My theory is that in the rogue card a gnome is about to get brutally assassinated.
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Faesroll2 posted a message on Incredibly one sided vote?Posted in: General Discussion -
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Sawovsky posted a message on New Card - Antique HealbotPosted in: Card DiscussionThis is absolutely great card for shaman or rouge control/midrange deck. Shaman can stabilise at some point against Huntards or zoo, but with very low helth, and than usually simply dies. But this is a card a Shaman required, a neutral 8hp heal with a 3/3 body? Count me in. And it isn't even that expensive for a NEUTRAL 8hp heal.
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raphael531 posted a message on Bomb LobberPosted in: Bomb LobberGreat counter to Miracle rogue, in most cases at turn 5 or turn 6 there will be a Gadgetzan Auctioneer from opponent with conceal on the board, if we play this card, 100% will remove it.
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Only reliable draw source there is: Lay on Hands. Faceless is usually bad vs hunter/zoo, and playing owl instead of spellbreaker usually helps you not to fall behind on tempo (a big problem for paladin).
Redemption is anti-sinergystic with mad scientist; you don't always get to decide when to play it so it often resurrects a 1/1. It's either redemption or mad scientist (imo). Otherwise noble sac + avenge is also usually decent with scientist.
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So, Abomination and Sheep got married and made babies. Woody Allen movie?
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Pyro can probably do some nice combo-wombos, although i feel like the problem are the midrangy minions like yeti, belcher etc.
These come down before you can enter the late game and the opponent usually has a couple turns to increase his board while you get to 6 mana +...
In that kind of situations Death's Bite just isn't enough, and you absolutely need to have Shield Block + Shield Slam orBrawl. I'm considering going Arcanite Reaper or Gorehowl (5+ health minions are my personal nightmare). But maybe again i probably just suck.
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I suggest you (as a general rule) to avoid crafting cards for spefic decks/classes unless you already have most of the "fits alot of decks" stuff like Cairne, Sylvanas, Big Game Hunter, Faceless Manipulator etc.
You may think that a specific card is exactly what you need but your idea will change in a week or two as you understand more about the game.
As a more case specific answer i would not play 7+ attack minions in a Handlock heavy meta, too many BGHs running around. Sea Shaman maybe good but there are other shaman decks that don't run them that are also good.
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I know in theory Creeper is a 3/4 for 2 mana, works great with flametongue etc, it's just that i generally don't like cards that don't do anything for me unless i have board control, and i also don't like playing minions with less then 2 native attack unless they have specific utility (like Armorsmith etc). If it wasn't for the addition of Loatheb my deck would be the same as pre-naxx. I realize a minion with deathrattle may help you take back the board, it's just that spiders never really worked for me.
Now, don't really want to hijack Shade's thread anymore, as it seems i'm the only black sheep that doesn't like the creeper :)
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Because they didn't want to admit that the change to UTH was useless, and change a card that they just changed.
In WoW they used to nerf an op class to the ground and leave it that way even if it had become total crap in both pvp and pve. It's their philosophy, they don't backtrack or admit mistakes very easily.
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There is no fun factor for an opponent that cant play his minions though. I must agree that 5 mana is too drastic, even though i hate hunters with all my heart. 4 mana 3/3 is what they should have done in my opinion.
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The single Claw helps you protect the Imp Master in the beginning, violet teacher will make you tokens :) If you want to bypass a taunter to finish a game, Ironbeak Owl can be useful on other situations too. Naturalize should text "Destroy a minion, your opponent wins the game".