Radiant Elemental and Mind Blast is a lot of fun as well. So satisfying if you get at least 2 REs on the board and throw 6 0 cost mind blasts.
- deltora121
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ActuallyStop posted a message on Top 2 (Standard) is This Week's Brawl!Posted in: News -
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longhiep341 posted a message on Skulking GeistPosted in: Skulking GeistI feel like this card has a hidden Play sound. It always plays "Nature will rise against you" if you are playing against a Jade Druid.
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Prophet_Velen posted a message on Cairne BloodhoofPosted in: Cairne BloodhoofEven on his own, bloodhoof is actually a great minion to have. Six mana for two four fives is great, and it's really OP with Reincarnate and Ancestral Spirit
Love it.
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noirLapin posted a message on Vote For Your Favourite Community Created Cards that DrawPosted in: NewsInteresting group of cards!
Nature Anomaly - Interesting mechanic. In a mid-range deck, it is sort of equivalent to Arcane Intellect with a Mad Scientist effect on the mana cost. In a ramp druid with heavy minions, could be broken. High risk, high reward. Maybe too high. Could outright win games if you draw Innervate and Deathwing, Dragonlord. I think I'd change the name to "Natural Anomaly" since "nature" is a noun, not an adjective.
Accelerated Growth - This one feels remarkably well balanced. Effectively 1 mana to draw a card, but 2 upfront with 1 refunded when you play the minion. But would it be played above novice engineer which trades that 1 mana for a 1/1 body? Maybe so in a deck that runs Gadgetzan Auctioneer.
Mysterious Millstone - Love the name. This might make Mill Rogue a thing again. Don't see it working in any other type of deck.
Spirit Walk - Broken. And too swingy at a more reasonable cost. Play this turn two with a cheap minion heavy aggressive murloc deck that only runs bloodlust and a couple other spells to keep from drawing your entire deck. At worst, you get one spell for 3 mana. But at best, you get a fist full of cards and only lose out on 3 mana the next turn. I think it'd be broken at almost any Mana cost. It would be great for the memes though if you played this card when you didn't have a spell left in your deck!
Hallowed Ritual - Huge boost to Silence Priest. Like Barnes, but trades the 3/4 body with a draw mechanic for one less mana. Think it's under-costed, especially since Radiant Elemental is a thing. Effectively getting 1.5 - 2 cards from this. Should be 3 mana.
Eternal Witness - OP. I think this would be run in every aggro druid deck. An extra draw 2 in aggro druid is super crazy. And there is no real downside. They don't care about the zero attack and love the 3 health because they will buff it, making it sticky. And when it dies, the druid gets two cards. This card would be played even if the stats were 0/1. Make it an 0/1 for 3 mana and MAYBE it wouldn't be played in every buff druid deck in existence. But it still might.
Power Trip - Love this card. Great discard synergies. A little under-costed. Make it 2 mana and it feels balanced to me.
Harvest Soul - Another good Warlock card. Could further incentivize a token style deck. Very much in the warlock play style of hurting himself or his minions to further his game plan.
Ask The Spirits - Interesting mechanic. Wrong class. Should be a warlock card. Also under-costed. If you're going to give Shaman a better Arcane Intellect, it shouldn't be discounted with a health trade-off in a class that has excellent access to healing.
Thirst for Power - A good card. 1 mana for two cards seems really powerful. Big downside in the early game as it could cost you a lot more than 1 mana over time. No downside in the late game, making it a super cheap Arcane Intellect. If Warlock weren't in such sorry shape right now, I'd say that's a little too good, but Warlock is terrible, so this card seems fine to me.
Dori-thur - Creative and cool idea, but way too polarizing to the meta. Useless against most flood decks and OP against later-game style decks with bigger minions where you could have tailored amounts of draw to find your answers or win conditions with little to no risk of ever losing your draw mechanic. Make it 4-5 mana, so you can only play it once per turn, and it might be balanced. But then I'm not sure it would ever be played.
Ironforge Blacksmith - Cool and creative mechanic. And if aggressive style warrior decks needed a push to make them viable, I'd love this card. But the last thing warrior needs right now is another way to get weapons, much less FREE weapons.
I think Power Trip gets my vote as the best, most interesting card that would spice things up in the meta without being OP. Hats off ihascorm!
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Shinard posted a message on Hearthstone: Mulligans | Episode 1 - Error 14Posted in: NewsWell, they were probably paid. That's how acting works, so I've heard.
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zain posted a message on Sjow's Rank 1 Legend Quest Warrior!Posted in: Sjow's Rank 1 Legend Quest Warrior!-1 brawl, +deathwing
its much better in late game having death wing
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Boss_of_this_Gym posted a message on 100% win rate Heroic MalchezaarPosted in: 100% win rate Heroic Malchezaar -
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Agithore posted a message on Weekly Card Design Competition 3.20 - Submission TopicPosted in: Fan Creations -
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J3nocide posted a message on Legend 76% Winrate Reno WarriorPosted in: Legend 76% Winrate Reno WarriorJust my own observation:
With all the removal in this deck, I found that Mind Control Tech ended up being a dead card most of the time and I would end up saving it too frequently in hopes that my opponent would play a fourth minion...which usually didn't happen.
Because it wasn't really doing anything for me and this deck also has limited options for card draw, I replaced it with Battle Rage and that has made a huge difference in my win ratio.
Battle Rage into a Whirlwind with Armorsmithand Tournament Medic or Acolyte of Pain on the board is huge. Even if you're below 30 health and have just one damaged minion on the board, it's still big.
Two or more draws for two mana can be such a game changer. Even just one draw out of it can get you out of an otherwise sticky situation. There is so much removal in this deck, the odds of drawing into a solution are pretty favorable.
I'd highly recommend this substitute if you're having trouble finding scenarios where Mind Control Tech works or having to top-deck too frequently.
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What the heck are these Epoch things??
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It plays cards from your other classes, not rouge, so Tess would play those cards once.
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Where does it say anything about losing durability?
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Top 10 Pranks That Went Way Too Far
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Best golden animation in the game.
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Snake
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Perfectly Balanced
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I like the intro music
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You're living quite the fickle existence, typing the exact same hypocritical thing.
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Hmm, I feel like with 2 Keepers of Aldor and Uldaman, BGH and an equality should be enough for a Renolock. You talk about their Healing which shouldn't be a problem because Paladin is a board control class. You talk about their removals, but for that I say this: Never overextend on the board and always use hero power. If their minions are really a problem for you, run 2 equalities. Honestly this decks seems like a good matchup against Reno. It sounds like you're playing too aggressive.
Midrange Drood seems weaker against Reno and Midrange Paladin is a good all-around deck against Control, Midrange, and aggro.
Keep playing Paladin and good luck.