-2 Ice Block (it did not help me much, if I get down to 1 Life it is very difficult to come back in the next turn anyway)
-1 Spellbender (it does not work well with effigies and duplicates)
-1 Cabalist tome (too expensive, better have some cheaper spell for the early game)
+1 Belcher, a second one helps a lot when the opponent has many minions: effigy in turn 3, coined belcher in turn 4 is a good thing
+2 Arcane Explosion, to take care of aggro decks at early game
+1 Cone of cold, to stall opponent some more
If you play the cards properly, you can keep your hand full with Duplicates and Echo. I try to trigger them on Barnes, so I can get more minions out later; the 1/1's from Barnes synergize perfectly with Duplicate, Effigy and are summoned multiple times by NZoth. Also, I try to Duplicate or Echo N'Ztoth so I can play him (it?) 2 or 3 times and fill the board with strong minions.
Awesome idea, the deck is very fun to play with. Duplicate is perfect to drop more copies of your Deathrattle cards. Barnes & Effigy have great synergy, as the minion summoned by barnes is at full cost for Effigy. Crazy combos include NZoth being summoned by Barnes, and then killed, Effigied into a new 10-cost minion & Duplicated so you can play NZoth 2-3 times! And minions that die a second time are summoned twice by Zoth later! Thanks for the inspiration!
Very interesting card, you can wait for just the right time to play it... but that time may never come. Be prepared to have it win the game, or just destroy your tempo. I just love it when you get minions from other classes and you can enjoy combos that are normally impossible to occur.
Generally, there are just a few minions that provide strong handicaps, so this card will mostly be a good drop - not the optimal one, but decent.
Seems like this card will allow some innovation in warrior decks. A lot of value, can be used in a straightforward obvious way with Patrons. THere might be more to it, perhaps more tricky in setting it up but resulting in much larger value. A force multiplier!
Speaking of battle cries, this game needs a neutral card that stops battle cries or counters them. Battle cry is the only "mechanic" of the game that cannot be undone or stopped per se.
nerubar weblord
I have used Nerub'ar Weblord in a Deathrattle only rogue deck, and it was very fun to watch turns pass with no drops from opponent!
So, OP, you take for granted that the new cards will not be worthy to be selected by Discover? Why is that? The general feeling is that new cards are better than old ones, the "power creep" many posters are worried about.
It is difficult to discover three cards and not one of them to be worthy. In most cases, there is at least one that fits the situation. And having a choice is what makes the Discover mechanic very versatile and useful, in the first place.
I also think that it opens up new directions for the designers, as they can use many different groups of Discover targets: Discover a Murloc, a Dragon, a 5-cost card, a 3-cost spell, a Weapon, a Powerful Artifact, a Secret, a Taunt minion, a Shaman card, so many possibilities.
Bosses in Heroic are tough indeed, but in Normal, they are ok. If you can't beat one boss, think about what goes wrong? Do you need more cheap minions? More spells than minions? Perhaps more healing to survive long enough? Fewer but stronger minions that can deliver hard hits? More card drawing? Then remake your deck, choosing the proper hero and including the proper cards.
If you can't do it yourself, there are guides in this site and all over the net, check those out.
Last Brawl, I dropped Bran and Mekkatorque, spawning Poultryizer and the Healing Bot. My opponent could deliver lethal, but he did not, having fun for 2 turns with the crazy morphs and heals and random spells all over the board. Soon I was left with only Bran, and the opponent fully healed me instead of killing me. I smiled and conceded at 30 Health.
This game is not P2W. Paying helps and cuts the time needed for grinding, but everything that is available to paying customers is also available to F2P players. It should remain as such, and paying customers should have no further advantage over F2P players.
OP, thankfully, with all that dust you acquired you can craft the exact Legendary you need.
I can safely say that the first time I bought 80 packs my win rate went up by 30% at least. Having all the cards and adventures is enough to beat f2p players. Another massive advantage is the fact I can make 9+ top tier decks and switch to them according to the current meta. The advantage given to paying customers is huge.
