I don't dust golden cards unless I'm desperate to have some dust. Not even duplicates over two normal. Because they are SHINYYYY! Still, I did disenchant a golden Doomsayer because I thought I'd never use it but I badly needed a lot of commons.
Awwww... you didn't comment on Barrier Generator :-(
Missed it when posting. Probably you submitted it after I opened the topic. Okay. Barrier Generator is kind of "hey, don't kill me right away" and lasts 2 turns, gaining taunt for +9 protection. A whole lot I must say, but does nothing if there's a lethal waiting on board. Decent, although I'd make it 0/9 taunt right off the bat with a battlecry "All minions having Charge lose it for the next opponent's turn". This way the taunt will stand 1 turn for sure, could be silenced to remove the taunt, but the battlecry will remain in effect.
1) Adding Kel'Thuzad - right, if there would be enough place on the field after playing with Baron.
2) Adding more deathrattle - I deem this unnecessary, there is already enough deathrattle. Although adding shredders could do.
3) Adding booster cards? I doubt it, since boosters will only allow one trade per booster, while many dreadsteeds will trade well on their own. Also the primary reason of having steeds is the ability to wipe the board without major losses. Boosters don't survive. Defender of Argus won't too, its boost won't stick.
4) Adding Imp-losion? Maybe, because while you don't have enough steeds you'd better use other sources of damage.
5) Removing Doomsayer? Probably. Unstable Ghoul is an early defence vs aggro, will probably remain. Thaurissan? Maybe, although playing Steed+Rivendare+Hellfire+Hellfire for 4 steeds and 6 damage to all face, with Sacrificial Pacts as heal and more steeds sound promising.
6) Removing Faceless Manipulator? No. Maybe will take out one, but not two for certain. Grabbing enemy's Warsong Commander is worth a slot, and getting a board clear after this is infinite value. Same with other tricky targets that have ongoing effects, so I'd better have more than a single one.
7) Removing Shadowflame? No. PO+steed+this = 5 face and 5 board, and a steed in place. Sure it won't be used to just wipe the floor with a 1/1 minion. Also there's BGH, what's the use in it after it drops some fatso? Blow it.
8) Removing Sacrificial Pact? This is no aggro deck to go completely without heals, and I can use this freely on a steed potentially even multiplying it. No.
9) Recombobulator isn't just for the lulz, you can turn a 1/1 steed into a say Chillwind Yeti or something better, same with Rivendare if I've got enough steeds. (Yep, turning it into another Rivendare as a possibility and more fun). Two are for the case when I'd get a high-mana reward from Faceless which couldn't be used as some other aspect than just the body. Although maybe one is extraneous.
10) Bane of Doom is a card to get demons, with a possibility to acquire a Mal'Ganis (maybe add both? :D) or a badly needed Doomguard. I think it should stay.
I've tried to make a zoo/control deck with Dreadsteed as main creature due to its "immortality". Sure enough it has weaknesses, it's underdeveloped, it lacks serious threats like Mal'Ganis, I just want this deck to have a "stream of endless netherhorsies" that'll eliminate any and every enemy that arrives. It's vulnerable to OTKs, but can withstand face with early board clears (Hellfire, Doomsayer), and probably I should stuff a Twisting Nether in here as well.
Current developing plan is as follows: Drop early threats with imps and Hellfire, should they overextend, then set up Dreadsteed with Baron Rivendare, multiply then wail. If anything, there's BGH and Faceless Manipulator to mimic Mind Control effect and Knife Jugglers to add insult to injury, with Undertakers for extra punch on the enemy patron warrior prior to them getting their combo.
Should be 3 mana at most. If only it had charge (I mean, it's a freaking horse demon, for crying out loud)... Then it would be worth it, even if it was increased to 10. But yeah... Pretty useless in its current form. Apparently, Blizzard decided that Warlocks got too many decent cards in the adventures and GvG and went back to their insane mentality from vanilla HS of punishing people for trying to use Warlock class cards... And what is it with Blizzard making cards that would be awesome if they had charge, but are useless without it? First Bolvar, now this.
If it would have Charge, it'll be a 4-mana (or less) board clear regardless of what's on board. NO.
Hmm. You lack activators for Grommash. Whirlwind, Inner Rage. I'd say drop Patron, Warbots, Bouncing Blade and Taskmaster, add Raging Worgen x1, Whirlwind x2, (Shield Slam or second Warsong Commander) and second Armorsmith. Additionally swap Iron Juggernaut for Dr. Balanced or Leeroy Jenkins, maybe there are better alternatives tho.
