also rush minion work really well with Valanyr
- nysek1
- Registered User
-
Member for 6 years, 1 month, and 16 days
Last active Thu, Jul, 25 2019 13:45:39 -
- 1
- 10
- 25
- 0 Followers
- 55 Total Posts
- 105 Thanks
-
5
sheepsdatsaymeep posted a message on Blackhowl GunspirePosted in: Blackhowl GunspireI don't see much application for this card in standard but I do see an OTK combo for this in wild! Step 1: have a Gorehowl equipped with at least 6 or more attack. Step 2: Clear the board with such efficiently with cards like Brawl and Reckless Flurry so you can play a Doomsayer and deny your opponent's turn. Once your opponent has nothing on the board, play Blackhowl GunSpire + Bouncing Blade + Gorehowl hit for 30-31 damage. Seems good.
<pre class="codeStyle"> </pre> -
2
Sirsir posted a message on Bellringer SentryPosted in: Bellringer SentryPretty sure by the time the deathrattle resolves the minion is already considered a gonner. So it wouldn't
-
2
LordMilan posted a message on Blackhowl GunspirePosted in: Blackhowl GunspireCommanding Shout is useless for the combo, because the card says "Whenever the minion takes damage" and with commanding shout, it stops to take damages as 1hp. Works the same as with Grim Patron.
-
2
Enishi posted a message on Holy WaterPosted in: Holy WaterEntomb that triggers deathrattles and puts the card in your hand.
-
22
NeroEmperor posted a message on Duskfallen AvianaPosted in: Duskfallen AvianaFinally, Dragon Hunter gets the support card it needs
-
2
Wonderbuster posted a message on Lady in WhitePosted in: Lady in WhitePANDALIA WILL BE OURS!
-
7
SnorlaxBR posted a message on Blackhowl GunspirePosted in: Blackhowl GunspireThis really should have Taunt. Not only balance-wise (Quest warrior could use some help), but flavor-wise. It's a goddam turret, it sure as hell is a must destroy target in a battlefield.
-
4
Atralb posted a message on Blackhowl GunspirePosted in: Blackhowl GunspireSo let's do the math instead of just randomly saying "Warpath ! i know the best combo you didnt spot" :
2 turns, 17 mana, 2 cards, and you have 2 or 3 more to do smth on the turret turn (god saves us).
For what ? 5 dmg AoE + 5*3 dmg to a random enemy.
- 5 dmg AoE on full board = 6 mana (dragonfire)
- 3 dmg randomly targeted = 1 mana (2 mana for a target chosen, or the closest to compare : arcane missiles)
So the value is 11 mana + a 3/3 that can't attack. And that is if your opponent was kind enough to not take down the turret in a single hit or even a destroy effect, which is totally justified even with a high costed one (6 mana max ->siphon soul) considering it's a 7 drop. Plus, this is a 2 full turns set up. Plus, you have to hold onto this 5dmg AoE effect at least one turn before you wanna do it.
Conclusion : doesnt seem so overpowered to me. And keep in mind its basically the best combo possible (with 2 cards max) .
- To post a comment, please login or register a new account.
2
1
ever heard of frothing berserker?