|Minion (22)||Ability (8)|
|Minion (22)||Ability (8)|
Just for fun, so all classes have Highlander support.
These are all the Hero Powers for all classes:
Congrats. I am curious for the results also.
Wow, long time since I made it to final poll. reilgun got my vote. I think the effect is a nice wellthought idea! Not sure about the stats, 3/5 seems more fair to me, but still a nice card.
@Infirc, yeah I see this alot when an opponent is trying to kill my Sylvannas with their Sylvannas and than messing it up, lol. Real accurate info about how stuff atually works or trigger order is not easily found.
I know if you look closely to the text counterspell counters a spell cast by opponent and flare is a spell so it gets countered. However; should it work like that? Flare is designed to get rid of those secrets, so it should also destroy Counterspell as well right?
Personally I am still not sure what the right interaction should be. Counterspell is one of the most annoying (probably together with Ice Block) secrets in the game and it might be good to have some more tools to deal with it. However, Flare only costs 2 mana and does 3 things. The cardraw from that card alone is already about 1,5 - 2 mana.
Maybe the interaction is fine as it is and the answer to deal with Counterspell is not with Flare, or maybe the cards need a workover?
What is your opinion on this topic?
Really fun deck to try, I won 4 out of 6 games at rank 10. I did make some changes:
Got rid of cards that did not do much for me:
2x Piloted Reaper (the times I played it it pulled a Silverhand Recruit from my hand which I got from the Jailor)
1x Divine Favor
1x Getaway Kodo
1x Silver Sword
2 Stonehill Defender so I could hide 2 Holomancer (always wanted to try this card, but hard to find a deck where it fits) and Harbinger Celestia behind some taunts. It actually works very well after you have Dirty Rat or Injured Tol'vir on the board. I also added 2 Desperate Measures because they are good turn 1 cards that still provide a card in your hand to support Mountain Giant.
Thanks for the feedback. I forgot the name already existed. It does not unlock the mana crystals btw.
I tried playing around with the text but it ended up being 3 lines every time. I also found out that locked Mana Crystals is not the right phrase, so I guess I have to make something different.
This will be my entry:
As a take on the warlocks: "this cost health instead of Mana" cards, this Shaman Card costs locked mana crystals instead of Mana. So if you have 3 locked mana crystals you can play it. the stats are similar to an Ogre Brute. My only question is: is this a fair card (stat line etc?) or am I missing something?
UPDATED: I have brought life to this deck as soon as I could play the new Shaman quest. I edited the deck. Basically the plan is to give value to the cards you play that will give value to Shudderwock.
Hopefully you will get a Shudderwock with:
|Minion (23)||Ability (7)|
So I opened Splintergraft in a pack today and thought of the happy ghoul combo giving you a 0 mana 10/10 when played the combo Voodoo Doctor × 2 + Happy Ghoul × 2 + Splintergraft × 1 giving you a 0 mana 10/10 Happy Ghoul (turn 9)
Than I decided to add more healing cards supporting Lucentbark × 1 and Crystal Stag × 2. New cards from Uldum Overflow × and Anubisath Defender × 2 combined with older cards: Moonglade Portal × 2 and Arcane Tyrant × 2 brings even more synergy to the deck.
It is a fun deck that tries to make these difficult legendaries Splintergraft and Lucentbark work. Please let me know if you have any suggestions on how to improve the deck.
|Minion (19)||Ability (11)|