No magic can hurt you if you are a part of it! Don't play this in front of paladins kids!
A fun Counterspell for Druids, also a viable 3 mana do nothing? Sometimes the best option is to bluff.
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No magic can hurt you if you are a part of it! Don't play this in front of paladins kids!
A fun Counterspell for Druids, also a viable 3 mana do nothing? Sometimes the best option is to bluff.
7
As a member of the Bronze Dragonflight, Moradormi has extensive knowledge about the future. She knows exactly what is meant to happen, and what isn't. Or so she thought. Discovering the ultimate fate of her flight, their corruption into the Infinite Dragonflight, turned the once optimist dragon into a full-on cynic. Still, she strives to make the future a better place, perhaps trying to atone for deeds not yet commited.
Certain events are just meant to happen, and there's nothing one can do to stop them, though they can always be delayed or, for better or worse, brought about earlier. This Hero Power has gone through some revisions, but this version is the one I found most balanced yet. Inevitability and Temporal Bomb set the main theme of the class.
Much like the Warlock's Life Tap, this Hero Power gives you a net total of 1 draw, but instead of paying with Health, the drawbacks of this Hero Power are manifold, the most evident one being the 1 mana cost of Temporal Bomb. There's also the fact that it's placed at the top of your deck, meaning it's on a 1 turn delay (if you don't have additional draw) and it denies your own next draw if not played immediately, which its second effect encourages. Speaking of, the second effect also serves to introduce the class' unique keyword: Latent.
Latent is meant to represent the ability of the Bronze Dragonflight of being 'just in time' by giving cards additional effects if they've been held long enough just to play them at the best possible moment. Mechanically, the easiest paralel to Latent effects are Rogue's Combo effects, except their trigger condition is different. Temporal Bomb's Latent effect is meant as a soft enabler for combo decks (since the cards hit by the reduction are random).
All in all, the Hero Power is meant to enable control archetypes by providing them resources throughout the game, with Latent effects such as Temporal Bomb's being particularly powerful in slow greedy decks. It also enables combo decks by giving them access to consistent draw to get their combo quickly while also reducing card's costs. Faster decks also see benefit from the Hero Power in a manner similar to Zoo Warlock, being able to play multiple cheap minions while having access to draw (although unlike Life Tap, the draw isn't immediate).
Incoming Meteor: A very straightforward example of a Latent card. An overcosted Arcane Explosion that becomes much stronger if held for a few turns. One of the best sources of non-destruction AoE in the class.
Uncertain Death: An example of a "counter" Latent effect. Uncertain Death is a 4 mana Assassinate the turn your draw it, but becomes a 4 mana Deadly Shot afterwards. It is part of a rather small subset of Latent effects that are better off played right away, but are undercosted because of it.
Preacher of Destruction: Having all 3 example cards have Latent effects would defeat the point, though rest assured there are minions with Latent on them (since it works just like Combo would, the have Latent instead of Battlecry). This card embodies another theme of the class: each turn this is in your hand effects. Much like Shifter Zerus or Nerubian Prophet, these effects always happen at the start of your turn. These particular effects go hand in hand with Latent effects in the sense that you don't want to play them right away but rather squeeze the most value out of them.
Honorable mentions for effects the class features: "When drawn" effects, "For each turn this was in your hand" Battlecries and "At the start/end of your turn" effects.
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Emotes:
The Sapper class main characteristics is to meddle with your opponent's resources by placing "bombs" into their deck, hand or field, defuse their cards, and throwing big taunt minions and good board clears while your opponent dies to your stuff. However, the class can also play aggressively by not only quickly cycling your deck but by adding more resources into it as well. Sapper is therefore a control or aggro class similar to Warrior, but it plays very differently.
The class has access to 4-mana secrets but not to weapons. Due to their high price, secrets will generally only trigger under very specific conditions that will guarantee you a good result.
It doesn't look very interesting like this, however there are several cards in the class that benefits from minions dying and this hero power will help a lot. It also gives the class the ability to ping.
Suicide Bomber |
Retaliation Shout |
Infiltration |
A powerful early game removal in the form of a minion. For example, it can single-handedly deal with Patches the Pirate + Small-Time Buccaneer. Is it OP ? Not for this class, since good removals is part of its identity. |
One of the powerful secrets the class has access to. It would be the single card in the game that could counter a battlecry and the second card to feature the under-used keyword "counter" in its card text. Can single-handedly win you the game against a reno/control deck like Ice Block against a combo deck. |
(the Spy token) A card that meddles with your opponent's deck, again typical of the class. It looks innocuous like this but Spies don't draw an additional card when drawn themselves which effectively denies them 3 cards. Topdecking a Spy when you need an answer can be very infuriating and that is kind of the identity of the class. |
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Its Battlecry gives you a new deck, which contains 12 collectible legendary cards, they can be duplicates or class cards. 12 Deathwings? Why not!
Edit: Added description.
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"...And then when Rargaz's forces are at their weakest, I'll — NO YOU CANNOT DIE YET MORTALS. You still haven't heard the best part!"
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Edit: (Reference to Moonfire and Innervate .)
I thought Spell Damage was missing in Druid, and this Moonkin minion was close to the actual lore. Maybe not the most flashy entry, but offers some new druid alternatives, Mill options, is balanced because it could backfire, and I like the concept of choosing which gift you give your opponent. And you can mitigate the downside by selecting which one would be the least helpful to your opponent depending of the state of the game.
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Give Pirate-decks a solid 4 drop!
Give it a +1!
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Support for a controlling Dragon Paladin to go alongside Dragon Consort .
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A minion that casts Ice Block on itself, based on Mei's ability to freeze herself in a block of ice when she is about to die.
Edit: fixed rarity
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Nightmare for reference.
Only affects dream cards in your hand.
Dream card for Ysera
Edit: uploaded image to actual post rather than attachments
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thanks, easy rank 10 so far with this deck
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Starving Buzzard
Pre-buzzard nerf hunter was called Sunshine Hunter and buzzard was the engine (made the Sun Shine)
Almost sees no play post-nerf (No longer the favored one of my champion)
Was part of what made face hunter (changed the face of hearthstone forever)
edit: reasons and card tags