Might be decent to run 1x in wild shudderwock. Not sure if wild shudderwock is a thing though.
- dravenforever
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jazzfan27 posted a message on New Neutral Minion - Spellward JewelerPosted in: Card Discussion -
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HackFin posted a message on Best Classic Legendary?Posted in: Card DiscussionI go for Bloodmage Thalnos. Overall the one legendary I played the most.
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Xynot posted a message on Gift Exchange - Tavern Brawl #185Posted in: Tavern BrawlThis brawl is a great example of how they can make a highroll style RNG brawl still be strategic instead of a clown fiesta.
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ZamperHs posted a message on Best Summon QuotePosted in: Card Discussioni am Mal'ganis i am a turtle
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My felosophy: dark portal tickatus in spell warlock.
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if they want to nerf mage here is how: Kabal lackey: 2 mana 2/2 your next secret costs 0.
Kirin tor mage is a 3/3
Kabal Crystal runner:9 mana 6/6 cost 1 less for each mana spend on secrets. does include costs of cards that interact with secrets: mad scientist, Kabal Lackey, Kirin tor mage, ancient mysteries...
Aluneth: 3 mana. at the end of your turn draw 3 cards. your other card draw is disabled.(only other cards that would draw you a card)
cloud prince: 5 mana 4/4 Battlecry deal 2 dmg for each secret you control.
runic mine: after your opponent plays a minion get a random spell that can remove it. it cost 0. replaces explosive runes.
ice block: when your hero should take dmg that would kill you reduce you to 1 health and become immune until your next turn.
new
ice shackles: after an enemy attacks your hero freeze all enemies. if they already are frozen destroy them instead.(minions only)
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I hope on the side that DM faire will have some profession based cards.
next expansions I would love? Pandaria, caverns of time along with adventure - maybe turn it into another year-long theme where we fight old battles to save our world. war of the ancients - opening of the dark portal + first war - maybe BFA?
i know we have batlegrounds but what about bringing some other games into hearthstone as multi-class mechanics. 2 chess players few others playing poker and more.
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Voracius reader to 3. Lowly squire inspire + 2 attack this turn only. Battlefiend same but has rush. Imprisoned felmaw is 5/2. Parachute brigand 3 mana. Ships cannon is a)1/2 b) 2/3 after you play a pirate deal 2 dmg to random enemy or c) 2/3 after you summon a pirate deal 3 dmg to random enemy minion. New card printed that siphons demons. Maybe 2 one that has cost restriction of the target for tempo and 5 cost for stabilization. Some nerfs to flamewaker.mana cyclone no longer elemental. Print some anti board buff cards. Like a 4 costtaunt that will steal common beneficial effects from enemy board. Like mark of the lotus...
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I hope that its animations aswell.
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Kelthuzad + flesh giant + shadowflame
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i do agree that kingsbane rogue shoulb be a thing again. howerer if they decide to bring it back they have to remove vanish from the game and maybe make sap more restrictive. i dont want rogue to have soft removal. and honestly blackjack stunner was a mistake. if rogue kill a minion she kills it. no bouncing enemy minions. and burgle is officially 2 mana card. so why its still on 3?
for priest we need some good counter to ress priest and nerfing spawn of shadows (maybe inspire discover a spell) another problem i see with priest is the everpresent vargoth. turn 4 vargoth means you are screwed unless polymorf/hex/devolve. and thats not fun. i would also consider completely removing mind blast and returning velen back to standart as a 3 drop that doesnt affect enemy face.
it might break wild. but blizzard should try temporarily changing shaman heropower to passive effect. (corrupt the watters)
warrior: blizzard should consider buffing some of the wild defensive tools. but my first candidate is for buff is bulwark. it should ignore dmg equal its attack completely.(no durability loss) crush could be changed to 5, recless flury will now deal its dmg in similar fashion to bladestorm.
and finnally mage:
tempo mage quest mage is abusing sorcerer aprentice cost reductuion effects. so lets give quest a requirement to also spend mana on those spells otherwise no progress. in quest. the other card that needs to be nerfed is flamewaker. and its not surprise. this thing should only target minions.(one of the reasons bulwark is so bad in wild)
secret mage : kabal lackey 2/2/2, mediv valet 2/2/2, arcanologist 2/2/2, arcane flakmage: 4/3/3 you secrets cost 1 . after you play a secret deal 3 dmg to random enemy minion and its adjacent. cloud prince 5/3/3 Battlecry destroy all friendly secrets deal 4 dmg for each.
fireball :throw a ball of fire that deals 6 dmg to first enemy hit.(you can select a position you threw it in so you can target minions that normally cant be targeted by spells but you cant throw it onto enemy face while he has minions. should get new animations.
aluneth 5 mana. kabal crystal runner 6/5/5. whenewer you put a secret into play reduce cost of this by 2 mana. (duplicate copies are 6 mana again)
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in ungoro he just adapts
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i need a res pool. RAttlagore: ok
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no class restriction decks.