Kurtrus hero card is one of the reasons Genn should never work for DH but at this stage, I guess it wouldn't matter to add another broken interaction to the abomination that Wild is.
It does work correctly for the location though. Gnoll evolves info Gnoll. So the code could follow the same logic if they would actually test it... Or care enough to care about inconsistant spell
[Resolved 2/14] In Mercenaries, the team is aware that a non-Mercenary card back is appearing in Mercenaries Packs. This is not intended. Mercenaries pack opening has been re-enable. The issue with the packs has been resolved. Affected players will receive compensation at a later time.
NOPE. It is not resolved but good for them to put that they did solve something on the list, right?
Just put it in big spell mage instead of Theotar. Armor and freeze effects buy enough time to play it and hero power tokens if opponent won't kill them
It worked with this logic for any source of damage - spell, hero power and minion so it would only be logical that it follows the same pattern for battlecry caused damage.
The problem is that we, the playerbase are always seeing that. Then on week 1 someone discovers new way to boost aggro up and we are doing same thing CJ does in memes. Time will tell though.
If played right, deck allows you to refill your board multiple time while denying most of your opponents plays. Priest can clear the board turn 5 but usually they are dead at this point. Denying battlecry minions and raising the cost of board clears with towers is still oppressive for most decks - beside mage. Mage will ignore you and try to freeze. With mages it's a coinflip if you break the block before they draw waker or mozaki.
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If the game will live long enough, Taurens will be made into a tribe at some point. Someone playing Wild in 2033 will be happy about it.
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With 6 quests you can usually go up to level 20 for free legendary :) that's my way of doing that as well
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Kurtrus hero card is one of the reasons Genn should never work for DH but at this stage, I guess it wouldn't matter to add another broken interaction to the abomination that Wild is.
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It does work correctly for the location though. Gnoll evolves info Gnoll. So the code could follow the same logic if they would actually test it... Or care enough to care about inconsistant spell
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As stated in the title - Gnoll now costs 11 mana but Blazing Transmutation seems to not notice as per screens attached :)
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NOPE. It is not resolved but good for them to put that they did solve something on the list, right?
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Just put it in big spell mage instead of Theotar. Armor and freeze effects buy enough time to play it and hero power tokens if opponent won't kill them
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Wild packs. Those should be the only ones that can grant you those cards.
Chance will be extremely low though if you do not have full collection in Wild.
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It has been fixed already. You should all be able to claim it as I claimed mine.
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It's Dungar. He didn't count after I was counting my weekend packs.
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It worked with this logic for any source of damage - spell, hero power and minion so it would only be logical that it follows the same pattern for battlecry caused damage.
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The problem is that we, the playerbase are always seeing that. Then on week 1 someone discovers new way to boost aggro up and we are doing same thing CJ does in memes. Time will tell though.
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If played right, deck allows you to refill your board multiple time while denying most of your opponents plays. Priest can clear the board turn 5 but usually they are dead at this point. Denying battlecry minions and raising the cost of board clears with towers is still oppressive for most decks - beside mage. Mage will ignore you and try to freeze. With mages it's a coinflip if you break the block before they draw waker or mozaki.
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I strongly recommend trying this one instead - AAECAR8E+boDwdAD2+oDtYoEDaS5A/+6A96+A9++A4LQA8bRA7rhA+rpA/DsA9vtA6mfBKqfBLugBAA=
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@OP
Might be stupid suggestion but is command "Missing" with set filter showing you anything that is left to craft?