• 1

    posted a message on New Warlock Rare Card - Nether Breath

    Feels like a Wild Warlock Malygos return to me.

    Posted in: Card Discussion
  • 0

    posted a message on New Rogue Card - Shadow of Death

    A thing of beauty. This have a LOT of potential.

    We might even be returning to a sort of "Leeroy Jenkins-Shadowstep" era now, just need to figure out how to survive and have the right amount of combo cards in the deck to not clog the hand too much. Maybe one copy of this card will be enough.

    I'm pretty sure this would have never been made as a 4 mana spell if Preparation hadn't been nerfed, so I'm glad they did.

    Posted in: Card Discussion
  • 2

    posted a message on New Rogue Card - Shadow of Death

    A thing of beauty. This have a LOT of potential.

    We might even be returning to a sort of "Leeroy Jenkins-Shadowstep" era now, just need to figure out how to survive and have the right amount of combo cards in the deck to not clog the hand too much. Maybe one copy of this card will be enough.

    I'm pretty sure this would have never been made if Preparation hadn't been nerfed, so I'm glad they did.

    Posted in: Card Discussion
  • 14

    posted a message on New Card - Mad Summoner

    Curse of Weakness synergy ! Can potentially lock your opponent's board for one turn.

    Posted in: Card Discussion
  • 2

    posted a message on New Neutral Legendary - Archmage Vargoth

    Turn 8 : Archmage Vargoth --> Molten Reflection = 4 Archmage at the end of the turn ?!

    Use Khadgar for extra meme on turn 10.  I'm going to love this I think.

    Posted in: Card Discussion
  • 0

    posted a message on New Paladin Card - Dragon Speaker

    I like it. Now the only card that's really missing to make the archetype work is a dragon with rush. If this new extension can make me use  Dragon Consort again in Wild, that would be cool.

    Posted in: Card Discussion
  • 0

    posted a message on New Mage Legendary Card - Khadgar

    Honestly, just playing him with Mirror Image for 3 can already be a solid stalling tool agains some decks. You don't especially have to hold him forever to do big late game things. If you drop him on the board, your opponent WILL spend ressource to remove it, because it will be too scary to leave alone, like for Brann Bronzebeard.

    And if Mirror Entity and Splitting Image works with him, then he's going to create very funny situations sometime.

    Posted in: Card Discussion
  • 0

    posted a message on New Shaman Legendary - Swampqueen Hagatha

    The idea of a super greedy Reno-Shudderwock Shaman in Wild is suddenly becoming very tempting...

    Posted in: Card Discussion
  • 0

    posted a message on New Warlock Legendary - Arch-Villain Rafaam

    My main grip with this card is that it have no link with the Warlock identity. I guess they were worried that as a neutral legendary it would have made it in too many decks ? Using a Warlock legendary slot for this feel kinda sad.

    Posted in: Card Discussion
  • 0

    posted a message on Card Nerf - Level Up!
    Quote from Infirc >>
     it changes wild odd paladin a lot because you used both cards, the strongest lists used both level up and quartermaster to gwt a bunch of 3/3s and some 6/6s

     I guess the meta report of HS replay say it's stronger with both, but personally I only run 1 "Level Up!" in my list, I always thought it was too heavy for the deck to have both, and it make it harder to empty the hand for a good Divine Favor with too much card that cost 5 or more.

    Also, I played the deck a fair amount, and I think the 3/3 into 6/6 scenario never happened to me ever. Seems like a "win more" case and nothing more. As I said, I think the deck will be fine. The only problem will be the Big Priest resurgence that might occure because of the kingsbane nerf, so I'll have to think about a good card replacement that can be of use to win that specific match up.

    Posted in: Card Discussion
  • 0

    posted a message on Card Nerf - Leeching Poison

    The new aggro Kingsbane decks shouldn't suffer too much (or at all) from this change, and the Wild "old" version will need to adapt to this nerf. Maybe it will open up the return of our good' old friend Antique Healbot ? Will be interesting to see.

    Posted in: Card Discussion
  • 0

    posted a message on Card Nerf - Level Up!

    Well, doesn't change much for Wild Odd Paladin because of Quartermaster (that I always prefered over this spell anyway : can't be counterspelled and more body on board). In fact, I believe Wild Odd Paladin is going to be even stronger because Druid won't be able to ramp up so easily toward Spreading Plague anymore, which was a heavy counter.

    Posted in: Card Discussion
  • 2

    posted a message on New Rogue Legendary - Captain Hooktusk

    Kind of an underwhelming effect..

    Probably the best combo to do with this (in Wild) would be something like :

    - Play Skycap'n Kragg then "gang up/Lab Recruit" him --> Turn 10 : play Captain Hooktusk to recruit them , then Preparation + Cannon Barrage (need a coin/taurissan tic) = 12 charge damage and 3x5 randomly splited damage.

    Other decent combo following the same steps would be to recruit 3 Southsea Squidface and impale them to boost weapon by +6 (kingsbane ?) , or to recruit 3 Cursed Castaway for good board control and draw three combo cards.

    Whaterver the idea is, the ironic thing is that you actually DON'T want to play her in a pirate deck.

    Posted in: Card Discussion
  • 2

    posted a message on New Neutral Legendary - Griftah

    Sooo... ok... seems that the card designers at blizzard have lost their last tiny little bit of shame and decided to directly steal the same meme card idea comming from TES: Legend ( search for "Mudcrab merchant") .

    Posted in: Card Discussion
  • 1

    posted a message on New Warrior Weapon - Overlord's Whip

    If we are going to see a new big cost "damaged effect" minion like Rotface (and I have a strong feeling there will be), then this card will definitly see play as a combo/value setup.

    I think people are underestimating this card. only 3 mana for a 4 durability "kill a totem every turn" is really good to not fall behind for the board control. The reason Animated Berserker was never played was because it's far too fragile and easy to remove, making it improper for synergy setup. The only way to deal with this weapon is to ooze it, and since, again, it's only 3 mana, it's not so much of a deal or tempo loss if it happen (Harrison Jones is scary, ok, but that's meta dependant and you can play around it then).

    Posted in: Card Discussion
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