• 15

    posted a message on Toshley

    Toshley is incredibly good in certain decks.  Piloted Shredder is a common, and although great, a gold version is a terrible trade for any viable Legendary.

    You should regret your decision.

    Posted in: Toshley
  • 5

    posted a message on Varian Wrynn

    I prefer the entrance quote he does have: "Your skills are growing."  It's just "condescending dad" enough.  I've also used Varian to kill Anduin several times, so there are plenty of times when Anduin's second cry is his deathrattle. ;)

    Posted in: Varian Wrynn
  • 10

    posted a message on Toshley

    I know man.. and the minion that it poops out is gold too.  I also crafted gold Shredders, but I didn't disenchant a good Legendary to do it.  Ya gotta prioritize your dust. ;)

    Posted in: Toshley
  • 3

    posted a message on Toshley

    Toshley is fantastic in Mech or especially Tempo Mage decks.  He's basically; Battlecry and Deathrattle: do something useful and put a Fireball in your hand.

    He only has 1 less Attack than the vanilla Boulderfist Ogre, so he loses very little for his effect, and trades very well.  

    Posted in: Toshley
  • 4

    posted a message on Arcane Blast

    This is a fantastic card in Tempo Mage, even without any Spell Damage bonuses.  With even a single +1 Spell Damage minion on board, this is twice as efficient as Flamecannon, and can be targeted.  Love Arcane Blast. :)

    Posted in: Arcane Blast
  • 2

    posted a message on Voidwalker

    This is still one of the best 1 drops, (class specific or neutral), in HearthStone.  Even later in the game, the face that it's a Demon, has 3 Health, Taunts, and costs only 1 Mana can make it relevant... especially paired with Mal'Ganis.

    Posted in: Voidwalker
  • -8

    posted a message on Tuskarr Totemic

    There's no reason why this couldn't have been a 3/3, especially considering it's a Shaman card.

    Posted in: Tuskarr Totemic
  • 9

    posted a message on Tuskarr Jouster

    I tried so hard to like this card, but I've removed it in favor of the boring old Antique Healbot.  The reason is simple: the only cards with the Joust mechanic worth using are those where the result is potentially very powerful, but isn't usually critical to the outcome of the game: e.g. King's Elekk, Healing Wave, or even Gadgetzan Jouster.  When Tuskarr Jouster whiffs, however, it can cause a loss in too many situations where playing the weaker, but reliable Healbot would result in a win.

    In situations where the heal is irrelevant, you should just be playing Loatheb instead.  The Joust mechanic needs work.. there should be at least some partial benefit in the event of a tie.  As it is, it's just too risky to use a card like this, even with a deck full of fat minions.

    Posted in: Tuskarr Jouster
  • 3

    posted a message on The Skeleton Knight

    I tried this card in a very heavy CW deck with Varian Wrynn.  90% of the time; The Skeleton Knight was terrible.  When you win the joust, you get to pay another 6 mana for a 7/4 the following turn.  When you tie or lose the joust... this is a strictly worse Salty Dog.

    If The Skeleton Knight were a 6/6, (or even a 6/5), it might see some play.  As is, it's trash.

    Posted in: The Skeleton Knight
  • 20

    posted a message on Tracking

    Most people seem to misunderstand, and therefore, misuse this card.. leading to gross underestimation of what it can do.  Tracking is not something you play just cause you have an extra 1 mana to burn.  E.g. People who play it on turn 1 are almost always making a mistake.  Tracking should be used as a way to dig for an answer so you can maintain tempo/control of the board, or finish your opponent.  I've used it countless times to dig for that Ironbeak Owl/Kill Command/Unleash the Hounds/Quick Shot/etc I needed to win the game before the opponent could recover.  When used that way, (properly), Tracking is quite powerful and usually worth running 1 of in a deck.

    Posted in: Tracking
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