I think Healing Touch is a great Druid card. It heals a ton of damage and doesn't cost your entire mana pool like Lay on Hands does. It is used against Hunters, Rogues, and Mages who try to burn you down as fast as they can. Healing back 8 health when you have low health in a top deck battle vs. these decks is huge since their hero power automatically does 1/2 damage each turn.
That seems like a rather minor issue with the idea. The minion could be destroyed in that case similar to when you have a Imp Master in play and have 7 creatures already.
Sacrificial Pact is great vs. another Warlock, obviously, but also great vs a Priest. If he mind controls your demon lategame, you can kill it and restore health. Also works good with Deathwing to get some last benefit of any demon on the board.
Here's a hypothetical situation: I'm a mage against a paladin on turn 3. He coins into a Yeti (4/5). I don't have any good answers immediately so I frost bolt it for 3 damage and ping it for 1 more to bring it down to 4/1 planning to ping it again next turn. My opponent then plays Blessing of kings on it making it a 8/5. On my turn, I play an ironbeak owl to silence the buff and continue with my plan to ping it off, but lo and behold, it's now a 4/5 again! Why does this happen? Is this a design decision to make buffs double as healing spells when cast on damaged creatures? It doesn't seem right.
Similarly, if someone plays blessing of kings on a 1/1 soldier and kills my Taz-dingo, bringing the soldier down to a 5/2, if I silence the soldier, he doesn't get killed off, he becomes a 1/1 again!
I was looking through my collection and came across the Alarm-o-bot and thought to myself how terrible the card was because it either gets killed right away or swaps in some small minion or a minion with a good battlecry that I had wanted to play from my hand. So I decided, of course, to make a deck based on optimizing the value of the alarm-o-bot!
I first tried Rogue with it's ability to conceal or otherwise direct damage creatures that may kill the bot. This deck worked occasionally, but mostly failed miserably because it was too slow. So then I tried Druid with the innervate and wild growth, the purpose of the bot melds very well with the general purpose of the Druid which is to get big minions out as quickly as possible.
It is a blast to play and there are few better feelings than getting out a turn 2 Ysera or Malygos (although I wish I had a Ragnaros!).
What do you guys think? I am a 2-star diamond and I assume this deck would not be that great at the top teir with how aggro the decks are, but it's holding it's own in the games I'm playing with it.
Oh, here's a couple of the best alarm-o-bot situations I've gotten so far:
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I think Healing Touch is a great Druid card. It heals a ton of damage and doesn't cost your entire mana pool like Lay on Hands does. It is used against Hunters, Rogues, and Mages who try to burn you down as fast as they can. Healing back 8 health when you have low health in a top deck battle vs. these decks is huge since their hero power automatically does 1/2 damage each turn.
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That seems like a rather minor issue with the idea. The minion could be destroyed in that case similar to when you have a Imp Master in play and have 7 creatures already.
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I heard about that a long time ago, but had figured that it had been changed. Do you think it's desired functionality?
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Sacrificial Pact is great vs. another Warlock, obviously, but also great vs a Priest. If he mind controls your demon lategame, you can kill it and restore health. Also works good with Deathwing to get some last benefit of any demon on the board.
Bloodsail Corsair is my pick for worst card.
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I have the picture for this exact scenario. My second crystal didn't even finish forming yet.
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Here's a hypothetical situation: I'm a mage against a paladin on turn 3. He coins into a Yeti (4/5). I don't have any good answers immediately so I frost bolt it for 3 damage and ping it for 1 more to bring it down to 4/1 planning to ping it again next turn. My opponent then plays Blessing of kings on it making it a 8/5. On my turn, I play an ironbeak owl to silence the buff and continue with my plan to ping it off, but lo and behold, it's now a 4/5 again! Why does this happen? Is this a design decision to make buffs double as healing spells when cast on damaged creatures? It doesn't seem right.
Similarly, if someone plays blessing of kings on a 1/1 soldier and kills my Taz-dingo, bringing the soldier down to a 5/2, if I silence the soldier, he doesn't get killed off, he becomes a 1/1 again!
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Instead of making Mind Control cost 10, why not make "control" similar to buffs where if it's silenced, it will revert back to the original owner?
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I was looking through my collection and came across the Alarm-o-bot and thought to myself how terrible the card was because it either gets killed right away or swaps in some small minion or a minion with a good battlecry that I had wanted to play from my hand. So I decided, of course, to make a deck based on optimizing the value of the alarm-o-bot!
I first tried Rogue with it's ability to conceal or otherwise direct damage creatures that may kill the bot. This deck worked occasionally, but mostly failed miserably because it was too slow. So then I tried Druid with the innervate and wild growth, the purpose of the bot melds very well with the general purpose of the Druid which is to get big minions out as quickly as possible.
Here is the deck:
It is a blast to play and there are few better feelings than getting out a turn 2 Ysera or Malygos (although I wish I had a Ragnaros!).
What do you guys think? I am a 2-star diamond and I assume this deck would not be that great at the top teir with how aggro the decks are, but it's holding it's own in the games I'm playing with it.
Oh, here's a couple of the best alarm-o-bot situations I've gotten so far: