4 Totems are not amazing. They are meant to be treated similar to Spare Parts, which give you a small bonus one way or another. Air Totem can give you a huge burst of spell damage if used on the right turn. Stoneclaw Totem can potentially save you from death. The other two totems not so much, but they could be useful.
Synergies: A spell heavy deck would love this card just because of the Wrath of Air Totem on demand you get for it. It essentially gives you +1 Spell Damage through the entire turn which is insane.
Mage:
"He doesn't want to admit that he is just a elemental made from waste..."
Overview: Noxxion is a really powerful 5 drop stat wise, but its deathrattle Poisons all minions, including friendly ones. If you read the description of the Poison keyword, you'll realize that your minions will be -1/-1 at the end of your turn and so on and so forth.
Balance: The minion's stats are pretty strong, being the only 6/5 in the game for 5 Mana. However its downside really messes with your board state if you have minions on the field when it dies. If it dies on your turn, your minions will be the first to be poisoned. If the enemy kills it, it will Poison all of their minions first.
Synergy: This guy works well in decks that don't have that many minions. However a neat thing you can do is use Wailing Soul to unpoison all of your minions.
"For one long lasting turn of Spell Damage."
Overview: Mana Adept boosts your Spell Damage for the turn you use it. Such as turning an 6 damage Fireball into 7 damage, and a 3 damage Forstbolt into 4.
Balance: While this card is pretty strong, boosting your abilities by a lot. It however costs a card slot that is used only with combos.
Synergies: Any high spell burst deck would work very well with this card.
"Say FREEZE!"
Overview: You are now able to Silence and Destroy a frozen minion. When you silence them, it will still destroy them. Just like Burly Rockjaw Trogg, once you start a spell on this minion (like Shadow Word: Pain) the spell still goes through.
Balance: With this card you can really disable those heavy Deathrattle minions, if they are frozen that is. Think of this like a better Recycle, but two less mana with a requirement.
Synergies: Any card that freezing an enemy is strong. On turn 10 you can silence and destroy a minion and play a 5/5 minion with using a Frost Elemental.
"You're at the end of your rope!"
Overview: This spells makes the next three turns from the enemy side to only last 15 seconds. This can be very powerful depending on what kind of person you use this against.
Balance: While this card messes with your opponent's mind, it inherently does nothing to the board and makes you lose 3 Mana. This card's effectiveness relies entirely on who you use it on.
Synergies: There isn't really anything that you can combine this with to make this card better. Maybe having some stressful and complicated minions might do the trick. Like giants or something. The more confusion you put on the opponent, the more likely they are to fumble.
"FIRE BAD! FIRE HOT!"
Overview: This card is exceptionally good at stopping enemy spells. You can turn a Swipe into dealing just 3 damage. Or turning a Consecrate into dealing 1 damage.
Balance: As I said, this guy can deal with spells very nicely. However he'll never is going to feel like he's doing anything because the enemy is more than likely to not even play the spell if it is so bad. It also isn't going to do great against minion focused decks.
Synergies: You can play more aggressively and not care much for spells with this guy around and about. So more small minion decks is possible.
"Man I have a terrible hand, luckily my opponent can see my horrible poker face."
Overview: We all had that moment when you are hoping to top deck that fireball to win the game, but never get it. However with this card you can go through a whole new hand and try and find it. However, since the spell itself is a card, you'll actually lose card advantage.
Balance: Again, you actually lose a card in the process, as you don't actually discard the Nether Attunement. So while you get to draw a ton of new cards, you lose one card in the long run.
Synergies: This card is perfect for trying to dig for that one card you desperately need.
"Don't tell anyone I told you this, but Rhonin isn't a natural redhead."
Overview: Rhonin Redhair allows you to get any spell in the game. From Moonfire to Sprint. However it doesn't effect the cost of the spell at all, unlike Summoning Portal.
Balance: Spells are way more random when it comes to value than minions. You could end up with a Deadly Poison, or get something incredibly good like Lay on Hands. Also this card only will work in aggro Mage, as you usually don't have that many minions that can die easily on turn 6 with control mage.
Overview: This card works well with decks with a bunch of minions in them that can die easily. Like Haunted Creeper or Harvest Golem.
Warrior:
"You would be surprised to know that he is a calm and reserved individual....when he's not on the battlefield."
Overview: Crazed Berserker allows you to make an incredibly strong minion if you have a weapon. Such as if you have a Fiery War Axe, you would create a 4/3 if you didn't attack with the axe already. With a Death's Bite or Ogre Warmaul it would become a 5/3. And finally if you have a Gorehowl it will become a 7/2, which isn't that good probably.
