I'd imagine it's to give minions in your hand +2/+2.
- ThePieRomancer
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BossKey posted a message on Glowstone TechnicianPosted in: Glowstone TechnicianAccidents. They happen, ya know?
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guyopt8 posted a message on Emerald Hive QueenPosted in: Emerald Hive QueenMaelstrom Portal will be fun
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Echo_ posted a message on Spiritsinger UmbraPosted in: Spiritsinger UmbraHere's the list of every card in standard during Year of the Mammoth that have been revealed so far. I'll try to keep the list updated but I won't make any promises (I'm bad at remembering ;_;). Not doing wild since there is a too many deathrattles in wild.
Positive Effects: Backstreet Leper, Deadly Fork, Fiery Bat, Harvest Golem, Infested Tauren, Jade Swarmer, Kindly Grandmother, Leper Gnome, Loot Hoarder, Polluted Hoarder, Possessed Villager, Runic Egg, Shaky Zipgunner, Southsea Squidface, Spawn of N'Zoth, Zealous Initiate, Darkshire Librarian, Infested Wolf, Savannah Highmane, Selfless Hero, Shifting Shade, Undercity Huckster, Rat Pack, Twilight Summoner, Aya Blackpaw, Bloodmage Thalnos, Cairne Bloodhoof, Tirion Fordring, White Eyes, Tortollan Shellraiser, Crystalline Oracle, and Xaril, Poisoned Mind. New cards released since I made this post Giant Anaconda, Shimmering Tempest Cruel Dinomancer, Devilsaur Egg, Sated Threshadon, Igneous Elemental, Eggnapper and Volatile Elemental.
Situational Effects: Mistress of Mixtures (Possible heal for 8 if it dies, it's situational because it can save your opponent), Tentacle of N'Zoth (A 1 mana Volcanic Potion), Abomination (5 mana 4/2 taunt deal 2 damage to everything. When it dies, it deals 2 more damage), Moat Lurker (Once Moat Lurker dies, it summons another copy of it, so essentially it doubles the minion. This can be yours or your own), Meanstreet Marshal (Insane if you can buff it), Weasel Tunneler (1 mana shuffle a dead draw into your deck, sometimes you would want the 1/1, only reason why I have it here), Deathwing, Dragonlord (while a lot of dragons have strong bodies and normal effects, a ton of dragons have battlecries and this nullifies them) and Raptor Hatchling (As sometimes you don't want to have weaker minions in your deck in the late game). Some new cards are situational, Direhorn Hatchling falls under the same thing as Raptor Hatchling.
Bad Effects: Bomb Squad (5 mana 2/2 deal 5 damage to an enemy creature, 10 damage to yourself), Corrupted Healbot, (I guess you can use this with Auchenai but overall I would say that would not happen, thus being it a heal 5 mana 6/6 heal your opponent of a total of 16 health), Anomalus (16 damage AoE), The Beast (I don't think I need to explain this one. Edit: Somebody said that this might help with getting a MCT proc, however that requires you to keep Spiritsinger Umbra to survive a turn before playing that combo so I'm going to keep it in the "Bad Effects" area.), Pyros (2 mana put a 6 mana 6/6 into your hand. That 6/6 returns to your hand and becomes a 10/10) and Sherazin, Corpse Flower. A new card also got into the bad effects area. Some just don't to anything but I'd consider that bad. Primalfin Champion is that card and while I think that card could show potential, it does not with Spiritsinger Umbra.
That is all the cards that are going to work with Spiritsinger Umbra in standard this expansion. Have fun trying out combos with them!
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Underrated1 posted a message on DinomancyPosted in: DinomancyThis is a really cool-looking and fascinating card, but let's put it under the microscope before calling it insane.
This card is a mixture of Shadowform and Explorer's Hat, combining a little bit of both of their problems. As with Shadowform, a spell that does nothing until you spend an additional two mana on your hero power represents a surprisingly significant tempo loss. On turn two or three, you're doing nothing and giving your opponent board control, which is hard to come back from as hunter. On turn four, you're making a play akin to Silvermoon Portal, only not having a minion rubs salt in the tempo-loss wound.
