Time Warp does not affect any cards already on the board or in players' hands. It would place all 30 cards of each players decks into the draw pile (29 for the mage, Time Warp would not replace itself).
I think a suitable nerf to Dr. Boom would be to change the deathrattle on his bombs so that they can hit any random target instead of only enemies. It keeps Boom as a powerful turn 7 minion and keeps with GvG's theme of rng damage effects.
Recently blues on the HS forums were asked about the possibility of neutral spell cards. The blues didn't give a serious answer when the solution is obvious: Item cards, these are flasks, elixirs and engineering items. I've made up a few here, some of them are overpriced by design as the high cost or other drawbacks offset the initial power of these or the fact that they can allow one class to do something normally unavailable to them.
If I ever do this it's usually just because I have the quest to cast 40 spells or kill minions, so I'll make whatever extra progress towards those quests I can before the win (or loss really, if I know my opponent will win next turn and I can't stop him).
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Late game finisher/removal for warlock.
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Where do people find all the cool artwork for these submissions?
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Almost identical to my current druid deck, but I think the gadgetzan jouster might help my early game more than Haunted Creeper or Zombie Chow will.
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Currently 0-7. Priest is just plain bad at this brawl.
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Anyone else feel like this should be a Pirate? Pirate Warrior deck ftw.
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Quick question on Spellslinger, does it give each player a spell for their respective class or ANY spell?
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Tinkmaster used to be choose a minion, it was pretty OP (basically a silence only better) and was nerfed.
I think Kidnapper should be cheaper and less powerful, like 4 mana and 3/2. Its high mana cost is most of what makes it unplayable.
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Meaux#1150 US servers
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Time Warp does not affect any cards already on the board or in players' hands. It would place all 30 cards of each players decks into the draw pile (29 for the mage, Time Warp would not replace itself).
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Made up some more neutral spell cards, this time Secrets!
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I think a suitable nerf to Dr. Boom would be to change the deathrattle on his bombs so that they can hit any random target instead of only enemies. It keeps Boom as a powerful turn 7 minion and keeps with GvG's theme of rng damage effects.
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Recently blues on the HS forums were asked about the possibility of neutral spell cards. The blues didn't give a serious answer when the solution is obvious: Item cards, these are flasks, elixirs and engineering items. I've made up a few here, some of them are overpriced by design as the high cost or other drawbacks offset the initial power of these or the fact that they can allow one class to do something normally unavailable to them.
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Some improved versions of existing but rarely used minions:
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A few more I made up. Cho'gall and Kael could allow for all kinds of crazy spell shenannegins.
Adaptive Ooze is basically a poor man's Faceless Manipulator. Use it on Rags and it will throw 8 dmg fireballs but still stay a 1/2.
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If I ever do this it's usually just because I have the quest to cast 40 spells or kill minions, so I'll make whatever extra progress towards those quests I can before the win (or loss really, if I know my opponent will win next turn and I can't stop him).