Warrior: Scepter of Summoning, Grommash's Armguards, Woecleavers, Multiple Y'sharjj, Gloves of Mugging, Bag of Coins, Big minions, and luck.
Paladin: Justicar's Ring, Crystal Gem, Silver Hand support, Gloves of Mugging, Scepter of Disintegration, and minion stat control.
Priest: Double Khadgar's Orb, Lyras, Cheap Spells, Radiant Elementals, Gloves of Mugging, Orb of Destruction, and RNG.
Mage: Khadgar's Orb, Crystal Gem, Destruction spells, Spells to add random spells, Orb of Destruction, Gloves of Mugging, and more RNG.
Warlock: Scepter of Summoning, Crystal Gem, High cost Demons, Skull of the Man'ari, Bloodreaver Guldan, Boots of Haste, and the card that draws until your hand is full.
Rogue: Crystal Gem, Deathrattle Totem, Good drawpower and summoning deathrattle minions, Gloves of Mugging, Bag of Coins, and a Carnivorous Cube on Sludge Belcher on the last boss.
Shaman: Cloak of Invisibility, Captured Flag, Gloves of Mugging, Portable Forge, Runespear, and minion enhancements.
Hunter: Double Captured Flag, Scepter of Disintegration, Portable Forge, cheap minions that summon minions, and going face.
Druid: Battlecry Totem, Crystal Gem, Portable Forge, Bag of Coins, and a lot of Jades.
Cheesing Last Boss with Any Class: Get Quel'Delar forged by getting the Blade and the Hilt and repeatedly go face.
Alternative Final Boss Cheese with Any Class: Cloak of Invisibility, Small Backpacks, the cards that add an enemy minion to your Dungeon Deck, add the one minion that is Poisonous to Heroes to your deck, Play it against the Final Boss and pray it lives to go face.
I never got a Treasure Room in any of these runs and I didn't get Quel'Dalas, but they are not needed to win. Gotta admit, Dungeon Runs are very fun!
Finally, aggro decks aren't as cancerous anymore! These nerfs were all meant to make the game more of a control metagame where players have to think carefully on how to play out their turns instead of repeatedly clicking on the enemy hero portrait over and over again. Of coirse a few of the nerfs were meant for control/OP combos (Mal'ganis Stealth ft. RNGesus), the metagame slowed down enough to where aggro players that always go face are punished for it. Every aggro deck is slowed down for it, but face hunter is practically dead. Aggro shaman can still be a threat, along with face paladin, but most games will be about actually using strategy to maintain a board and win by board control, so control decks are coming in and gonna be played more. Also with all these cards that were staples in many decks being nerfed, some new cards finally have a chance at seeing gameplay. I don't know about you guys, but I think some priests might start playing a Mindgames or 2 since control decks are gonna be played more and since control decks have a decent amount of high-cost minions. I must be honest though, this is kind of a slap in the face for free-to-play players and budget players since their savoir strategy, going all face, has been kicked in the nuts. Word of advice to players that are complaining about aggro getting nerfed hard: try tempo, it is still more early game and probably is more effective than aggro
It's interesting how Blizzard always add a new card to Priest steal cards in each new expansion/adventure! What could be the think behind it? :)
I still think that Priest is the last class to be worked on for new cards since they can't be creative enough to give the cards effects that don't revolve around stealing.......
6
Missed opportunity. I think this card would be pretty cool if instead of 8 armor, it could grant something random.
Potential effects (all would still destroy the minion at the start of your turn):
Give your hero +3 attack this turn
Restore 2 health to all friendly characters
Give your friendly minions +1 attack
Gain 6 armor (down from 8 in this case)
Draw a card
Give a minion in your hand +2/+2
Add a coin to your hand
0
Time to be a psychopath and play a bunch of 0 cost spells with this out...
0
Warrior: Scepter of Summoning, Grommash's Armguards, Woecleavers, Multiple Y'sharjj, Gloves of Mugging, Bag of Coins, Big minions, and luck.
Paladin: Justicar's Ring, Crystal Gem, Silver Hand support, Gloves of Mugging, Scepter of Disintegration, and minion stat control.
Priest: Double Khadgar's Orb, Lyras, Cheap Spells, Radiant Elementals, Gloves of Mugging, Orb of Destruction, and RNG.
Mage: Khadgar's Orb, Crystal Gem, Destruction spells, Spells to add random spells, Orb of Destruction, Gloves of Mugging, and more RNG.
Warlock: Scepter of Summoning, Crystal Gem, High cost Demons, Skull of the Man'ari, Bloodreaver Guldan, Boots of Haste, and the card that draws until your hand is full.
Rogue: Crystal Gem, Deathrattle Totem, Good drawpower and summoning deathrattle minions, Gloves of Mugging, Bag of Coins, and a Carnivorous Cube on Sludge Belcher on the last boss.
Shaman: Cloak of Invisibility, Captured Flag, Gloves of Mugging, Portable Forge, Runespear, and minion enhancements.
Hunter: Double Captured Flag, Scepter of Disintegration, Portable Forge, cheap minions that summon minions, and going face.
Druid: Battlecry Totem, Crystal Gem, Portable Forge, Bag of Coins, and a lot of Jades.
Cheesing Last Boss with Any Class: Get Quel'Delar forged by getting the Blade and the Hilt and repeatedly go face.
Alternative Final Boss Cheese with Any Class: Cloak of Invisibility, Small Backpacks, the cards that add an enemy minion to your Dungeon Deck, add the one minion that is Poisonous to Heroes to your deck, Play it against the Final Boss and pray it lives to go face.
I never got a Treasure Room in any of these runs and I didn't get Quel'Dalas, but they are not needed to win. Gotta admit, Dungeon Runs are very fun!
2
Medivh, the Guardian. How to break Aluneth whenever. Honestly, I like this.
0
5
So play a terrible deck to counter a card people are not gonna play much? Sign me up!
2
I feel like it would be funny if one of the bonus effects could also destroy the minion.....
2
In WoW this weapon can say things to you. I wonder if it will do the same in Hearthstone....
6
I mean if this was a Priest weapon it would be OP.......
0
Oh come on now, you know just as well as I do that some pay-players do the same thing as non-pay players. Don't lie, we have all done it before
0
Finally, aggro decks aren't as cancerous anymore! These nerfs were all meant to make the game more of a control metagame where players have to think carefully on how to play out their turns instead of repeatedly clicking on the enemy hero portrait over and over again. Of coirse a few of the nerfs were meant for control/OP combos (Mal'ganis Stealth ft. RNGesus), the metagame slowed down enough to where aggro players that always go face are punished for it. Every aggro deck is slowed down for it, but face hunter is practically dead. Aggro shaman can still be a threat, along with face paladin, but most games will be about actually using strategy to maintain a board and win by board control, so control decks are coming in and gonna be played more. Also with all these cards that were staples in many decks being nerfed, some new cards finally have a chance at seeing gameplay. I don't know about you guys, but I think some priests might start playing a Mindgames or 2 since control decks are gonna be played more and since control decks have a decent amount of high-cost minions. I must be honest though, this is kind of a slap in the face for free-to-play players and budget players since their savoir strategy, going all face, has been kicked in the nuts. Word of advice to players that are complaining about aggro getting nerfed hard: try tempo, it is still more early game and probably is more effective than aggro
0
Ur thinkin about C'Thun
0
Yogg Saron round 2?
0
-1
You forgot Call of the Wild