Only problem, eh? That is one hell of a problem and even the +2/+2 for 1 mana is too much lol, that design is horrible through and through.
- knurdbob
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Member for 8 years, 1 month, and 13 days
Last active Wed, Dec, 12 2018 21:55:22 -
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Sinti posted a message on Vote For Your Favourite Community Created Neutral SpellsPosted in: News -
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linkblade91 posted a message on New Rogue Card Reveal - Necrium VialPosted in: NewsPreparation needs to be rotated already, so we can drop the cost of these Rogue spells. That would allow them to introduce some more expensive ones, as well.
Edit: I like Prep, it enables cool combos and stuff, but it's seriously strangling the Rogue. The tragic part of it all is that by the time the card moves to the Hall of Fame it will be too late, 'cause we'll be left with all of this collateral damage.
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calico posted a message on New Shaman Card Reveal - Voltaic BurstPosted in: NewsI keep getting this feeling that this expansion is secretly designed to enhance Wild.
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Zakading posted a message on New Legendary Rogue Card Reveal - Myra RotspringPosted in: NewsWith secrets you have a handful of options per class that you can easily play around, plan around and predict based on the class and current meta.
There are currently 65 deathrattle minions in Standard, not counting the new ones coming with this expansion. Good luck having even the slightest fucking clue which one is hidden there.
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karnnumart posted a message on New Hunter Card Reveal - Fireworks TechPosted in: Newsnot too much trash so far.
wow is this hearthstone? -
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MurocAggroB posted a message on New Card Reveal - Star AlignerPosted in: NewsCan we cross off Dank Memes on the bingo thing now?
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Dr_Horus posted a message on Peter Whalen & Dean Ayala Showcase Old Witchwood Card Designs - Dev InterviewPosted in: NewsYup, that's right. Instead of mana, from now on, cards will cost you dust ..! ^^
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FrostyFeetEU posted a message on Peter Whalen & Dean Ayala Showcase Old Witchwood Card Designs - Dev InterviewPosted in: NewsI can assure you that all future cards will have either odd or even cost. ;) I just had to say that, I'm sorry...
But yes, no direct support for those archetypes, and based on plenty of them being viable already I don't think there's any special need to do so either.
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TSMS posted a message on Hearthstone's Second Animated Short - New Pack Day [Event on June 13!]Posted in: News -
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PRKSlayer posted a message on New Shaman Card Reveal - Totem CruncherPosted in: NewsThis is an alright card but it suffers what any card like this does, being susceptible to hard removal and silence. So even if destroy 4 totems it can easily get removed and you wasted your previous turns building up to it. Not only that but Shaman is in a pretty bad spot right now and it doesn't seem like any of their revealed card is going to help them out of it.
Edit: Not sure why this got downvoted. This card is very susceptible to Spellbreaker, hard removal, and any decks that can keep your totems in control during the early game. The card is still ok/good and would probably see play in Shaman decks ... but its not OP and certainly isn't going to carry the Shaman class to greatness.
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I wonder if Muck Hunter was printed as a tech card against Big Priest. It also happens to trade really well against whatever Shadow Essence pulls.
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An infinite Taunt or Spell Damage on demand is nothing to laugh at
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Nesting Roc didn't see any play. This has such a huge restriction, for a mere +1hp and guaranteed Taunt. Unless Druid receives insane support for odd cost cards or Beast synergy, I doubt it will see play.
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I wouldn't be surprised if one day Netease suddenly cut ties with Blizzard and reveals a Hearthstone clone with improved features
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My idea would be for Silence effect to only disable card text, and another effect (eg. Dispel) to remove enchantments.
That way, Silence will still counter cards like Possessed Lackey/Voidlord, but not absolutely destroy buffadin.
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As a programmer myself, this is baffling. The only reason it doesn't automatically update with the expansion is that they hardcoded every single option.
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Skull of the Man'ari has been absolute garbage in my experience. First, it has to survive weapon removal to even gain any value. Second, it sometimes pulls out Demons that you want to play for the Battlecry, eg. Azari, the Devourer, Hooked Reaver, Abyssal Enforcer. Third, because it summons at the start of turn, unless the summoned Demon is a Doomguard, it can only attack 2 turns after playing the weapon, which is insanely slow.
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This card also has decent synergy with Steward of Darkshire
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I re-raise all of you The Boogeymonster, filler of fillers.