My design this time is based on a Pandaria quest.
SI:7 Agent Sully made friend with a squirrel he called Sock, and he only need to target something by his flashlight for his backup and watch his enemies die.
And SI:7 is definitely a icon of rogues.
So, I take this interesting. Hope U 2. LOL
1
Priest is The undead dude not Mam'toth. They are all on the playhearthstone.com website.
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I will not guarantee this to be good, but Paladin legendaries are chronically under-rated.
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I completely agree with this. I play my own decks in ranked. Sometimes I win a bunch and rank up other times I fall back to the ranked floor. Eventually I strike on a good deck for the meta and win streak up to 5. Once there I play whatever I want. I've made it to rank 3, but I've never played enough to grind all the way.
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I never instigate bm however when an aggro player emotes smugly after getting a nut draw I will use the sarcastic wow and skip my usually genuine well played.
I do intentionally overkill my opponent by as much as I can, but I look at that as practice and I don't extend the game to much to do it. I just like thinking about the most damage I can do.
2
For those interested. This is where the Origin of this deck ended up. I liked the Blade Flurry + weapon strategy for early control, however after a ton of play and testing Blightnozzle, it was way too inconsistent. Also the fact that it killed the enemy minion made it very hard to complete the quest with it (though insanely bonkers if it killed four minions to do so). Ultimately I doubled down on the sparks. One vanish proved too valuable to ignore. Also I always loved the Espionage tech since the deck can be fatigued by Mage and Warrior if you don't get Valeera early. Finally I find Replicating Menace too strong after the quest to skip, being able to build your minions up to 8/8+ with the stickiness of a three 4/4 deathrattle is just too good to skip. Before the quest is complete there is also the Deathrattle weapon synergy to build a wide board. Finally I have completed the quest by playing Sonya and trading off 5+ of the replicated bots, followed by playing them from hand.
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We are not playing a different game, two 8/8's for 2 mana was best case. It is a fairly good case as well, especially if paired with something like psychic scream, vanish or twisting nether. However, the second case (skipping turn 5 for a 6 mana 8/8 is far less good. Most reasonable expectation might be skip turn 7 get two 4 mana 8/8's.
Regardless my point was that it is stupidly bad as is, and your fix puts it on the weak side of playable. My idea may make it too good, however there should be a balance in their somewhere. I mean if you skip turns 1,2 and 3 with my method, the giants are still 5 mana on turn 4. Though you could play giant + giant + sunfury for 4 mana on turn 5. Not sure if that would be good enough to save you at that point.
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I had a similar exchange. However I suggested the cost should be reduced but (1) for each unspent mana period. The way it is now is rediculoisly weak. Even with your suggestion you would need to skip turn 10 to get at best two (1) mana 8/8’s. The way he has it the card is literally an 11 mana 8/8 that you can start paying for a turn early (but not use). It should at least have rush.
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Quite iconic though not Basic
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Shall we define Iconic?
Here is a stuffy definition: having the quality of an icon - a person or thing regarded as a representative symbol of something.
Or a more slang definition: Similar to "classic," iconic is generally restricted to more recent, highly original, influential, or unique objects which are celebrated in popular culture.
Being a bit traditional and literal I voted for Yeti as I think it fits the first definition, however I can see how someone would vote Rager if they argued from the second definition (Yeti would be more Classic, though it could also be argued a Basic card can't be Iconic by that definition as it is not really recent)
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As recently presented in a Brian Kibler video from Omni/ and a bunch of other respected players opinions, there is a danger going forward with decks that have overly strong upgraded hero powers. I think only a few of them require tweaks, but lets discuss.
Druid - probably fine as is, however +2 attack and +1 armor might also be fair (the attack is more relevant most of the time anyway)
Hunter - already set below the standard at 3 damage and seems to be fine
Mage - seems to be fine as is but could be made 1 targeted and 1 random damage
Priest - One of the weakest and probably fine as is
Paladin - Produce a 2/2 recruit (if that is still too strong, it could be named something to prevent working with recruit synergy)
Rogue - Equip a 2/1 dagger which loses attack instead of health if you attack a minion (gorehowl ability) (keeps strength as board control, weakens it as a face damage tool)
Shaman - Already weaker and probably fine as is
Warlock - Already weaker and probably fine as is
Warrior - Gain +3 armor
Please do not think I am begging for a nerf, this is merely a what if thing. Like, what if Baku becomes a problem as some people suggest it might already be), what options would be viable adjustments for Justicar/Baku upgrades