Balance: While this card is strong when you have a weapon, it is absolute garbage when you don't. It is actually a worse Wisp. That isn't good at all.
Synergies: Any card that boosts the stats of your weapon would make your Crazed Berserker more powerful also. Like Upgrade! or Captain Greenskin. You could also use Blingtron 3000 to get even more combinations of stats. This guy also works with Warsong Commander, which is extremely scary when two 7/2s are attacking your face.
"It belonged to Gurubashi Berserker's mother...."
Overview: While initially a weak weapon, it gets stronger the more and more friendly minions are damaged. It can easily become a 4/3 for only 3 if your minions takes damage.
Balance: This card isn't great for control Warrior, as Control Warrior doesn't run many small minions to make use of the weapon. This card is exceptionally great for mid-range or aggro which does have a ton of minions.
Synergy: Cards like Whirlwind are amazing, as it really buffs this weapon quickly while also dealing damage to the opponent.
"Keep crying babies!"
Overview: The reason you would put all of the enemy minions in stealth for a turn is because it bypasses taunts. This allows you to put a bunch of damage if you're just racing the opponent and continuing to apply pressure.
Balance: However this card can be a waste when the opponent doesn't have any taunts. It should only be a one of in aggro Warrior when you are really only going for face.
Synergies: This card doesn't really have any synergies besides just more damage to the face and bypassing multiple taunts.
"It will make you think twice before saying she throws like a girl."
Overview: Insanely strong card when you have a bunch of charge minions, and going on the offensive. However this minion has below average stats. This card is meant to bring aggressive Warrior back into the meta.
Balance: This card would probably be overpowered in most other classes except Warrior. Warrior is not known to have many minions on board, since Control Warrior is the only consistent Warrior deck. If you aren't able to find a way to have tons of minions on the board by the time you play this minion, then you are going to have a bad time.
Synergies: The cards that work best with OAT is Warsong Commander and Haunted Creeper. If you have all three cards you could do a big combo that deals 12 damage and gets a good board out. You first play the Warsong Commander, then summon OAT to deal 3 damage. Then you summon a Haunted Creeper to attack and deal 1 damage to a minion. This also activates the OAT to deal 2 damage to a random enemy character. The Warsong Commander then gives charge to the other two Spectral Creepers that spawn, which deal 2 more damage, plus the extra 4 damage from the axes.
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARGH!"
Overview: You can deal some crazy damage with this weapon. Give +3, +4, or even +7 Attack to every single one of your minions. That is exceptionally deadly, and it would be surprising to an opponent live through that.
Balance: When compared to Bloodlust, they are pretty similar when it comes to the powerlevel. For one mana less you can do bloodlust, in exchange for needing a weapon and then destroying that weapon. However when used in conjunction with other weapons it gets stronger and stronger, but it costs more mana.
Synergies: Any card that can buff the attack of your weapon also buffs the bonus attack. However it probably isn't worth it.
"Committing Sudoku is the bravest of things."
Overview: Deathwish is a crazy card that deals 1 damage to a FRIENDLY minion consecutively until it dies. It also draws a card, which is good.
Balance: The whole things around this card is to activates the "whenever a friendly minion is damaged" cards multiple times. Since it is dealing 1 damage each time instead of all at once, you can activate those cards tons of times in a single turn. But with all "synergy" based cards, it is a pretty dead card if you don't have the synergy you need. At worst it is a 1 mana cycle that also damages your minion.
Synergies: Frothing Berserker, Acolyte of Pain, Armorsmith, any minion with Enrage. You name it, it will do something crazy. All of these synergies really help the aggro Warrior more than the Control one, but you never know. A crazy three card combo is Warsong Commander + Gurubashi Berserker + Deathrwish on the Gurubashi Berserker. You will give the Gurubashi 21 Attack with charge. The druid has this, so I don't see why it would be overpowered on Warrior. The downside is that you cannot clear the board with it, and if the enemy has 1 taunt you're screwed.
"Status: In a Relationship."
"Status; It's complicated."
Overview: This is by far one of my favorite cards in the set. If Durotan or Draka are hurt, the other one gets angry and gets more attack. Also when you play one, the next card you draw is guaranteed to the the other one.
Balance: These are two exceptionally good cards with a very unique mechanics. They are also really good in that they are a 5 mana 5/6, which is actually not in the game at the moment. They are a must have in most warrior decks I would assume.
Synergies: They synergies with each other....if you know what I mean.