Perhaps reword it like "Whenever a friendly character is healed, instead add that many Health to it"? That is, you throw a Circle of Healing and this adds 4 max HP to every friendly minion. Although really OP with Confuse revealed.
REALLY OP, if stays for a turn. You draw 7+ cards, then throw a 0-mana Silence, or plain smash this over something fat, gain insane value. On the other hand, if you didn't silence or kill it, you run through your deck in three turns, killing yourself if ever reaching fatigue. Ridiculous mechanics indeed. COOL!
What should happen if there are no minions on the other side? Will it remain where it is, because of nothing to swap for? Also, what should happen if this gets hit by Shadow Madness?
Um, turning a turn 10 Fireball into a board clear? Or a Execute, Shadow Word: Pain, Deadly Shot? And Backstabing the Archmage will backstab everyone else instead? Isn't it too much? Remember, the game checks eligibility only at targetting, so that say Execute can be targeted only against a damaged minion, but should it get healed by some (yet nonexistent) effect, it will get killed anyway. The same with SW:P. Although seeing a full board get amped by Blessing of Kings should be a hilarious sight.
Lore: Little is known about The Dopefish, except that it's always hungry. Not even Neptulon dares to face the beast. It eats whatever is available, although it prefer heroes. That's why it climbed and descended Blackrock Mountain. And yes, it is lava resistant.
Flavor: Swim swim hungry, swim swim hungry...
Mechanic explanation: Yes, it will end the game if it remains the only minion in play. If the heroes' HPs are equal, The Dopefish will eat its controller, since he's closer. And, there's no mechanics that do "destroy a hero", at least, without immediate replacement, and nothing does "destroy enemy hero".
I think this funny fish fits Hearthstone, although the original character is not mine, I've adapted it to fit the theme of ever-hungry beast feasting on the battlefield full of tasty morsels. And heroes.
If you don't have board presence, having this drawn does really nothing. Imagine topdecking this on first turn. Haha. If there's board presence, this triggers Enrage and more - can be great to combo with so many warrior cards already, and makes no need to waste cards to buff a Raging Worgen. Useful, but I'd like this better if it did damage to all minions.
0
Kezan Mystic
0
I don't dust golden cards unless I'm desperate to have some dust. Not even duplicates over two normal. Because they are SHINYYYY! Still, I did disenchant a golden Doomsayer because I thought I'd never use it but I badly needed a lot of commons.
0
Missed it when posting. Probably you submitted it after I opened the topic. Okay. Barrier Generator is kind of "hey, don't kill me right away" and lasts 2 turns, gaining taunt for +9 protection. A whole lot I must say, but does nothing if there's a lethal waiting on board. Decent, although I'd make it 0/9 taunt right off the bat with a battlecry "All minions having Charge lose it for the next opponent's turn". This way the taunt will stand 1 turn for sure, could be silenced to remove the taunt, but the battlecry will remain in effect.
0
Thanks for advices, but still.
1) Adding Kel'Thuzad - right, if there would be enough place on the field after playing with Baron.
2) Adding more deathrattle - I deem this unnecessary, there is already enough deathrattle. Although adding shredders could do.
3) Adding booster cards? I doubt it, since boosters will only allow one trade per booster, while many dreadsteeds will trade well on their own. Also the primary reason of having steeds is the ability to wipe the board without major losses. Boosters don't survive. Defender of Argus won't too, its boost won't stick.
4) Adding Imp-losion? Maybe, because while you don't have enough steeds you'd better use other sources of damage.
5) Removing Doomsayer? Probably. Unstable Ghoul is an early defence vs aggro, will probably remain. Thaurissan? Maybe, although playing Steed+Rivendare+Hellfire+Hellfire for 4 steeds and 6 damage to all face, with Sacrificial Pacts as heal and more steeds sound promising.
6) Removing Faceless Manipulator? No. Maybe will take out one, but not two for certain. Grabbing enemy's Warsong Commander is worth a slot, and getting a board clear after this is infinite value. Same with other tricky targets that have ongoing effects, so I'd better have more than a single one.
7) Removing Shadowflame? No. PO+steed+this = 5 face and 5 board, and a steed in place. Sure it won't be used to just wipe the floor with a 1/1 minion. Also there's BGH, what's the use in it after it drops some fatso? Blow it.
8) Removing Sacrificial Pact? This is no aggro deck to go completely without heals, and I can use this freely on a steed potentially even multiplying it. No.
9) Recombobulator isn't just for the lulz, you can turn a 1/1 steed into a say Chillwind Yeti or something better, same with Rivendare if I've got enough steeds. (Yep, turning it into another Rivendare as a possibility and more fun). Two are for the case when I'd get a high-mana reward from Faceless which couldn't be used as some other aspect than just the body. Although maybe one is extraneous.