On the other hand, like with Explorer's Hat, it won't make the difference between "falling behind on value" and "out-valuing your opponent." When you run out of minions, you won't even be able to use Hat or Dinomancy anyway. This is only aggravated by the extra requirement for Dinomancy that it target a beast. Additionally, if you are behind on the board, you can't make favorable trades to take full advantage of the buffs that you get, and you're going to be behind on the board if you pay 2 mana for the spell early on. Just like with the Hat, it's not enough tempo early and not enough value late-game.
Could it be good? Sure. Blizzard is pushing hard for Hunter decks filled with one drops which are good buff targets. Is it an amazing, meta-defining card? I have my doubts.
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Underrated1 posted a message on Sated ThreshadonPosted in: Sated ThreshadonThis card can be used in exactly two ways, I think:
- "This is arena, and I need a big drop. Sure. Why not."
- "I'm playing Unite the Murlocs but want to take a slower approach than full-on Murloc aggro. Instead, I'll play double Call in the Finishers, double Sated Threshadon, and the Finja, the Flying Star package, and that should give me enough murlocs. That gives me room in my deck for survivability tools. It won't be the most effective deck ever, but it'll be reasonably fun."
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Vernula posted a message on Hot Spring GuardianPosted in: Hot Spring GuardianRogue doesn't have Healing within it's purview, I wish people would understand that. Asking for Rogue to get a card like this is like asking for a Hunter to get it; it just doesn't make sense in the class.
Shaman actually IS a healer class in WoW. That's why it has all the good healing cards. Except Paladin and Priest, who have some better pure healing cards.
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BuyoBopFever posted a message on Terrorscale StalkerPosted in: Terrorscale StalkerTry both! I don't think this replaces Princess Huhuran in decks built around the effect, but rather makes the whole package more consistent. The new Devilsaur Egg summons a 5/5 beast, so an Egg Hunter could very well be a thing using both of them along with Spiritsinger Umbra.
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Ebonbreaker posted a message on Open the WaygatePosted in: Open the Waygate1). Sorcerer's Apprentice - 2mana
2). Sorcerer's Apprentice - 4mana
3). Molten Reflection - 6mana
4). Molten Reflection - 7mana
5). Time Warp!!! - 8mana
6). Archmage Antonidas and have fun -
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ggYasin posted a message on Vicious FledglingPosted in: Vicious Fledglingatack Face, gain windFury , Atack Face again .. 2x adapt...
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Is it possible this will be useful in a Magnetic Paladin? Buffing your Wargear or Zilliax before attaching them to something could be pretty strong in terms of tempo, with Val'anyr being even scarier. It even helps make your Glow-Tron or Bronze Gatekeeper scale better in the late game. I wonder if the mechs you revive with Kangor's Endless Army will keep the handbuffed Magnetic buffs?
It is a 6-mana 3/4 though so you're taking a tempo loss to play it in the first place, might not be worth it. Maybe just stick to Val'anyr? Either way, could be worth trying out.
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Maybe it's too obvious, but now that we've seen the Igneous Elemental. you could easily make this quest work in an Elemental Rogue. You can even use the Servant of Kalimos to discover additional Flame Elemental spawners or combo Igneous with Spiritsinger Umbra to get 4 of them on the spot. And not only are the little 1-mana guys amazing after you've activated Crystal Core they can activate your Combo cards easily.
With the fairly wide variety of Elemental cards in the neutral pool and some of the nice new Rogue cards we've got (namely Vilespine Slayer and Envenom Weapon), I think you could make a surprisingly straight-forward midrange/tempo deck that could get a lot of mileage out of this quest. You may find that to be kind of a disappointingly simple solution to what looked to be the hardest Quest to complete but I feel like knowing there's a simple way to make this work could make this NOT feel like another slap to the face to diehard Rogue players.
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2 thoughts about this quest: since you could use cards like Holy Light and Forbidden Healing instead of conventional buffs (which tend to not be so great), you might be able to make this quest work in a Healadin control deck thanks in no small to Ivory Knight. Now if the best thing you get offered is a Blessing of Might or Silvermoon Portal, you're not too sad since they at least make quest progress.
Furthermore, now that we've seen the Primalfin Champion and both Mukla, Tyrant of the Vale and Ysera generate buff spells, you could make it a Menagerie deck with The Curator. Seeing as how midrange Menagerie Paladin already kinda works, that doesn't even sound that crazy.
