Try not to overdraw (remember they play 2 Coldlight Oracle), but be risky with your plays (if he burns his dead mans hand, its your win)
Bait his greed and make him prefer draw over armor and get to point 5
In every match theres a point when the warrior switches from trying to draw cards to gain armor (mostly by bring it on or shield block), try to kill him before this. Every match past this point is a lost one (The switch is often after turn 16)
1.Fiery War Axe: 2 mana 2/2 Enrage: Gain 1 more attack. - This won't change much for Control or Midrange Warrior decks but will make Pirate Warrior unable to jam it to the opponents face in the early game.
2.Molten Giant and Blade Flurry: Change it back to it's old form and move it into Wild.
3.Swashburglar, Babbling Book, Cabalist Tome and other 'add random card' effects: Your opponent can now see what you get.
4.Jade Idol: Either make it 2 mana or make you unable to re-shuffle the idols you've already shuffled.
5.Divine Favor: Should just be rotated or changed into something completley different, the card isn't good right now but in any meta where the card works it's simply broken.
6.Finja: First of all the guy who came up with this card needs to be fired, then after that we can start changing it.
7.Meteor: Vicious Fledgling and Meteor: All cards that ruin arena.
8.Any Discard Effect: Now discards the lowest cost card in your hand, this will make it easier to predict which cards you will discard and will let you prepare more accordingly for it which will lead to a more healthy and skill-dependent mechanic. Will also prevent Silverware Golem from comming out too early in the game, right now Dicard-ZooLock is the worst deck in the game when you get unlucky and the best when you get lucky which is just a bad design.
9.Arcanologist: Far too high power-level for Standard (which just says a lot about Mad Scientist - lol), should be either be a 2/2 or a 3 mana 2/4. (3 mana is significantly worse because you it makes it hard to curve out with the secret)
10.Starving Buzzard: Either change it to 4 mana or buff it's stats to something better.
1) Thats actually an excelent idea
2) I agree with the move to wild part but 10 health is too much for molten IMO, change ti to 22-23 so its 8-7
3) I will stick to discover by rarity. It makes good things like iceblock or pyro harder to get. It does not make any difference knowing the freeze mage that will kill me next turn got another iceblock on hand
4) I like the second option
5)Just ratate it to wild
6) Why is it broken?
7) Agreed
8) Thats just a Doomguard buff in standard and a nerf in wild. But it would be nice to see a discard elemental warlock
9) I agree on the 2/2
10) Starving Buzzard is bad design overall. I think it would be ok if it was a 3 mana 3/3 or 4/2 that draws a card for every beast PLAYED
Warrior (the entire class) - "Sorry, this class is not playable in Standard or Wild."
Fiery Bat - 1/1 stats
Alley Cat - summoned minion isn't a beast
Kill Command - can't target face
Every Priest minion - increase stats by +1/+1
Holy Nova - deal 3 damage and heal 2
Cabal Shadow Priest - cost 1 less, OR when the battlecry doesn't have a target it should get +1/+1 instead.
Shellraiser - 3/5 stats, not 2/6
Move Win Axe, Frothing, and Kor'Kron to HoF.
Caverns Below - Summon 7 minions (not 4) with the same name.
Sulfuras - Hero power goes back to the original form when Sulfuras runs out of charges, and is a 4/3 weapon.
Warrior is supposed to be a tank or a burst DPS, the problem is that it should not have hand damage
Firey Bat is okay, if you nerf it, it would become a worse Lepper gnome
Kill Command is Hunter's most representative class card, its supposed to do a lot of damage maybe "If you control a beast,target a character deal 2 damage and 3 damagade at the start of your turn"
Priest minions are ok, they should be low atack high health
Priest spells that damage and heal should be "...and heal for the damage dealt", not "...and heal for X" (x being a number)
Shellraiser is already a 3/7 with the deathrattle
I don't thing korkon elite is op, its just 4 damage with 3 health. A 2 mana minion can kill it
Caverns below should be 5 minions (2 shadowsteps and a brewmaster). I think the quest was intended to be completed around turn 7 and miracle on turn 8
That would make it either more OP or Ooze meta. Anyways, 8 damage is a lot. I agree with you in this one
And regarding to Molten Giant should cost from 40 to 50 but the effect should work correctly and before it is drawn or cost 22 and change the card text to "Reduce the cost of this minion by the amount of lifepoint missing".
On the first change, it would be a Reno or a priest only card since you would have to take 40 damage for it to become playable
On the second one, just make it so the warlock (because other clases can't run molten except for mage, but she will probably have 1 healt and iceblock anyways) can survive a Kill Command+ Hero Power
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Simulacrum on the apprentice-->Leyline Manipulator (2 apprenices cost (0) now).
Summon Antinidas (7 mana) + Summon x3 apprentice (2 mana) + Cast Molten Reflection on apprentice(1 mana)= Infinite Death (10 mana)
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How to win as a priest(Razakus version):
How to win as a priest (non Razakus version):
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Hemet, Jungle Hunter, What deck?
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Ohh, such a great card needs to be part of a great being. My [card]Blade of C'Thun[/card] will take care of that for you ;)
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Best Hero Power: Warlock
Best spells: Priest/Hunter/Mage
Best AOEs: Priest/Warlock
Best in current meta: Warrior
Best frustrating RNG cards: Priest
Best secrets: Hunter
One of the strongest legendaries in the game: Paladin (tirion)
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I counted the deathrattle as value to the card too. Also, most times 6 health and give +1/+1 is better that 7 health except against mages
Also, Nether Portal should give 2 3/3 demons or every turn summon a random demon (counting rarity as a factor)
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I think it would be better as a 2/2 or a 3/1 since Upgrade! is a thing
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And regarding to Molten Giant should cost from 40 to 50 but the effect should work correctly and before it is drawn or cost 22 and change the card text to "Reduce the cost of this minion by the amount of lifepoint missing".
On the first change, it would be a Reno or a priest only card since you would have to take 40 damage for it to become playable
On the second one, just make it so the warlock (because other clases can't run molten except for mage, but she will probably have 1 healt and iceblock anyways) can survive a Kill Command+ Hero Power
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Milhouse should be a 5/5
Ragers should sinergize with each other
Yogg should be a 7/7 or a 5/7 to survive fireball
Flamewreth faceless sould be 5 mana
10 mana Pyros should shuffle a 2 mana Pyros in your deck
Now with mechanics: Mage's discovered cards should show by rarity (this fixes the iceblock problem)
Ive been thinking about this a lot lately, whenever i can i will post more changes
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I don't think Pyroblast can replace Alex since she is a "Deal 15 to the oponent" most of the time and pyroblast does 10-11(with Thalnos).
On the other hand, Antonidas usually gives you 12 damage for your next turn (14 with thalnos)
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TURN 5: COIN- SAVANNAH SKILLMANE
TURN 6: SAVANNAH SKILLMANE
TURN 7: DR.SKILL
TURN 8: CALL OF THE SKILL
TURN 9: CALL OF THE SKILL
HOW AM I SUPPOSED TO COUNTER THIS?
IM GOING TO PLAY ELDER SCROLLS LEGENDS UNTIL MY LEVELS OF SALT GET BACK TO NORMAL
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Spawn of Shadows
iT WORKED!! (LFTP)