This should be able to bring back shellshifter and druid of the claw if they were chosen in their respective taunt forms. Although the original minions don't have taunt and won't be brought back, they transformed into different cards with innate taunt, those of which WILL be brought back. Same logic applies to hex, in which a shaman transforms your minion into a different one with innate taunt, a 0/1 frog. That frog would also be brought back.
Has anyone every compared this to jeweled scarab? Though it isn't a beast and you can discover better/worse than a 3-drop, technically the 1/1 body of the scarab is being added onto the minion you discover.
Really great deck. 9:2 right now. I swapped out the holy fire for a second entomb, as I felt holy fire only helps in the aggro matchuup. (Sometimes I even found it was unusable due to achunei soulpreist surviving the previous turn.) Entomb pretty much does the same thing but does not heal. (Although you would only entomb medium to big targets, holy fire can be cast on smaller minions and won't punish you like entomb if the card you steal becomes a dead draw later on, but in general I feel entomb betters control matchups while holy fire beats aggro.)
Can someone explain why this minion says "This document looks legally binding" when it is played? I don't see the relation between that line and a summoner?
The summoner has a "pact" with the faceless destroyer. Its kinda like a joke similar to if one were to sign a contract with a demon. You're pretty much screwed, or in this case, sucked into the void and replaced by a 5/5. (If you also have noticed, he says signed in blood (referring to the document) when he attacks and screams "wait what?" after he dies. So yeah, its a contract.
This deck is absolutely insane! After swapping out the 2x abusive for mortal strike and heroic strike, I was able to go on a win streak from rank 13 to rank 9, with 2 losses at the end against mages. Most of the decks are too slow to keep up. Even if they do manage to catch up, you have so much damage you just end killing them off anyways. (destroyed a midrange pally even after using Tirion and lay on hands) All you have to do is use your weapon to pave a way for your minions and you win with an overwhelming board. (plus, the cultist pirate makes sure that you STILL have your weapon AFTER killing off your opponents minions. Maybe I was a little lucky, but the way I saw it, C'Thun decks are hella too slow and their vanilla minions die to your buffed up weapons. (beckoner dies to axe, elder dies to axe + ichor) Zoo also wasn't as bad as I anticipated. Unlike the previous zoo, the current one seeks to flood the board ASAP, with their highest health minions being darkshire councilman and voidwalker. Ravaging ghoul toasts their tentacle swarms and a buffed up rusty hook is all you need to deal with the flame imps, jugglers and direwolfs. Deathrattle rogues are ez, and pretty much every other homebrew deck on ladder is a slow deck. Again, amazing deck, for a theorycraft, works REALLY well.
3
Pseudo-counter to Cryostasis.
2
This should be able to bring back shellshifter and druid of the claw if they were chosen in their respective taunt forms. Although the original minions don't have taunt and won't be brought back, they transformed into different cards with innate taunt, those of which WILL be brought back. Same logic applies to hex, in which a shaman transforms your minion into a different one with innate taunt, a 0/1 frog. That frog would also be brought back.
-20
You get dust for the normal AND golden version.
0
Ultimate fatigue winner
4
look closely
7
No 4 mana 7/7s, truly "shocking".
14
The plague is spreading
0
Face pally drops a Tirion
0
Replacements for Malkarok and Gromm?
4
Has anyone every compared this to jeweled scarab? Though it isn't a beast and you can discover better/worse than a 3-drop, technically the 1/1 body of the scarab is being added onto the minion you discover.
2
Mechwarper Mechwarper Mechwarper
2
Really great deck. 9:2 right now. I swapped out the holy fire for a second entomb, as I felt holy fire only helps in the aggro matchuup. (Sometimes I even found it was unusable due to achunei soulpreist surviving the previous turn.) Entomb pretty much does the same thing but does not heal. (Although you would only entomb medium to big targets, holy fire can be cast on smaller minions and won't punish you like entomb if the card you steal becomes a dead draw later on, but in general I feel entomb betters control matchups while holy fire beats aggro.)
1
When you add someone who rage quite to give them advice on their deck and they assume you're a bming monster and tell you to piss off.
2
3
This deck is absolutely insane! After swapping out the 2x abusive for mortal strike and heroic strike, I was able to go on a win streak from rank 13 to rank 9, with 2 losses at the end against mages. Most of the decks are too slow to keep up. Even if they do manage to catch up, you have so much damage you just end killing them off anyways. (destroyed a midrange pally even after using Tirion and lay on hands) All you have to do is use your weapon to pave a way for your minions and you win with an overwhelming board. (plus, the cultist pirate makes sure that you STILL have your weapon AFTER killing off your opponents minions. Maybe I was a little lucky, but the way I saw it, C'Thun decks are hella too slow and their vanilla minions die to your buffed up weapons. (beckoner dies to axe, elder dies to axe + ichor) Zoo also wasn't as bad as I anticipated. Unlike the previous zoo, the current one seeks to flood the board ASAP, with their highest health minions being darkshire councilman and voidwalker. Ravaging ghoul toasts their tentacle swarms and a buffed up rusty hook is all you need to deal with the flame imps, jugglers and direwolfs. Deathrattle rogues are ez, and pretty much every other homebrew deck on ladder is a slow deck. Again, amazing deck, for a theorycraft, works REALLY well.