So Dr. Boom is associated with stuff blowing up, the card art shows stuff about to be blown up, and the flavor text involves stuff blowing up.
Then why is this a beyond-shitty armor gain card instead of something that explodes?
9
So Dr. Boom is associated with stuff blowing up, the card art shows stuff about to be blown up, and the flavor text involves stuff blowing up.
Then why is this a beyond-shitty armor gain card instead of something that explodes?
13
Marin the Fox: I can summon a treasure chest that grants you a blatantly busted glorious gift upon its destruction!
Togwaggle 2.0: Hold my lackey.
2
This card is heavily underestimated.
With enough cheap spells in your deck, this guy is reliable enough to buy you very precious time. Often whole turns.
And he does so while you are bombarding your enemy.
Also, this can freeze enemy face: weapons become huge tempo loss for your opponent.
Add some more freeze synergy (Ice Lance, Shatter, Water Elemental, Cone of Cold), and it becomes a tempo card as much as Flamewaker or even stronger sometimes.
All in all, with proper deck, this card is effective and fun.
3
I think it is a template mistake to include vital information about what a card does in parentheses.
"Summon two random 2-cost minions. This spell is improved by spell damage."
The text of the spell is not complete without the additional text. It's a huge deviation from how spells and spell damage usually work. This may seem like a silly complaint, but information in parentheses should clarify or remind, not add additional abilities or functions to a card.
All that said, I think this is a really cool card!
44
So I can use Majordomo Executus to summon Ragnaros on turn 6 now? Or would that be too soon?
8
Oh, looks like they just needed some new batteries.
5
I know that there's a certain suspension of disbelief that comes with this game and not picturing how some of it would turn out.
But is anyone else horrified about the possibility of this, smashed in with the Upgradeable Framebot on the back of a Stegodon via Spikeridged Steed? Paladins, go home, you're drunk.
3
Works well on Queen Carnassa. You get three 11-11 for 5 mana that adds 15 Raptors in your deck, sick value AHah !!
Make sure to keep a Tundra Rhino in your hand...
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-1
The Spiteful Summoners only work if they pull Dinosizes, right? Have you considered Prismatic Lenses instead? Also, if you were going to go more budget oriented and drop Keleseth, do you think that Lesser Pearl Spellstone could find a home here?
2
It's the other betrayal. I know, no-one expects that one to come up so suddenly.
3
Hmm. Has the stats and cost of Highmane and a similar reason to not want to kill the minion off in a class that can actually play the role of control. It doesn't fit any existing archetypes, but could be meta-defining if there any good deathrattles in the expansion and will almost certainly see play in big priest.
2
1
I feel like Guldan is the far stronger DK between the two. Even if Guldan just brings back two Doomguards, that's roughly 7*2=14 mana worth of stats (they cost 5 only because they have a serious drawback. If they didn't discard cards, they'd be about the same powerlevel as Charged Devilsaur and definitely better than Argent Commander). Malfy literally gives you 2 Druid of the Swarm and they both have to choose the same form. Call it 2*2=4 mana worth of stats, and that's being generous.
Malfy chooses between gaining 3 health or attacking for 3 and if you attack you lose health. Guldan gets to gain 3 health and attack for 3 without losing health (and if you somehow have a weapon or something, can attack again).
Guldan feels like a win-condition; something your deck is building towards, with a strong reward when you do. Malfurion is a powerful card in a deck full of powerful cards.
Malfy has 3 advantages: sometimes the distinction between armor and life matters (spellstone, going over 30 health), Malfy can come out sooner and you can hero power on the same turn, and Guldan depends on what you've played earlier in the game. If you're playing doomguards, you have a fairly large chance of discarding Guldan.
Still, Guldan wins hands down for me. Caveat: if you have Lord Jaraxxus, you already have a reasonable top-end card for Warlock. It's not as good, but still good enough most of the time. In that case, I'd go for Malfy.
2
Just FYI. This doesn't work well with Shadowreaper Anduin. I hoped it would let you HP twice for every card you play, but you get one or the other refresh on your HP, not both. For example, if you play Garrison Commander and then Anduin, you can HP twice right away (using GC's power). If you follow it with Circle of Healing, you get one more activation (from Anduin). GC doesn't let you HP yet again.
2
That's not what I'm talking about. I'm saying if you revive a moat lurker, its deathrattle no longer does anything. For example, play Abomination, moat lurker the next turn on the a-bomb. Next turn, the moat lurker dies, giving you the a-bomb back. So far, so good. Then, you play Onyx Bishop and happen to get moat lurker. Oh joy of joys! The value! Only, when this moat lurker dies, the deathrattle does nothing. That's because it's a brand-new moat lurker; it never hid any minions and has no idea what the original moat lurker ate. Check out moat lurker on the wiki: https://hearthstone.gamepedia.com/Moat_Lurker
The reason this card is different must be because the choose effect transforms the minion. That means this card literally turns into another card with the same picture but with the new deathrattle instead of the choose effect (see transform: https://hearthstone.gamepedia.com/Transform).
This is not mentioned or even hinted at on the card.
2
Woah. I believe you, but that makes no sense. Moat Lurker doesn't remember its battlecry target, so why should this card remember what you picked?
3
1
I think I know what you're talking about. Somewhat at least. I've always enjoyed making my own decks. I try to see how well I can do with them against the popular decks. The fact that there's so much diversity is great for the state of the game, but it actually does make homebrews even worse than before. During most metas, you can get away with a homebrew simply by adding more tech cards against the most popular deck(s). Pirate warrior brought about a new era though. Teching against pirate warrior meant including weapon destroying effects, which fill a very narrow purpose. When the meta was mostly pirate warrior and jade druid, it was much harder for any non-aggro deck to tech against both of them.
Fast forward to now. While there's definitely ways to take existing decks and give them a unique twist, I would argue that it's much harder to create your own deck that can compete. Now, I live for that challenge, but even I admit it can feel frustrating when you lose 70% of your games because you use interesting, instead of powerful, cards.