Rogue:
"He's actually a professor at 'Seriously I can't breath' University."
Overview: This makes the weapon you are currently using apply Poison when it hits a minion. This will last until the weapon is destroyed.
Balance: Professional Poisoner is a very strong play on turn 3 if you have a weapon. It will allow you to weaken minions over time, but you'll take damage each time you hit an enemy. Also the body of the Poisoner isn't great, but it does trade with a Spider Tank.
Synergies: [card]Assassin's Blade[/card] allows you to Poison 4 minions in total.
"Keep out of reach of children. Unless they are sick anime characters."
Overview: A strong weapon if you do the combo. It would allow you to really keep some of that life a rogue desperately needs when using weapons all the time. However the fact that it is 0 mana is really good in rogue. It allows you to pull use combos way easier.
Balance: While strong, you have to get the combo off which is kind of tricky. However one of the best uses for this is on turn 4 in which you use this in conjunction with Tinker's Sharpsword Oil to make a 4/2 weapon with Immune.
Synergies: As I said before, Oil is very good with this. But you can use Deadly Poison as well.
"The elder sister of the Raging Worgen, she doesn't need to get hurt to deal tons of damage."
Overview: Worgen Ravager allows you to deal tons of damage to the enemy's board. However you cannot attack the enemy hero unless it is silenced.
Balance: Since it cannot attack the face, you cannot do crazy instant death combos with Tinker's Sharpsword Oil. However you will still deal tons of damage to creatures and are able to clear the board a lot.
Synergies: While you cannot directly kill the enemy, using Coldblood on this can turn this into dealing 14 damage across enemy minions. That's insanely strong, as long as it lives.
"My special eyes!"
Overview: Blind really halts your opponent's momentum by making the next card they play cost 1 or 2 more mana than it should.
Balance: The spell you are using doesn't immediately effects the board. However it does stop any potential minions you may not want the opponent to play on curve.
Synergies: This card works best in tempo decks that you really want to contest with your opponent every turn. You want to get that extra edge that you need to beat the opponent.
"He'll poke your eye out."
Overview: You force an enemy to lose it's vision, which means it is unable to attack. This lasts forever until the minion is silenced.
Balance: This card is incredibly strong when facing a huge opponent that you want to incapacitate. You can turn that 7/7 Dr. Boom into a 7/7 that cannot attack, losing a bunch of its value.
Synergies: You can ignore bigger enemies more easily, so you can worry less about control and aggro decks with high attack minions.
"Even with that bulky suit of armor, he is as quiet as a butterfly."
Overview: You are able to steal your opponent's weapon straight from their hands! Since you are stealing their weapon, the current state the weapon is in will remain. Like if the weapon was buffed, your weapon will also be buffed. If the weapon you took lost durability, yours will have less durability as well.
Balance: When comparing this card to Harrison Jones, they both are pretty strong. Harrison Jones draws you some cards, while this actually takes the weapon from their hands. Both are strong and it is entirely based on preference.
Synergies: Think combined with Blingtron 3000 is really good, as you are able to take the opponent's weapon they would get. You would also be able to attack first.
"Let It Go! Can't hold (your vomit) anymore!"
Overview: Vanessa Vancleef puts a Poison Bomb into your hand at the end of your turn. The poison bomb afflicts a minion and the minions adjacent to it with Poison.
Balance: You are always guaranteed at least one Poison Bomb at the end of your turn. But the damage of this minion isn't amazing, but it is good enough to kill off 3 health minions which is always good.
Synergies: Great for control decks, and more cards equals more value.
Warlock:
"Someone needs to keep the Demons in check."
Overview: Since all friendly minions will lose their battlecry effects, a lot of demons get immediately better. Such an Felguard and Succubus. But remember that this also prevents Lord Jaraxxus from replacing your hero.
Balance: While this card is very strong, you'll need to keep it alive for while to get its full value. However you'll also have to run the below average Demon cards to actually get a good amount of value from it.
Synergies: On turn 8 you can combine this with Doomguard to not discard the 2 cards, which is huge.
"Curse this indigestion."
Overview: Deal 6 damage to yourself and get +6/+6 worth of stats spread randomly across friendly minions for only 4 mana. If you have 1 minion, you would give that minion the +6/+6.
Balance: A +6/+6 with charge on turn 4 is way better than a Doomguard, but you deal 6 damage to yourself and you need at least a minion. But this card is allows you to give a huge buff to your minions, and is also very flexible. Also remember that it has a random element which means you can't choose who gets the buff.
