So basically, by removing three common cards from the Mage pool, they're increasing the chances of getting spells like Firelands Portal and Flamestrike. Awesome. Good job Blizzard!
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igniteice posted a message on Upcoming Arena Changes, Cards Being Removed from Arena DraftsPosted in: News -
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Mercy3 posted a message on Upcoming Arena Changes, Cards Being Removed from Arena DraftsPosted in: NewsNo changes with Paladin? I guess they want all the classes to be around the Paladin level. Oh and the philosophy of removing situational and "bad" cards began with Purify, so I guess that means something good came out of that card.
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teak_frog posted a message on Prince Malchezaar Prologue Boss Guide - One Night in KarazhanPosted in: GuidesJust beat him on normal as well as heroic.
The key card, surprisingly, is the one of the few if not the only minion in your deck - Medivh's apprentice. Careful management of this minion is what ensures the player survives, as it essentially prevents you from fatiguing if used correctly. Malch will surely outlast you in normal circumstances given his larger deck and 60 armor and 60 lifepool in heroic, while you are stuck with the standard 30 life, no armor.
By making sure the apprentice survives with careful usage of the second most important card, the (0) cost spells for 3 mana, as well as the super-innervate, one should be able to control the board long enough to amass either a sticky board through the christmas tree secret spell and legendary creator or create a large enough hand of insane burst, while at the same time refueling the deck with the apprentice. Repeat this process till Malch is no more.
Essentially, the deck is control mage to the extreme. The hero power functions as a reliable draw engine, however you must carefully manage your hand in order to prevent burning your apprentices or other key spells.
Really enjoyable, great design. What a great start to this expansion.
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hun1nf3rn0 posted a message on Blizzard Responds to Community Outrage on PurifyPosted in: NewsPlease stand for the National Anthem of Blizzard's Hearthstone Team:
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TalariaEU posted a message on Blizzard Responds to Community Outrage on PurifyPosted in: NewsPlease redesign the design team. This adventure and the ludicrous idea of adding a 7/7 to the game along with Thing from Below right after introducing Standard to make it fresh again --- and thereby dragging the meta down once again to a frustratingly dull and non-rewarding level --- is a red flag to me and plenty of other people who are already thinking of migrating to another card game. Seriously, go find another job.
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Malakayi posted a message on Moat LurkerPosted in: Moat LurkerMmh, if it's an enemy minion you destroy, re-summon it for your opponent or as your own minion instead?
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Arcilux posted a message on Unite Against Mechazod - Tavern Brawl #49Posted in: Tavern BrawlQuote from Fluxflashor >>Unite Against Mechazod
Don't forget though, win or lose, when playing through the find-a-random-dude-you-cant-speak-with function of Tavern Brawls, you will get your free Classic Pack just for trying it out.. even if you concede.
Played with a random, got Mechazod to 9 health before losing, did not get the pack. Looks like you have to win with a random matched player to get the free pack -
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notsoclutch posted a message on Which class will make the best C'thun deck?Posted in: General Deck BuildingQuote from Shadow_Dcord >>Priest is, but of course Rouge and Druid are good too.
druid is betterDruid has better support, but with the lore nerf, Druid is going to struggle to find C'thun in a lot of games. -
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KickMachine posted a message on Reward & Promo Set Cards Restricted to Wild FormatPosted in: NewsThank god... Captain's Parrot would have been so op in standard.
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Noorderkroon posted a message on Cursed BladePosted in: Cursed BladeMy Dick is bad compared to fiery war axe
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It has some stiff competition though, Mana Wyrm is already a powerhouse of a one drop and in a tempo deck Mana Wyrm would be safer in more situations than Babbling Book.
That said I do not see any reason for any Mage deck not to run both since they are great one drops with some synergy with each other and the Mage class itself.
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Its pretty good as is because almost all the cards you get from this are full 1 mana spells, deal 2 damage aka Arcane Shot, give a minion +3 attack aka Blessing of Might, and then there are the slightly weaker versions like draw a card (Power Word: Shield without the +2 health buff), 1 mana Shadowstep and the single target Conceal which are all very playable.
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This can hit face and is conditional on the target being at full health
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Then there will be the 6/1 Wind Rager and the 1/6 Earth Rager and the 2/5 Water Rager (the most playable one)
And sitting on top is the King Rager! A 9 mana 6/6 that gains +2/+2 for each Rager that is dead!...
I might be getting carried away.
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Only 16 out of of the 134 are C'thun related, the other 118 will be different, and the only things we can guess is that Blizzard doesn't want the mech arch type to die and some of the classic cards (in Druid, Rogue and possibly Mage along with some neutrals).
Just sit back and watch man.
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Quartermaster is also leaving standard, so outside of wild it will not happen.
It can still combo with Warhorse Trainer, as well as any other token synergy cards in this set.
So right now it is a strictly decent card with what we know now.
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Finally a 7 drop that is at least in the same power bracket as Dr. Boom
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Wow what a sick card to play on turn 7 with a bunch of 1 drops! Or Imp-losion! or even Imp Gang Boss!
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Spellslinger's cousin who got all of his shit together. The battlecry is a lot better but I wonder if it will make up for the abysmal health total?
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This card is bad because you are paying 2 mana for a Shattered Sun Cleric battlecry which is actually pretty bad since with Mark of the wild is the same mana cost but it gives +2/+2. On top of that Hunters already have better options in the 2 mana slot like Knife Jugglar and their secrets.
That said I love this card and hopefully it will get better as new cards are released.