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So we all agree the best card for this quest is The Curator right? Not only is it a Taunt, but it can draw cards like Primordial Drake, Direhorn Hatchling or Direhorn Matriarch, and Ornery Direhorn. Combined with I Know a Guy and Stonehill Defender, I think a Menagerie Warrior could complete the quest surprisingly fast.
It's either gotta be that or C'Thun Warrior with Twilight Geomancer, Crazed Worshipper, and Twin Emperor Vek'lor (man, if only it was Summon 7 Taunts.)
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My assumption is that the Stegodon is a 2/6 Beast with Taunt; the idea being the minion you buff is now riding the Stegodon.
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The few attempts at a buff-based Paladin deck I've ever seen be even moderately successful are typically two-turn-kill combo decks, usually using Jungle Panther and/or Stranglethorn Tiger. So it's interesting to note that 1) Galvadon is also a Beast and 2) if you manage to get offered Shrouding Mist, then he's basically just another Tiger with 4 additional adaptations which is kind of crazy; even with just Stealth and Lightning Speed, this guy can make all of your buff spells lethal easily and with 5 chances to hit those 2, that doesn't even seem that impractical.
So with Stampeding Kodo being so useful in Paladin, that new Lightfused Stegodon guy, and this quest's noted synergy with Mukla, Tyrant of the Vale, is it possibly we're seeing the beginnings of Beast Pally? Not sure what you pair up with that other than Curator and maaaaaybe Kodorider in Wild but it's interesting to note I think.
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Scenario 1: You Adapt a token (Rat, Tabbycat, Hound, Spider etc.). Adaptations such as Poison Spit, Living Spores, Flaming Claws, and Crackling Shield all let you regain OR stay ahead on board control.
Scenario 2: You Adapt a Deathrattle minion (Kindly Grandmother, Rat Pack, Infested Wolf etc.) then adaptations such as Volcanic Might, Crackling Shield, Rocky Carapace, or Liquid Membrane make it difficult for your opponent to easily kill them which, combined with their Deathrattles, ensure you have a board for the following turns.
Scenario 3: You Adapt a tempo minion (Dispatch Kodo, Stampeding Kodo) then adaptations such as Crackling Shield, Rocky Carapace, or Massive allow them to keep you in control of the board even more than their Battlecry already helps you do.
Scenario 4: You Adapt a late-game value minion (Savannah Highmane, Swamp King Dred) and adaptations such as Liquid Membrane, Shrouding Mist, or Lightning Speed all but guarantee your strongest threats get to attack twice and close out the game.
tl;dr, this goddamn 2-drop can be used with any Beast in any situation that a Hunter may find themselves in for great value. Amazingly good card in literally any Hunter deck.
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I worry this card is going to end up sharing the fate of Small-Time Recruits: a really solid resupply card in aggressive decks (the only archetype that really wants to play multiple 1-drop minions) for a class that has no way to play aggro well in the current meta. The current token-based aggro Hunters that rely on stuff like Alleycat, Kindly Grandmother, and Rat Pack don't build up to anything scarier than a board full of 1/1 Beasts so they struggle to do enough damage before multiple Taunts & board clears immediately kill your pressure.
So basically, those kinds of Hunter decks are getting more well-rounded thanks to this guy I guess but much like Small Time Recruits it's almost certainly not going to help you finish off your opponent which is what those decks are really lacking at the moment. Blizzard seems extremely hesitant to let Hunter play aggro well again which is honestly probably for the better. Midrange Hunter seems like it might do well this expansion so I'm not complaining.
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So this card is really strong with Charge minions yeah? Like the dream is Finja, the Flying Star on 4 into Crystal Core on 5 into the scariest board ever right? Hell, imagine Shadowstepping Southsea Deckhand either to complete the quest or, post-quest, dealing 10 damage for 1 mana. If you can find a way to make Shadowstep & the Brewmasters work in Aggro Rogue, it might actually be decent. Using Mimic Pod to copy Chargers/burn spells, again, can either help complete this quest or just straight kill the opponent...I dunno, I wouldn't write this card off just yet.
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Does anyone know if this affects your hand? Could you legit pair this up with Gadzetgan Auctioneer & Arcane Giant and make some kind of crazy Miracle Warrior?