Just look at Trumps f2p Preist series where he failed to make legend in a month. If a pro player can't do it then how could a new comer expect to?
But you did not get any cards that you couldn't have gotten without paying, did you? All cards you got are also available to F2P players, only they will get them much slower - you took the shortcut. The way I see it is you either grind (spend time) or pay (spend money); it comes down to money vs. time.
F2P does not mean "classic only", F2P players may have epic and legendaries and craft the cards they need, and construct expensive decks; they can do everything a paying customer can do, albeit at slower pace usually.
2
If you play the cards properly, you can keep your hand full with Duplicates and Echo. I try to trigger them on Barnes, so I can get more minions out later; the 1/1's from Barnes synergize perfectly with Duplicate, Effigy and are summoned multiple times by NZoth. Also, I try to Duplicate or Echo N'Ztoth so I can play him (it?) 2 or 3 times and fill the board with strong minions.
2
Awesome idea, the deck is very fun to play with. Duplicate is perfect to drop more copies of your Deathrattle cards. Barnes & Effigy have great synergy, as the minion summoned by barnes is at full cost for Effigy. Crazy combos include NZoth being summoned by Barnes, and then killed, Effigied into a new 10-cost minion & Duplicated so you can play NZoth 2-3 times! And minions that die a second time are summoned twice by Zoth later! Thanks for the inspiration!
0
Very interesting card, you can wait for just the right time to play it... but that time may never come. Be prepared to have it win the game, or just destroy your tempo. I just love it when you get minions from other classes and you can enjoy combos that are normally impossible to occur.
Generally, there are just a few minions that provide strong handicaps, so this card will mostly be a good drop - not the optimal one, but decent.
1
Nice card. It also works with Explorer's Hat, right?
0
2
Seems like this card will allow some innovation in warrior decks. A lot of value, can be used in a straightforward obvious way with Patrons. THere might be more to it, perhaps more tricky in setting it up but resulting in much larger value. A force multiplier!
0
Wouldn't it be a choice to include either Keeper or this card in your deck? No need to nerf anything.
0
0
So, OP, you take for granted that the new cards will not be worthy to be selected by Discover? Why is that? The general feeling is that new cards are better than old ones, the "power creep" many posters are worried about.
It is difficult to discover three cards and not one of them to be worthy. In most cases, there is at least one that fits the situation. And having a choice is what makes the Discover mechanic very versatile and useful, in the first place.
I also think that it opens up new directions for the designers, as they can use many different groups of Discover targets: Discover a Murloc, a Dragon, a 5-cost card, a 3-cost spell, a Weapon, a Powerful Artifact, a Secret, a Taunt minion, a Shaman card, so many possibilities.
1
Current model is fine: Players that have much time can grind and get gold. Players that don't have much time, can use cash.
Of course, players that have both TIME and MONEY will be in a better place than those that have neither TIME nor MONEY. Sounds fair enough.
0
Bosses in Heroic are tough indeed, but in Normal, they are ok. If you can't beat one boss, think about what goes wrong? Do you need more cheap minions? More spells than minions? Perhaps more healing to survive long enough? Fewer but stronger minions that can deliver hard hits? More card drawing? Then remake your deck, choosing the proper hero and including the proper cards.
If you can't do it yourself, there are guides in this site and all over the net, check those out.
0
Some cards to mess with secrets would be fine.
* Destroy a random enemy Secret
* Secrets cannot be triggered until the start of your next turn
* Copy a random enemy secret
* Secrets cost (2) more
etc
0
Also, these days it is rather satisfying to bring a seemingly reckless opponent down to very low Life, and watch him play Reno WITHOUT triggering!
fail, heh!
1
Last Brawl, I dropped Bran and Mekkatorque, spawning Poultryizer and the Healing Bot. My opponent could deliver lethal, but he did not, having fun for 2 turns with the crazy morphs and heals and random spells all over the board. Soon I was left with only Bran, and the opponent fully healed me instead of killing me. I smiled and conceded at 30 Health.
Well, I did NOT win, but it was very satisfying!
1