We can have nice things after all!
- SunnoxPL
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Member for 7 years, 3 months, and 28 days
Last active Wed, Apr, 17 2024 08:33:47 -
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Sinti posted a message on More Hearthstone Changes - 18 Card Buffs (YES, BUFFS), Mech-vitational, New LegendaryPosted in: News -
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gm6 posted a message on ROGUES ARE GETTING NERFED! 4 Card Changes Coming May 22Posted in: NewsWhat a dumb nerf for Prep! Killing so many potential in the future. Why dont just nerf Raiding party? Shame on you, Blizz.
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maverick34111 posted a message on ROGUES ARE GETTING NERFED! 4 Card Changes Coming May 22Posted in: NewsI agree with the nerfs to EVIL Miscreant and Raiding Party, but not to Preparation. They could have nerfed Waggle Pick if they needed another way to balance Tempo Rogue's power. Why nerf every Rogue deck just to slow down Tempo Rogue? So what that Preparation is nearly all Rogue decks ... so is Backstab and Eviscerate. Edwin VanCleef and Shadowstep are in most decks too. Many classes have auto include cards ... most druids run Swipe, most paladins run Consecration and Truesilver Champion, most priests run Power Word Shield and Northshire Cleric, and warriors run Shield Block and Shield Slam. I'm not sold on the auto-include nature of Prepartion being a problem, and I'm not convinced this really opens up design space for Rogue spell either. If you didn't want to give rogues any 7 or 8 cost spells because you were afraid they would be cast on turn 4 or 5, is it really better now that they can be cast on turn 5 or 6? The same effect could have been granted by budgeting these spells as 8 or 9 cost spells (or even 10 or 11 cost if necessary).
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macadow posted a message on ROGUES ARE GETTING NERFED! 4 Card Changes Coming May 22Posted in: NewsWhy only rogue nerfs?
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Zerti posted a message on The Great Dalaran Heist Has Launched! Two Wings This Week, Is The Adventure Worth It?Posted in: Newsi really like it so far.
only thing i don't like that much is that bosses are not exclusive to the different chapters. means you fight the same bosses in chapter 1 as in chapter 2. but the deck building variety is amazing. sooo much replay value.
good job, guys. (btw, beast hunter is like cheating)
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dr_beavis_phd posted a message on Live Action - Rafaam on the Streets - Recruiting Part 1: E.V.I.L. InitiatesPosted in: News -
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CheeseEtc posted a message on Live Action - Rafaam on the Streets - Recruiting Part 1: E.V.I.L. InitiatesPosted in: NewsRafaam's evil plan: making people die of cringe.
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Fluxflashor posted a message on This Week's Brawl is Henchmania! Rise of Shadows Pack Quest, Unique Hero Powers & PassivesPosted in: NewsThis is actually a pretty damn cool brawl, props to Blizzard for that.
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GunnyHS posted a message on Streamer Event Next Week For New Unreleased Adventure - May 14/15Posted in: NewsI hate Blizzard for their politics. They pick "8 of our favorite creators" and let them show us the new content. I am a content creator myself and I would never get the chance to have something like that only because I have 100 viewers and not 10k. The big ones eat the small ones like always and Blizzard pushes the big ones again. To be honest I am tired of always seing the same faces and hearing their artificial "awesomes" all over again, Everything is so cool and awesome because they have to say it - otherwise they will not be part of this lobby again next time.
They do want the reach, I know. But what if I have other "favorite creators" like Blizzard maybe thinks?
I know why they do it but I do not necessarily like it.
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KingTerrapin posted a message on Streamer Event Next Week For New Unreleased Adventure - May 14/15Posted in: Newsjust release the content already this is so shit and long
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THE SPIRIT
Hero Power: The Spirit class is based on full Health minions. Soul link helps them to stay at high health and prevent from dying.
NOTE: You can use Hero Power even if there aren't any minions on your side. It heals only your hero then.
CARDS
Explanation:
Congeries: Buff your minions with Alleviation to help them stay longer ! One of the cheapest way for The Spirit to protect friendly minions.
Moribund Spirit: This card triggers it's effect at the end of turt it was played. It can't help trading, but supports your minions at low Health to stay in play. This is a great 2 drop, when played without effect it still has got value.
Falling Light: The Spirit has weak board clears. This is one of the most powerful, simmilar to Lightning Storm . It becomes even better with the Spell Damage . Fortunately, it affect only enemy minions, which makes this card very powerful AoE.
Spirit's Wrath: One of the best removals for this class. An opposite to Execute , but costs 1 mana more, because it is easier to use and you can target a friendly minion with it. However, minion must be undamaged, so better use it before trades.
Kuro: The Spirit hasn't got many big minions. Kuro is an exception. If she survives, she becomes another friendly hard removal. But what if there is only one enemy minion ? If she attacks and destroys it, Kuro is able to attack again ! (It works the same as with Truesilver Champion and Blackguard ).
OTHER CARDS
Commons:
Rares:
Epics:
BASIC SET
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THE SPIRIT
Hero Power: The Spirit class is based on full Health minions. Soul link helps them to stay at high health and prevent from dying.
NOTE: You can use Hero Power even if there aren't any minions on your side. It heals only your hero then.
CARDS
Explanation:
Suffering Spirit: This class has got many small minions. This is nice 1 drop , because you can use even Hero Power to buff it (by restoring to full Health). When it grows up, it becomes a problem for your opponent.
Life Cell: The Spirit has got many ways to heal. One of them is Life Cell , which is small, but effective. A cheap heal is always needed.
Scared Owlet: An interesting card draw for 3 mana. It allows you to control a little bit more your card draw. Is this better than Novice Engineer or worse than Gnomish Inventor ? Evaluate !
Smaller Explosion: Small damage to a minion, also helps controlling the board. Fast way to kill almost every 3 drop.
Blessing of Light: The Spirit is based on full Health minions. This card restores to full Health, but also buffs a minion, so it becomes harder to kill it. This activates also Alleviation (a new keyword fot this class).
OTHER CARDS
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THE SPIRIT
Hero Power: The Spirit class is based on full Health minions. Soul link helps them to stay at high health and prevent from dying.
NOTE: You can use Hero Power even if there aren't any minions on your side. It heals only your hero then.
NEW KEYWORD
Alleviation: New Keyword for this class, on which The Spirit is based. This class has no problems to keep minions at full health, so you can use their effects almost all the time.
EXAMPLE CARDS
Explanation:
(Basic) Charge Flame: Every class must have its own board clear. For The Spirit it depends on how many minions you control. Class has got many small minions, so dealing 5 or more damage shouldn't be hard.
(Classic) Kuro: A big minion with good card text. It is hard remove all, but it must survive at least 1 turn, so be careful !
(Un'Goro) The Spirit Tree: Your minions must stay ready all the time ! Help them restoring them to full health but watch out ! Spirit Tree must be at full health to heal your minions, so you must protect it.
(Frozen Throne) Ice Slime: Some freeze is good, isn't it ? But this is even better. If this minion stays alive, the enemy stays frozen and frozen... Prevent this minion from taking damage to exclude an enemy minion from play.
(Kobolds) Dash: Nice way to protect your minions from spells that destroy them. It makes great combo with The Spirit Tree for example, so your opponent must use their minions to kill it ( it wouldn't be so easy ).
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