There's a card in Shadowverse called 'Dimension Shift' that does this and it's absolutely crazy, enables some ridiculous combo finishers. Will be really powerful.
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Nov 11, 2016Posted in: General Discussion
I can see the potential for an effect along the lines of 'If this minion attacks an enemy hero with armor, deal 'x' extra damage'. But I don't see effects that outright remove armor being a thing.
Jul 26, 2016Posted in: Card Discussion
In no particular order:
Ysera: First legendary I ever crafted, the dream cards are just so fun and give great value. Close to a must in any Dragon deck and one of the most interestingly designed cards in the game.
Archmage Antonidas: The first card I ever tried to build a deck around, his ability is both powerful and fun and it's really satisfying when you manage to pull off a game winning combo with him.
Duplicate: I love the secret mechanic and duplicate was probably my favorite in the old control decks I messed around with, it's a shame that in standard as it stands most Mage secrets are not particularly viable due to not having a reliable way of getting them on the field early enough without a huge loss in tempo.
Coldarra Drake: Another card I messed around with a lot due to it being potentially really interesting but sadly never managed to make it work consistently.
Sylvanas Windrunner: Has always been one of the best legendary cards in the game but only when played right. It's not a Boom or a Tyrion which will almost always be a good play due to their borderline brokeness, you have to pick your moment which is what makes it interesting.
Apr 13, 2016Posted in: Card Discussion
Not sure about this one. Usually I try not to be one of these negative asses who proclaim s every card as 'garbage' because it doesn't have 'charge, instantly win the game' but I just can't see why you'd play this over Etherial Conjurer.
Mar 14, 2016Posted in: Card Discussion
The problem with Kirin is that the window to play the secret is too small, it's a dead card unless you have a secret already in hand.
What I mean when I say more useful is it gives you a better window. An example could be just making it 'your next secret costs (0)' so it doesn't have to be played that turn, similar to Dragon Consorts effect for dragons.
Alternately a persistent effect on a minion (Gives the opponent a chance to kill it before you benefit as it's not a battlecry but could potentially be better if they ignore it or can't kill it) along the lines of 'Your secrets cost 2 less but not less than (1)' this would be essentially a secret version of Summoning Portal.
Mar 14, 2016Posted in: Card Discussion
At first I was kinda sad when I saw this card as someone who likes to play control Mage but once I thought about it I'd rather there be this than Kezan Mystic because having an Ice Block stolen is a whole lot more devastating than just having it destroyed and my opponent having a 3/5.
Feb 9, 2016PsychoG posted a message on Say Goodbye: What Cards will you miss the most in Standard?Posted in: General Discussion
Cards I will miss:
Loatheb - Really cool card, not OP but extremely useful to lock down the board for a turn to ensure victory when you're in a winning position.
Sludge Belcher - As a more control type player, Belcher was such a useful and often very required card. Hopefully with so many aggro cards going he won't be needed anymore.
Antique Healbot - See Sludge Belcher
Duplicate - Only really started using this more recently and it's a lot of fun when used correctly. One of the better Mage secrets.
Cards I will not miss:
Piloted Shredder - I don't think any card has been as dominant as this thing. Thank god it's finally going to be gone and other 4-drops might actually start seeing some play again.
Dr. Boom - While I don't 'hate' Boom like many do, no card should be able to be put into just about any deck and be as universally effective as Boom is. 7-drop slot will open up again with Boom out of the picture.
Mad Scientist - Just way too powerful in tempo and aggro decks, in control it's alright but otherwise it does far too much for 2-mana.
Nov 12, 2015Posted in: Card Discussion
IMO definitely works well in slower control decks where playing on curve and being aware of tempo is less important than keeping your opponents board in check and the extra removal later on for bigger targets is very nice.
Can't see it working too well in tempo or aggro where mana efficiency and so on is too important and you're highly unlikely to go through enough of your deck in most games to take advantage of the second torch.
Aug 24, 2015Posted in: General Discussion
I wouldn't be against having the choice to be anywhere between 30-35, but that's mainly because there's always 1-2 cards I'd love to put in a deck but just can't find the room for them lol.
Aug 24, 2015Posted in: Card Discussion
On a side note, so many people whine about Mad Scientist but the fact is that before he was introduced, secrets where almost unplayable (Except for Hunters who were already playing Explosive and Freeze Trap because they were cheap and near impossible to play around) because the loss of tempo when playing a 3 mana card (For Mage) that did nothing for you the turn it was played, combined with how easily most secrets can be played around, was too significant.
Personally, I think a better solution to make Mage secrets more viable would have been to alter Kirin Tor Mage to 'The next Secret you play costs (0)', this would mean the Mage wouldn't need it in hand at the time, making it more viable but they'd still need to actually draw it to play it rather than it just being fished out.
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