10) Bane of Doom is a card to get demons, with a possibility to acquire a Mal'Ganis (maybe add both? :D) or a badly needed Doomguard. I think it should stay.
0
Except that it can kill Worgen Infiltrator and Blood Imp.
0
You can surprise kill a mage with Ice Block triggered last turn with a full board of Molten Giants for the lulz.
1
When I see a Fel Reaver, I say "Follow the rules"!
0
I'd add more 9-10 mana minions, so that if you accidentally mulligan into Malygos your mega-heal would still work. One or two. Ysera maybe.
0
I've tried to make a zoo/control deck with Dreadsteed as main creature due to its "immortality". Sure enough it has weaknesses, it's underdeveloped, it lacks serious threats like Mal'Ganis, I just want this deck to have a "stream of endless netherhorsies" that'll eliminate any and every enemy that arrives. It's vulnerable to OTKs, but can withstand face with early board clears (Hellfire, Doomsayer), and probably I should stuff a Twisting Nether in here as well.
Current developing plan is as follows: Drop early threats with imps and Hellfire, should they overextend, then set up Dreadsteed with Baron Rivendare, multiply then wail. If anything, there's BGH and Faceless Manipulator to mimic Mind Control effect and Knife Jugglers to add insult to injury, with Undertakers for extra punch on the enemy patron warrior prior to them getting their combo.
Any advices to improve?
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If it would have Charge, it'll be a 4-mana (or less) board clear regardless of what's on board. NO.
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Hmm. You lack activators for Grommash. Whirlwind, Inner Rage. I'd say drop Patron, Warbots, Bouncing Blade and Taskmaster, add Raging Worgen x1, Whirlwind x2, (Shield Slam or second Warsong Commander) and second Armorsmith. Additionally swap Iron Juggernaut for Dr. Balanced or Leeroy Jenkins, maybe there are better alternatives tho.
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Carla Cogspin
What if the table is full? "Surpri-i-a-a-a-ahhhh..." (falls out of screen due to no space on the battleground)
Saint Aevis
Perhaps reword it like "Whenever a friendly character is healed, instead add that many Health to it"? That is, you throw a Circle of Healing and this adds 4 max HP to every friendly minion. Although really OP with Confuse revealed.
Mephistopheles
REALLY OP, if stays for a turn. You draw 7+ cards, then throw a 0-mana Silence, or plain smash this over something fat, gain insane value. On the other hand, if you didn't silence or kill it, you run through your deck in three turns, killing yourself if ever reaching fatigue. Ridiculous mechanics indeed. COOL!
Fynnk Mindtwist
What should happen if there are no minions on the other side? Will it remain where it is, because of nothing to swap for? Also, what should happen if this gets hit by Shadow Madness?
Cirilla Duskfall
Um, two players each having this in their deck cannot both go second. This loop is pretty bad.
Archmage of Tinkertown
Um, turning a turn 10 Fireball into a board clear? Or a Execute, Shadow Word: Pain, Deadly Shot? And Backstabing the Archmage will backstab everyone else instead? Isn't it too much? Remember, the game checks eligibility only at targetting, so that say Execute can be targeted only against a damaged minion, but should it get healed by some (yet nonexistent) effect, it will get killed anyway. The same with SW:P. Although seeing a full board get amped by Blessing of Kings should be a hilarious sight.
5
The Dopefish
Lore: Little is known about The Dopefish, except that it's always hungry. Not even Neptulon dares to face the beast. It eats whatever is available, although it prefer heroes. That's why it climbed and descended Blackrock Mountain. And yes, it is lava resistant.
Flavor: Swim swim hungry, swim swim hungry...
Mechanic explanation: Yes, it will end the game if it remains the only minion in play. If the heroes' HPs are equal, The Dopefish will eat its controller, since he's closer. And, there's no mechanics that do "destroy a hero", at least, without immediate replacement, and nothing does "destroy enemy hero".
I think this funny fish fits Hearthstone, although the original character is not mine, I've adapted it to fit the theme of ever-hungry beast feasting on the battlefield full of tasty morsels. And heroes.
0
Unstable Ghoul
Boooom!
0
If you don't have board presence, having this drawn does really nothing. Imagine topdecking this on first turn. Haha. If there's board presence, this triggers Enrage and more - can be great to combo with so many warrior cards already, and makes no need to waste cards to buff a Raging Worgen. Useful, but I'd like this better if it did damage to all minions.