Because getting a Chillwind Yeti from a Swipe, or War Golem from a Sprint doesn't scream value or anything right? I know these are just basic cards and the RNG isn't always going your way, but that's the point, isn't it? To try new things that aren't always apparent and immediately successful?
You're talking about "viable" strategies as if winning anything beyond one game actually means something in the grand scheme of things.
EDIT: winning anything beyond one game in Tavern Brawl, that is
Being a Paladin player myself, I really like Silver Hand War Horse. It's one of those cards which really rewards you for playing your Hero ability, or Muster for Battle, much in the same vein as Quartermaster. By itself, a 2 mana 2/1 is absolute garbage, but a 2 mana 3/2 with charge is pretty good. And that's just it - it's an honest card design that turns a card into really good without making it OP
Honestly one of my favorite cards. It is so simple, but it is also great value in a minion. Even today, if you have nothing else at the four that you can think of to put in your deck, Chillwind Yeti is always a solid choice :3
I think above all the other cards in the Grim Patron combo deck that "need" to be nerfed, *this* is the one. Giving the Grim Patrons charge is okay - it's Frothing Berserker receiving charge and then subsequently turning into a 20/2 and smacking face is fairly preposterous. If they could word it in some way which would prevent the charge from lasting beyond 3 attack, I think the Patron deck would still be strong, just not ludicrous.
The main card game I play is Magic: The Gathering, so I have a bit of experience with modal spells. One of the few things that makes modal spells worthwhile is the versatility of it: often, the individual effects are actually unimpressive for the stats.
So this card. 5 mana Consecration or 5 mana (1 dmg reducted) Fireball. Spending 5 mana on conditional one-for-one removal is actually pretty bad. So we're mainly looking at the Consecration mode.
Does Druid need Consecration? They already have Swipe after all. And it is very rare they get to play both on the same turn, even with Innervate.
Honestly, I'm not sure. To me, Druid seeks board control through it's excellent minions with swipe doing cleanup duty, so having the "third" Swipe may lean too much on spell reliance and not enough on minions. But who knows? It does run Wrath, so maybe one extra spell wouldn't hurt - hard to see Starfall as a two-of.
I just pulled a King Mukla from my pack from this weeks brawl (what amazing timing) and I was just wondering if it was worth keeping. I know it's a decent card in some low tier decks like shockadin, mill decks and tempo rogue, but being the budget player I am, I'm lacking a lot of commonly used epics I could get from the dust (namely BGH). Should I be patient and keep Mukla in hopes of certain decks rising in usability or should I just disenchant for the dust?
I have a personal policy to never DE Legendaries. So, I'd keep him. Mukla is kind of fun in a simple Druid Beast brew that I have
1
Because getting a Chillwind Yeti from a Swipe, or War Golem from a Sprint doesn't scream value or anything right? I know these are just basic cards and the RNG isn't always going your way, but that's the point, isn't it? To try new things that aren't always apparent and immediately successful?
You're talking about "viable" strategies as if winning anything beyond one game actually means something in the grand scheme of things.
EDIT: winning anything beyond one game in Tavern Brawl, that is
0
Being a Paladin player myself, I really like Silver Hand War Horse. It's one of those cards which really rewards you for playing your Hero ability, or Muster for Battle, much in the same vein as Quartermaster. By itself, a 2 mana 2/1 is absolute garbage, but a 2 mana 3/2 with charge is pretty good. And that's just it - it's an honest card design that turns a card into really good without making it OP
JH
8
Honestly one of my favorite cards. It is so simple, but it is also great value in a minion. Even today, if you have nothing else at the four that you can think of to put in your deck, Chillwind Yeti is always a solid choice :3
8
Jah-hahaha-HA mon!
7
I think above all the other cards in the Grim Patron combo deck that "need" to be nerfed, *this* is the one. Giving the Grim Patrons charge is okay - it's Frothing Berserker receiving charge and then subsequently turning into a 20/2 and smacking face is fairly preposterous. If they could word it in some way which would prevent the charge from lasting beyond 3 attack, I think the Patron deck would still be strong, just not ludicrous.
0
The main card game I play is Magic: The Gathering, so I have a bit of experience with modal spells. One of the few things that makes modal spells worthwhile is the versatility of it: often, the individual effects are actually unimpressive for the stats.
So this card. 5 mana Consecration or 5 mana (1 dmg reducted) Fireball. Spending 5 mana on conditional one-for-one removal is actually pretty bad. So we're mainly looking at the Consecration mode.
Does Druid need Consecration? They already have Swipe after all. And it is very rare they get to play both on the same turn, even with Innervate.
Honestly, I'm not sure. To me, Druid seeks board control through it's excellent minions with swipe doing cleanup duty, so having the "third" Swipe may lean too much on spell reliance and not enough on minions. But who knows? It does run Wrath, so maybe one extra spell wouldn't hurt - hard to see Starfall as a two-of.
0
Ah, I see. That would be a mistake, would't it? lol
0
They are available as Arena Picks - whenever you may get a series of Epics, the Alternate Hero is available to those classes.
2
It seems to me half the reason for the deck is Volcanic Drake. But perhaps another Sludge Belcher and Quick Shot ?
0
I have a personal policy to never DE Legendaries. So, I'd keep him. Mukla is kind of fun in a simple Druid Beast brew that I have