So I half to keep this at full health, ugh, maybe I’ll just give it tant and call it good or better yet not play it at all, its stats aren’t good enuf anyway.
You will still experience fatigue, even with Malorne. He is only reshuffled when he dies, so while he may postpone fatigue, the only way you can avoid it completely is if you can kill him soon as soon as you play him.
Question is, does Malorne reset fatigue? If you take 3 points of fatigue damage, kill off and reshuffle Malorne, draw him, play him, and kill him off again. The next time you take fatigue damage, do you take 1 or 4?
Try logging in after 12 am the changes go live after noon, Hearthpwn hasn’t seemed to have posted anything yet but I saw the changes when I logged in this afternoon.
I really like the point you made but I am a veteran druid player who played Wild Hart Guf and I personally think he should be deleted from the game. Guf the most stupid Idea Blizzard ever had for druid automatically became an outdo include for any druid deck you can think of often even when their dec was not basto in any way on playing large combos. to start with his hero power is nuts, he'd be good in a Murloc deck simply for his card draw, being able to draw a card without spending any cards to do so is very good, there is a reason why Worloc hast to also take two damage for the same ability, but that isn’t the worst part by far the gan one mana cristal (not gan an empty mana crystal) is nuts because back in the day when Blizzard was smart about gaining mana they made sure to keep the cards that gan empty mana crystals at or above 3 mana so druids shouldn't end up with 8 mana on their 4th tern, now someone might say but you need 5 mana to play Guf, well hers the answer to anyone who may think that he sets your maximum mana to 20, well, they're your answer, and with that, we get into ar next topic. being able to exceed 10 mana in any dec is good cus now people can accomplish nutty combinations, acutely that was not what Guf was even used for, example, 14 mana play smug seniur and plagued protodrake, quite powerful. altho all of this is true in my opinion the worst part is in the decks that it is in unless you draw all of the cards in the deck you're not bound to draw it, I sware when my druid went against another druid the deciding factor of the game was 90% of the time based on who played Guf first.
0
The nutty big priest hasn’t ben nerfed for years “since the tombs of tarter” Im not expecting it to get nerfed.
0
You do not need to feel sad nerfs are there to improve the game.
0
Good point but hearthpwn has hidden your comment so Beatsz still has a point.
0
Ar you kidding me that card is still phenomenally useful.
0
Helo Im an Incoming druid player and I disagree with that statement because I’m a druid player.
5
I like the nerf they gave Guf, It was a good pic for the nerf but not enough.
1
Why did smothering starfish need a nerf.
0
So I half to keep this at full health, ugh, maybe I’ll just give it tant and call it good or better yet not play it at all, its stats aren’t good enuf anyway.
0
This card is a pane in the rear end when played on you.
0
No he dos not.
0
Try logging in after 12 am the changes go live after noon, Hearthpwn hasn’t seemed to have posted anything yet but I saw the changes when I logged in this afternoon.
0
I really like the point you made but I am a veteran druid player who played Wild Hart Guf and I personally think he should be deleted from the game. Guf the most stupid Idea Blizzard ever had for druid automatically became an outdo include for any druid deck you can think of often even when their dec was not basto in any way on playing large combos. to start with his hero power is nuts, he'd be good in a Murloc deck simply for his card draw, being able to draw a card without spending any cards to do so is very good, there is a reason why Worloc hast to also take two damage for the same ability, but that isn’t the worst part by far the gan one mana cristal (not gan an empty mana crystal) is nuts because back in the day when Blizzard was smart about gaining mana they made sure to keep the cards that gan empty mana crystals at or above 3 mana so druids shouldn't end up with 8 mana on their 4th tern, now someone might say but you need 5 mana to play Guf, well hers the answer to anyone who may think that he sets your maximum mana to 20, well, they're your answer, and with that, we get into ar next topic. being able to exceed 10 mana in any dec is good cus now people can accomplish nutty combinations, acutely that was not what Guf was even used for, example, 14 mana play smug seniur and plagued protodrake, quite powerful. altho all of this is true in my opinion the worst part is in the decks that it is in unless you draw all of the cards in the deck you're not bound to draw it, I sware when my druid went against another druid the deciding factor of the game was 90% of the time based on who played Guf first.
0
If anyone asks me what the general Idea of a daemon hunter is ill show them this deck.
-4
quote from Blizzard. “We'll be locking in our changes this Friday, and the patch will go live ~1 week after that.”
0
I won't go as far as to say this dec is good but I will yews it for reference, a lot of insightful strategic ideas.