Synergies: This card is great for Zoo, who usually has tons of minions on the board. You can really buff up a bunch of your minions and just go to town. An unexpected synergy is with Spell Damage, but you wouldn't want that.
"FLAME ON.....YOU!"
Overview: Molten Abyssal discards a random card and deals damage equal to its cost to an enemy minion. If you play this minion without any enemy minions, the battlecry will not activate, which means you will not discard a card. The character you choose to take the damage will be chosen and NOT random.
Balance: Compare this to Fire Elemental, Molten Abyssal costs 1 less and has 1 less Attack. However it also discards a card which is huge. You also can range from dealing 0 to even 20 damage to an enemy minion. It isn't guaranteed which card you will discard, so there is a hint of randomness.
Synergies: Having a bunch of high cost cards will be very good for this card, but you can't get very attached to them.
"What's yours is mine what's mine is destroyed."
Overview: You can destroy a Mana Crystal for each player. However you can use this when you already used up the full value of your turn and then use this. It essentially gives you a reverse coin in which you get ahead 1 mana and then stop mana growth for a turn.
Balance: Remember this takes a card slot. Is it really worth that card slot? It is up for you to decide.
Synergies: Works best in Zoo as you have tons of low cost minions. You want to try to destroy the opponent's momentum as best you can. This card could you crucial on turns that could result in the opponent using a huge AOE spell.
"Hey, whatchu doin'?"
Overview: It turns all of the cards of the opponent's over, like as if you were spectating. If you hover over a card, it will show you what it is. Any more cards the opponent draws will not be turned over.
Balance: This can be very crucial to see if the opponent has that reactionary card that you are dreading. It's especially good against Secret Classes as you are able to see the secret they play. However you use a huge amount of tempo with no immediate effect.
Synergies: This could work well in most Warlock decks. In Zoo you can see if you should overextend if the opponent has Flamestrike, or you can use this in Handlock to see if that Paladin has the Equality Consecrate synergy.
"Never take your Felhunter to a dog park, you'll learn that you'll need a crane to pickup its 'droppings'."
Overview: By "kills another minion" it can mean when this minion attacks into another and that other minion dies. OR if a minion attacks into Felhunter and dies. If both Felhunter and the minion that is attacked/attacks die, you still draw a minion.
Balance: You are able to draw a Demon everytime this minion kills another minion. This is very strong, but you do lose some stats. However it cannot get killed by BGH. You do lose 2 stats in return.
Synergies: It is a must have for Demon decks, it is just too good to pass up. When summoned by a Voidcaller you can see the enemy almost conceding.
"If you see this monster, you are likely de-"
Overview: Crazy powerful. Summon a 15 attack creature with charge. However you deal a considerable amount of damage to yourself. And since the Warlock's Hero Power is consisted of dealing damage to himself, this is a problem.
Balance: I'm not sure what this card is or where it goes. It isn't great against control because they usually have huge taunts. It isn't good against aggro since you are going to be already very low. Well, no matter, because this dude is powerful and crazy which I love.
Synergies: Kil'jaeden is NOT a Demon, for the most obvious of reasons. You need to make sure you have a good amount of healing to survive that 15 damage you are going to take, like Sacrificial Pact.
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m617344313 posted a message on [Legend] Keeping it SimplePosted in: [Legend] Keeping it SimpleThank you for sharing! Nice deck. I like it.
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1
REMOVE FUCKING MC TECH FROM ARENA! FUCK THAT "25% chance to win the game you already lost". Because a 3/3 + a 10 mana spell for 3 mana is fun to play against.
1
Fuck Razakus to hell. Playing against them is as fun as against quest mages, which are fortunately not meta right now.
Also just lost to cubelock who played turn 6 lackey+dark pact then cube+dark pact on voidlord. I drew Skulking geist on turn 7.
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Guess who skillfully won the next turn. No other class could ever turn that game around. I had 30 hp + 20 armor at one point.
5
Literally my first game. Might want to add a 3rd spell like siphon soul perhaps. Or even DOOM.
1
TFW all you can say is "Are you fucking kidding me?" He even ate my turn 2 murloc with a freaking crab!
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https://i.imgflip.com/218g12.jpg
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Well, in that case you should worry about actual Polymorph or simple silence because nobody runs the potion.
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You know what I fucking hate? When priests play cards from my deck which I never even fucking draw. This clown sits at 7 hp and I can't draw my fireball after 25 cards, yet he already played two fireballs.
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Nobody plays Dragoncaller Alanna but me, yet I ran into a priest who Harrisoned my Medivh, Dirty ratted my Alanna and played DK Anduin the same turn.