You could possibly make the Molten Turtle have an incredibly damaging battlecry, like, “take 1 damage for each minion on the board. “ Then give it a passive that says, “take 1 damage at the end of each turn if your hero has armor.”
I think in that case it could still be viable in a deck and not completely break it.
Instead of a shadowcaster, add in a violet illusionist. It’s incredibly underutilized and can be used for kill combos when you’re behind in health (which is all the time, since you’re rogue). It’s also pretty cheap. Sludge belchers are also just much more powerful than cheat death, which is, imo, mediocre and doesn’t fit in well in a mill deck.
From 5 to legend takes about 30 hours total with a 55% winrate. Usually it takes me around 7 to 8 hours total to hit legend, and I have around a 60-70% winrate with an average game time of 8 mins. If you spread out your games over the month, the grind doesn’t feel like a grind. Playing decks like cubelock or keleseth rogue are much more efficient than playing tempo mage and token druid, especially with their winrates. If you aren’t already, it’s really helpful to use a deck tracker, too.
I feel as if Blizzard has changed their design style these past few expansions, and not in a good way. Sure, I get it, making new deck archetypes is fun, but printing class cards that seem to go all in on one or two archetypes seems like a bad choice on Blizzard's part. Some archetypes are bound to fail, and the cards specifically tailored towards those archetypes end up becoming dead cards until synergistic cards are printed later on. Card's like C'thun and exclusive mechanics like jade golem are prime examples of bad design. Making new deck archetypes is the players' job, not Blizzard's. Some of the most fun times I had in Hearthstone were back when I played Oil Rogue and Mill Rogue, two archetypes with unintentional combos. Oil Rogue relied on Blade Flurry(Classic) and Sharpsword Oil(GvG) while Mill Rogue relied on Coldlight Oracle(Classic) and Gang Up(BrM). Blizzard obviously didn't mean for Mill Rogue to be a thing when they designed Gang Up because they simply can't test for every archetype people will make or try, so they shouldn't try to force us into clear cut cookie-cutter decks. That's my main problem with MSG.
New Priest exclusive mechanic: if your minion is at full health at the start of the next turn, buff this card's stats by a sh*t ton. We could call it Blessing or something
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You could possibly make the Molten Turtle have an incredibly damaging battlecry, like, “take 1 damage for each minion on the board. “ Then give it a passive that says, “take 1 damage at the end of each turn if your hero has armor.”
I think in that case it could still be viable in a deck and not completely break it.
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The problem is that the China team and all the other teams are independent of each other, so it’s up to them how and if promotions and sales roll out.
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Instead of a shadowcaster, add in a violet illusionist. It’s incredibly underutilized and can be used for kill combos when you’re behind in health (which is all the time, since you’re rogue). It’s also pretty cheap. Sludge belchers are also just much more powerful than cheat death, which is, imo, mediocre and doesn’t fit in well in a mill deck.
0
From 5 to legend takes about 30 hours total with a 55% winrate. Usually it takes me around 7 to 8 hours total to hit legend, and I have around a 60-70% winrate with an average game time of 8 mins. If you spread out your games over the month, the grind doesn’t feel like a grind. Playing decks like cubelock or keleseth rogue are much more efficient than playing tempo mage and token druid, especially with their winrates. If you aren’t already, it’s really helpful to use a deck tracker, too.
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Sorry emote to replace the most useless emote, the Thanks emote.
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Judging by the card text, it should give your opponent 2 turns, you 2 turns, then your opponent 2 turns, then you 2 turns.
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Could I get a username change? This curse account was made for minecraft way back so it’s inconsistent with all my other gaming accounts.
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I feel as if Blizzard has changed their design style these past few expansions, and not in a good way. Sure, I get it, making new deck archetypes is fun, but printing class cards that seem to go all in on one or two archetypes seems like a bad choice on Blizzard's part. Some archetypes are bound to fail, and the cards specifically tailored towards those archetypes end up becoming dead cards until synergistic cards are printed later on. Card's like C'thun and exclusive mechanics like jade golem are prime examples of bad design. Making new deck archetypes is the players' job, not Blizzard's. Some of the most fun times I had in Hearthstone were back when I played Oil Rogue and Mill Rogue, two archetypes with unintentional combos. Oil Rogue relied on Blade Flurry(Classic) and Sharpsword Oil(GvG) while Mill Rogue relied on Coldlight Oracle(Classic) and Gang Up(BrM). Blizzard obviously didn't mean for Mill Rogue to be a thing when they designed Gang Up because they simply can't test for every archetype people will make or try, so they shouldn't try to force us into clear cut cookie-cutter decks. That's my main problem with MSG.
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I'm excited for Jade Idol, because fatigue druid is back, baby!
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I just noticed that this deck has all 3 standard adventures in it. Rip budget players.
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New Priest exclusive mechanic: if your minion is at full health at the start of the next turn, buff this card's stats by a sh*t ton. We could call it Blessing or something
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