• 0

    posted a message on Classic Hero Cards!
    Quote from M7sn113 >>

    They are more op than the DK right now.

     Which ones? All of them? And for what reasons?

    Posted in: Fan Creations
  • 3

    posted a message on Classic Hero Cards!

    I felt in a creative mood, so I tried to imagine what would happen if a cycle of nine hero cards was added to the Classic set, one for each class. I imagined these cards as if the nine core heroes of Hearthstone underwent a Fire Emblem-style class promotion to a stronger version of their previous class. With that said, here are the cards!

     

     

     

     

    Feedback is appreciated!

    Posted in: Fan Creations
  • 7

    posted a message on New Neutral Minion - Shieldbreaker

    IF THE FACE PLAYS TAUNT (no no no)

    ME STILL GO FACE (yea yea yea)

    Posted in: Card Discussion
  • 3

    posted a message on New Neutral Minion - Ice Cream Peddler

    When I look at this card, I see "anti-Freeze Mage tech." I mean, it's like two years too late, but better late than never...?

    Posted in: Card Discussion
  • 1

    posted a message on New Neutral Minion - Spellzerker
    Quote from AdrianHearth >>

    Maybe I'm dumb but how is this effect different from Enrage?

     Enrage had its keyword status revoked a while back.

    Posted in: Card Discussion
  • 0

    posted a message on New Neutral Minion - Spellzerker

    2 mana for a minion with +2 spell damage is dangerous! I'll be darned if there isn't at least one OTK that this guy makes possible.

    Posted in: Card Discussion
  • 0

    posted a message on Zul'jin

    Just feels bland to me.

    Posted in: Zul'jin
  • 10

    posted a message on Snapjaw Shellfighter

    ...care to elaborate...?

    Posted in: Snapjaw Shellfighter
  • 2

    posted a message on New Neutral Minion - Snapjaw Shellfighter
    Quote from Garlicnerd >>

    What do you play this in? I presume that even though this takes the damage, the adjacent minions deal the damage.

     You play this in a deck full of "kill-me-now-or-else" minions (that preferably have some decent Attack). Imagine this protecting a Gadgetzan Auctioneer or an Oondasta or a Linecracker.

    Posted in: Card Discussion
  • 21

    posted a message on New Neutral Minion - Snapjaw Shellfighter

    What happens if I have two Shellfighters side by side? They won't shift the same damage back and forth forever, will they?

    Posted in: Card Discussion
  • 10

    posted a message on Snapjaw Shellfighter

    Fixed Bolf Ramshield.

    Man, this expansion, Blizzard's got a thing for taking bad cards and fixing them.

    Posted in: Snapjaw Shellfighter
  • 7

    posted a message on Mosh'Ogg Announcer

    Compare to Stranglethorn Tiger.

    • Your opponent can try to attack this in a pinch. A stealthed Tiger will never get attacked. Advantage: Stranglethorn Tiger.
    • Stranglethorn Tiger loses Stealth after it attacks. This ability is permanent unless silenced. Advantage: Mosh'Ogg Announcer.
    • Your opponent can target this with spells. That doesn't work on a stealthed Tiger. Advantage: Stranglethorn Tiger.
    • Mosh'Ogg Announcer is compatible with Taunt, but stealth isn't. Advantage: Mosh'Ogg Announcer.
    • Stranglethorn Tiger is a beast. This has no tribal tag. Advantage: Stranglethorn Tiger.
    • This is a 6/5. Stranglethorn Tiger is a 5/5. Advantage: Mosh'Ogg Announcer.
    Posted in: Mosh'Ogg Announcer
  • 0

    posted a message on Mark of the Loa

    That is actually really, really good.

    Compare the first half to Velen's Chosen, which really has no business costing (3) and STILL sees intermittent play in Wild years after its release. When you substitute out Spell Damage +1 (which in nine out of ten cases was irrelevant) and substitute in Taunt, you get a card that is constructed viable at 4 mana. (Large minions love to have taunt because they're difficult to trade with.)

    The second half is similarly solid on its own merits. Two 3/2s on turn 4 can threaten to trade with most five drops without breaking a sweat, and even if you're losing, your opponent will have to spent two attacks to kill this off. Very few removal spells can kill both raptors for less than the 4 mana + 1 card that spawned them in the first place.

    Either half of this card would be perfectly playable in Arena and would even have a chance of Constructed play. But when you combine them into a choose one card, they compliment each other perfectly. When you have a wide board, summoning two raptors borders on overextending, but giving a minion +2/+4 can make your board sticky enough to take a board clear without losing steam. When your board is empty, giving a minion +2/+4 isn't terribly useful, but summoning two raptors puts your opponent right back on the defensive.

    Conclusion: One of the best cards in the set. (Not usable in Combo Druid though.) Token Druid will bend over backwards to find space for this card.

    Posted in: Mark of the Loa
  • 0

    posted a message on Captain Hooktusk

    I like this card for one simple reason: While being relatively good with typical mix of 2-4 drop Pirates, its strength depends on how many expensive pirates are in your deck. In other words, the more expensive Pirates you can cram into your deck, the better it becomes. It rewards being gutsy with your deck design, in other words.

    Posted in: Captain Hooktusk
  • 4

    posted a message on New Druid Card Reveal - Wardruid Loti

    Druid of the Saber can have Charge and Stealth, is that close enough?

    Posted in: News
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