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Whizbang's Workshop Set Cards List & Guide
-1
Quote from IceBlock >> Next time read it better. Where did you see ,,exactly 8 damage" in the card text.
Next time read it better.
Where did you see ,,exactly 8 damage" in the card text.
Star Aligner doesn't say "exactly 7 health", but that's still how it works.
0
I could see some shenanigans with Lab Recruiter
60% chance to get Bloodlust if my math is right. Seems useful in even shaman.
7
1. Get down to just 4 cards in hand: Mecha'thun, 2x Naturalize, Giant Anaconda
2. Play the Giant Anaconda
3. Cast Naturalize on the Giant Anaconda
4. Cast Naturalize on the Mecha'thun
5. Profit
1
Rush does not override charge. The reason Charge prevents minions from going face is that is has the text "It can't attack heroes this turn." Think of Rush as basically saying "You can attack minions the turn this is played".
3
Sparky sparky boom man, is that you?
13
1. Draw until you have The Boomship and 2 Charged Devilsaur in hand.
2. Cast Dead Man's Hand and equip Woecleaver (don't attack)
3. Attack with Woecleaver and cast The Boomship. Hit face with 31 damage (4 Charged Devilsaur + Woecleaver).
2 copies of Dead Man's Hand would go infinite...
14
Poisoned Blade would like a word...
5
tbf, Infest was 50% more expensive.
A Shudderwock that's been buffed once by Prince Keleseth and copied twice...
2x Doomsayer + Coin + Star Aligner. Such consistency and value!
That being said, I'm going to try to make this work, because I'm a Johnny like that.
If control rogue is ever a thing, I could see this being in it.
Spell Damage increase the cost of the summoned minions, not the number of summoned minions, since cost is the digit.
2 x Kobold Geomancer + Ancient Mage + Unexpected Results = 6/9 worth of stats and a pair of 6 drops.
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-1
Star Aligner doesn't say "exactly 7 health", but that's still how it works.
0
I could see some shenanigans with Lab Recruiter
0
60% chance to get Bloodlust if my math is right. Seems useful in even shaman.
7
1. Get down to just 4 cards in hand: Mecha'thun, 2x Naturalize, Giant Anaconda
2. Play the Giant Anaconda
3. Cast Naturalize on the Giant Anaconda
4. Cast Naturalize on the Mecha'thun
5. Profit
1
Rush does not override charge. The reason Charge prevents minions from going face is that is has the text "It can't attack heroes this turn." Think of Rush as basically saying "You can attack minions the turn this is played".
3
Sparky sparky boom man, is that you?
13
1. Draw until you have The Boomship and 2 Charged Devilsaur in hand.
2. Cast Dead Man's Hand and equip Woecleaver (don't attack)
3. Attack with Woecleaver and cast The Boomship. Hit face with 31 damage (4 Charged Devilsaur + Woecleaver).
1
2 copies of Dead Man's Hand would go infinite...
14
Poisoned Blade would like a word...
5
tbf, Infest was 50% more expensive.
3
A Shudderwock that's been buffed once by Prince Keleseth and copied twice...
3
2x Doomsayer + Coin + Star Aligner. Such consistency and value!
That being said, I'm going to try to make this work, because I'm a Johnny like that.
1
If control rogue is ever a thing, I could see this being in it.
0
Spell Damage increase the cost of the summoned minions, not the number of summoned minions, since cost is the digit.
0
2 x Kobold Geomancer + Ancient Mage + Unexpected Results = 6/9 worth of stats and a pair of 6 drops.