Shaman: Unidentified Murloc
4 mana 3/4 Murloc
Bonus effects:
Give your other murlocs +1/+1
Give this minion and adjacent minions around it, "can't be targeted with spells/hero powers"
recruit 2 murlocs
1
Shaman: Unidentified Murloc
4 mana 3/4 Murloc
Bonus effects:
Give your other murlocs +1/+1
Give this minion and adjacent minions around it, "can't be targeted with spells/hero powers"
recruit 2 murlocs
2
Hunter: Unidentified companion
2/2 beast, gains bonus effect in hand:
+2 attack and charge
+2 health and aura with +1 attack to all friendly minions
+2/+2 and taunt
1
Attack face with your one Doomguard, Cube him, Coin, Moat Lurker the Cube to get two Doomguards fresh on the board, BOOM BOOM! Win! Maybe in Wild with mana reduction from the Emperor or something...
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Quote from danklesminky >>Quote from RavenSunHP >>Totally agree on the Mole. Tbh, not sure it is really overlooked.
I am also convinced that Carnivorous Cube will be more annoying than expected. Insane in Wild Eggs, and not so slow.
The Beetle looks also very good to me, and it concurs in the direction of Defensive Hunter (calling it Control would be offensive...heh).
I'm a huge fan of the Cube. I'm definitely going to be trying to make it work early on this expansion. As long as silence isn't too popular I could see it just being too many stats for a lot of decks to handle as long as you hit something decently sized with it.If only Moat Lurker cost 1 mana less... Say you were playing Warlock on turn 10 and you have one Doomguard on the board at the start of the turn, nothing else. Your opponent is at 15 health with no taunt up. You somehow have The Coin still in hand.Attack face with your one Doomguard, Cube him, Coin, Moat Lurker the Cube to get two Doomguards fresh on the board, BOOM BOOM! Win! Maybe in Wild with mana reduction from the Emperor or something...
1
Maybe a bit under tuned, but a similar idea that seems more fitting and less OP. The crow stats being identical to the Enchanted Raven
19
happily that card makes no sense against my To My Side! hunter deck since it can only swap stats with both of my leokks summoned
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There is no reason not to use the potion in this deck.
27
How is this an elemental but Bog Creeper and Fen Creeper aren't?
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I feel a brawl with a deck full of this card incoming
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This card is balanced, balanced cards don't see constructed play.
I am not even sure a 4/10 taunt for 6 would see constructed play.. since a 4/7 taunt for 5 Nesting Roc doesn't see much play although being 1 mana cheaper and the effect is easy to activate (you normally want taunt to protect other minions)
for one more mana you get ancient of war in druid and that card doesn't currently see play in popular druid builds although druid not having a problem if it's 7 mana or 6 due to ramp. (ancient of war is a good card though, just doesn't fit jade druid or big druid game plan)
this card on average is a 4/8 taunt for 6 which should cost 5.5 mana (primodial drake is played mostly cause of the aoe and the tribal synergy)
basically it is compared badly to roc and ancient of war which are taunts that don't see play although being better than this card.
Edit: this card might be good if you got a way to recruit it, since in value a 4/10 taunt costs 7 mana if it has no drawback, yet would still run drake if it's a random recruit (like warrior) and not a 6 mana recruit, since drake is better.
In arena this card is alright, above average probably.. RNG might screw you up hard..
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Cubelock definitely requires some decision making. Properly using your Defile spells, choosing to Cube a Voidlord instead of Doomguard if you need more defense than attack in your matchup, as well as playing around silences, etc.
Usually if someone is having difficulty with Aggro decks, I feel like they are mostly over extending on the board. If you are playing as many minions as possible, as quickly as possible, leaving yourself with very few cards in hand and then getting hit with a board clearing attack, then you're over extending. The skill for playing Aggro decks is really knowing when to play your minions, how many to play at a time, and which minions/spells/weapons to hold for the perfect moment. And as with any game/deck, knowing what cards your opponent may have and trying to play around them (ex: Playing a Dragon Priest and he has nothing on board, but will have 4 mana next turn, don't over extend or he'll likely drop a Duskbreaker and clear everything you just put on the board. Especially if he played in a recent turn the "Discover a Dragon" 1 drop. More likely the Priest would have chosen a Duskbreaker against Aggro).
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Brode woukd be laughing awkwardly as Kripp sits there unamused saying, “Oh... Well that card is garbage!”
2
The text line didn't have room, but her full name is "Toki, Time-Tinker, Friend of Trolden"
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Or... why not play both but enjoy some random Wild shenanigans in Standard Mage on occasion?!
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My first thoughts too! Fireblood is a cool card if you can pop a lot of bubbles, but it takes too long to set up a big board of bubbles, and they’re easily lost to AoE before you play him too. Guarantee this card was designed as synergy to him, to try and get Bolvar 2.0 into play.
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Support for Bolvar, Fireblood?!
5
“Who am I?! The Bellringer!”
1
Finally! Something to pair up with Snowflipper Penguin!
But really... this card’s insane! Keep all duplicates, I can see it getting nerfed to two or only one copy shuffled if someone creates an oppressive Hunter deck with this.
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