- swinkscalibur
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Member for 9 years
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nobravery posted a message on Weekly Card Design Competition #26 - Submission Topic [Up-Voting Only]Posted in: Fan Creations -
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CasmX posted a message on Weekly Card Design Competition #26 - Submission Topic [Up-Voting Only]Posted in: Fan CreationsThere's a distinct lack of Naaru in this game. Let's fix that!
Enjoy!
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Regulus posted a message on Weekly Card Design Competition #26 - Submission Topic [Up-Voting Only]Posted in: Fan Creations -
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tambdc posted a message on Weekly Card Design Competition #26 - Submission Topic [Up-Voting Only]Posted in: Fan Creations -
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Szkeptik posted a message on Weekly Card Design Competition #26 - Submission Topic [Up-Voting Only]Posted in: Fan Creations -
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Kheesan posted a message on Weekly Card Design Competition #26 - Submission Topic [Up-Voting Only]Posted in: Fan Creations -
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AquaticRuin posted a message on Weekly Card Design Competition #26 - Submission Topic [Up-Voting Only]NOTE: When this minion is healed it does not lose its attack buff.
Explanation on how its effect works: (Assuming Priest is played)
>Angering Spirit takes 4 damage, Gains 4 attack. Becomes a 4/4.
>Priest uses hero ability on Angering Spirit, Angering Spirit becomes a 4/6 (Does not lose attack buff)
>Angering spirit takes another 4 damage. Becomes an 8/2.
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teknician posted a message on Weekly Card Design Competition #26 - Submission Topic [Up-Voting Only]"RNGsus really, really hates this guy."
Summon: "Hey you! Over here."
Attack: "Dodgin' Bullets."
Well this card seems situational, you say as you first glance at it. 5 mana for 7 health and no attack? Huh. It's got charge. And this weird text after it? Thinking about it, you realize there's a reason this card is an Epic.
Hard Counter to: Arcane Missiles, Avenging Wrath, Bomb Lobber, Bouncing Blade, Flamecannon, Goblin Blastmage, Knife Juggler, Mad Bomber, Madder Bomber,
Soft Counter to: Cleave, Flamewaker, Forked Lightning, Multi-Shot, Ragnaros the Firelord, Shadowboxer, Ship's Cannon
Combos: Cold Blood, Tinker's Sharpsword Oil, Abusive Seargent, Defender of Argus
Feel like you're getting wrecked by RNG? Now Rogue has a way to stop it's low health Stealth creatures getting f***ed by juggles and bombs. Combo this with Cold Blood and you've got almost a no drawback Doomguard (1 less attack, 1 more mana from Cold Blood). Combo with Defender of Argus and you get a much better Mogu'shan Warden. RNG won't save your opponent from having to deal with this minion. Has potential in Rogue decks.
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Divoc posted a message on Weekly Card Design Competition #26 - Submission Topic [Up-Voting Only]Hero:
Chess Pieces:
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KilogramHours posted a message on Weekly Card Design Competition #26 - Submission Topic [Up-Voting Only]"While not a real knight, nor horserider, he gets many quests for festivals and children's birthday parties!"
Entrance: "For the....audience!"
Attack: "Taste this!"
Death: "My career!"
Overview: Stormwind Rider is a very interesting card for Paladin. It has Charge, Divine Shield, and Taunt. However it has 0 attack, which means it has no prominent offensive capabilities when it is by itself. However, when combined with other cards is where it shines.
Balance: Stormwind Rider is mainly a combo piece used in midrange Paladin for massive tempo swings. However if you do not have any of those pieces, Stormwind Rider at least blocks 2 attacks from your opponent. So it probably has the same stopping power of Shieldbearer.
Synergies: Blessing of Might turns this into a 3/2 with Charge, Divine Shield, and Taunt. If that was the card, it would be worth at least 4 mana. However it does cost two cards, so you need to decide whether or not it is worth it. Same with Blessing of Kings, having a 4/6 with Divine Shield, Taunt, and Charge is insane on turn 5. That's worth maybe 7 mana! But again, you use two cards in the process.
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Well turns out the Reckless death enchantment is lost during magnetization. There are quite a few inconsistencies. Off to do more research.
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Did anyone of these questions ever get answered by a Dev? I ran into an interesting interaction with how toxmonger's bonus gets added to Skaterbot and then transfered during magnetizing, but Hobgoblin's buff does not get transfered. Gonna quick test the experimenter interaction and report back.
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I found an interesting and goofy inconsistency when playing magnetic hobotox Hunter. The idea is you play a bunch of 1 attack and 1 mana magnetic Mech and cards that go well with them as well as toxmonger and hobgoblin.
If you have a toxmonger on the board and you play a 1 cost skaterbot to magnetize onto another mech, the toxmonger gives the skaterbot poisonous and then it merges giving the base minion poisonous. A sweet interaction.
However if you have a hobgoblin on the board and magnetize a skaterbot onto another Mech, the hobgoblin triggers giving the skaterbot +2/+2, but when the Mech merge the buff disappears. Or at least is disappeared when I tried to merge with a hobgoblin buffed mecharoo.
The deck is still a blast but that throughs a wet blanket of some of the most exciting plays.
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This was my solution to #3
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I had one of the craziest solutions for "The Test"
It was really cool using a 5 damage Spirit Lash to wipe the whole board leaving just a 1/11 Sargent Sally and then Confusing the board to ping her off.
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I agree with the sentiment of Regis doing the next expansion stream over Day9. Sean is OK, Regis would we way better. Moregenuine excitement and likely less dumb play.
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The Giggling inventor is part of the stall and defend portion of this deck. Sonya + charge is the most common means of finishing the quest and you need to get to turn 7 usually. Also the inventer is bonkers after the quest is finished. Even more so after you play Valeera as it can be played twice for four 4/4's with taunt and divine shield and two more 4/4's for 10 mana and one card. Besides loosing to the best combo decks like Mecha'thun priest it can go toe to toe with almost any deck out there.
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I'm playing odd rogue with quest to give it sustain. It's way better than most people would think.
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For those saying mana wrath is a counter. There is a 0 mana spell that removes the effect of the mana wraith called silence. It does not really hurt the player to save a silence for the combo as silencing you experimenter just before you end turn does not stop the combo. Does hurt the consistency a smidge though as you have to draw silence before you play Hemet.
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I played against the best combo yet for a Mecha'thun priest. Reckless Experimenter + 6 mana 6/5 summon a deathrattle + 2x ticking abomination. (Mecha'thun is the last card in hand) everything dies at end of turn including Mecha'thun unless you misplay the order.