Doesn't matter, you should still disenchant him. If he will still be viable you can craft him again like nothing happened, and if he won't... you would lose 1200 dust. Even if he will still see play and you disenchant him you might open one before you craft a new copy, saving a lot of dust.
I was talking more about about types of decks they were trying to create and it didn't work, so they kept adding new tools to it until it finally happened.
Hey, I would like to get some feedback on those, would appreciate it if you read the explanations:
1.Corrupt Hunter: Hunters have no good card draw. What they do have are beasts, a lot of them are token beasts (like those you get from Infested Wolf). The idea of this card is to let you trade them away for cards, similar to Cult Master. Is this card too strong/weak?
2. Demonbobulation: Again, this card is about sacrificing tokens, this time for bigger boys. Do you think the minion you transform should be targeted?
3. Reckless Strike: Last one is a warrior board clear. I'm not sure about it's balance but I based it off Excavated Evil and Shieldmaiden. We can see that 5 armor is about 1.5-2 mana. We can also see that a 3 damage board clear for both sides is 5 mana (taking the effect as neutral). Since you can't always use Reckless Strike, you need both a weapon and 6 armor, I made it's cost 2 (although it can sometime be a stronger clear).
Thank you so much for your time!
1. The "cost" effect worded as is would also trigger when there are not I believe. It says "All", it doesn't specify that there has to be at least one, is just specified that all friendly beasts that are present that cost (3) or less would be destroyed. I'm not sure if this is as intended. It also seems too weak, considering you're destroying your own minions just for some cards.
2. It seems decently balanced, but it's a bit wonky. I don't like the idea.
3. Paying armor is a pretty nice idea since it requires you to build up something to play the card. However, building up 6 armor can be quite a stretch among zoo-ish classes, where you'd need the clear the most. The effect is strong against decks that counter the cost.
Thanks. About number 3, which is my favorite from those 3, do you think 4 armor will make it better? Easier to get, also in Shield Block's range.
Becouse of the cost or cuz it wipe only enemy minions? I thought that cost: that destroy a legendary card is enough as a drawback
Well, Twisting Nether is 8 mana and also destroys your minions. Unless your deck is built around the legendery, which it never will if you play this card, the "cost" is basically discard a card. It is OP.
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Quest: have a shitty deck.
Reward: Win.
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Nananananananananananananananana Mirage Caller
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Laughs in Frost Nova
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If you listen closely you can hear the cries of a million shattered pirate souls.
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Free card? Eh, why not
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Yep, I'm sure that bank is 100% safe, no reason not to put all your valuables in there.
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I'm pretty sure those are the normal ones.
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Doesn't matter, you should still disenchant him. If he will still be viable you can craft him again like nothing happened, and if he won't... you would lose 1200 dust. Even if he will still see play and you disenchant him you might open one before you craft a new copy, saving a lot of dust.
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I'm really happy seeing Blizzard managing to push a cool concept enough for it to become viable, too bad that if it ain't aggro it won't work.
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It should, that is the way it worked with previous patches.
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The Harambe one is pure amazing, a pure hearthstone dank meme.
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A good warrior board-clear that is cheap, but requires you to have armor to pay for it. Shield Block is a good card to play along with this one.
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1