• 0

    posted a message on Tundra Rhino

    If you really wanna surprise people, try playing this with Greater Emerald Spellstone for instant 14 burst damage.

    Posted in: Tundra Rhino
  • 0

    posted a message on Nightmare Amalgam

    Update from the future, E.M.P. Operative is a thing now.

    Posted in: Nightmare Amalgam
  • 0

    posted a message on Silver Sword

    On the plus side, this works well with dudes or murlocs...or anything for that matter. On the downside by the time you play this you'll probably already have lethal. That being said, I was looking for yet another way to buff my dude army in the late game. If there's no other options that pop up for Paladin in this expansion, I'll give this a shot.

    Posted in: Silver Sword
  • 7

    posted a message on Rebuke

    I found out why aggro paladins could use this card.

    Because we all (should) know a spell doesn't have to deal damage in order for it to be annoying, useful, and worth 2 mana to shut up for a turn. Isn't that right Big Priest and your 10+ resurrection cards for one monster?

    Posted in: Rebuke
  • 3

    posted a message on Level Up!

    Back from the future and once again the rating system is dead wrong.

    This card is a great aggro AND anti-aggro tool turning usually ignore-able dudes into annoying threats on offense and defense. There's nothing more satisfying than getting a combo off with Quartermaster and this card, and having a board of 3-6 surprise 5/5 minions. Heavily underrated, just ask anyone who fought against a silver dude paladin nowadays.

    Posted in: Level Up!
  • 0

    posted a message on Rebuke

    Can't wait to get a third copy of this with Ivory Knight.

    Posted in: Rebuke
  • 2

    posted a message on Clockwork Automaton

    Calling it now, Shadowreaper Anduin is gonna love this card.

    Posted in: Clockwork Automaton
  • 6

    posted a message on Steward of Darkshire

    Except it does. Make sure she's on the board first before using Lost in the Jungle.

    Posted in: Steward of Darkshire
  • 5

    posted a message on Kobolds & Catacombs - Hearthstone's Seventh Expansion

    Did my first Dungeon Run, picked Paladin, made a Silver Hand deck. Got Potion of Vitality, Justicar's Ring, Vorpal Dagger, and a wand that adapts a minion equal to the number of bosses you already beat. Made it to the Dragon guarding the treasure at the bottom. Things were going well until the dragon gave one of the treasures a permanent attack boost. So I figured I'd just destroy it and keep going.

    Dragon: "You will pay for your greed..."

    10/10 Would get devoured by a dragon again.

    Posted in: Guides
  • 2

    posted a message on Level Up!

    That flavor text made me laugh way harder than it should have.

    Posted in: Level Up!
  • 2

    posted a message on Level Up!

    I want to make this card work. I'm gonna use this in Wild Ranked first because there's more dude synergy there, then I'm gonna head to Standard when I'm done. I still believe this card has a lot of untapped potential.

    Posted in: Level Up!
  • 2

    posted a message on Crystal Lion

    Well, this is an interesting card. You can make it yourself with Blessing of Kings and Argent Squire as early as Turn 4; in that case the only thing you're doing is putting 2 cards into 1 for 1 extra mana when you play this without filling your board with recruits. But as to making Crystal Lion work as intended...

    In Wild, I only really get a good amount of Silver Hand Recruits in the late game, and by that time the minions themselves are usually buffed by Quartermaster and/or Lightfused Stegodon which make often make them more valuable than this since I can swarm the field with them. And even that is only after a lot of work involving VinecleaverMuster for Battle, Justicar Trueheart, and more.

    In Standard, it's a lot harder to make this work. It's harder to combine summoning and buffing the recruits at the same time so they stay alive and do work for you. And since this card relies on how many recruits are still alive versus how many you summoned, this card is essentially a reward for managing to fill your board with them. Stand Against Darkness can bring this out for 1 mana, but the earliest you can do that is Turn 5 with The Coin unless you somehow already control the board and have a bunch of recruits. And by that time there should be more pressing things that your opponent is doing that makes a 5/5 not so dangerous, even with a Divine Shield.

    That being said, I can't really find any space for poor Crystal Lion. I need the cards I already have to make the Silver Hand Recruits actually work and scale into late game. And since I am focusing on the recruits, I'm focused on buffing them and not the cards revolving around them. It has potential, it's not bad, but I don't think I'll find Crystal Lion taken seriously.

    Posted in: Crystal Lion
  • 3

    posted a message on Kobolds & Catacombs - Hearthstone's Seventh Expansion

    As a Silver Hand Recruit main, this Bingo made me chuckle. Keep it up.

    Posted in: Guides
  • 0

    posted a message on Skull of the Man'ari

    I do expect oozes everywhere in this meta, but plenty of people hate this card so much that they'll never think any self respecting warlock will run it because there's no instant effect. Which is exactly why it will work. They'll never see this coming.

    Posted in: Skull of the Man'ari
  • 3

    posted a message on Skull of the Man'ari

    Why is everyone assuming that you have to play this turn 5? Get control of the board, then throw this down when you have mana to spare to ensure that you keep tempo in case your board gets wiped next turn. Warlock is getting more good taunt minions (and with this card you can ignore the battlecrys of other old taunt demons that mess you up) so not being able to attack isn't too much of a problem if you control your hand. You have to plan around this, yes, but that's the point: this isn't the easy win button people expect it to be; you have to earn it.

    Posted in: Skull of the Man'ari
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