2mana ooze and Harrison jones are going to be the most important cards because there's a lot of weapons which have 3 durability and no reason to attack. You can't just ooze 3 times to destroy 1 weapon.
Did you consider it in Dead Man's Hand Warrior? You shuffle the fully upgraded Spellstone into your deck and every turn you shuffle again you play 3 5-5s. That is basically Jade Idol, but not quite as retarded.
tygonmaster I doubt it will see play. There's only 1 weapon worth playing in warrior, so you'd be removing 2 good cards on order to make one card work. And unless they add some more armor gain comparable to what justicar gave, I don't see this being played.
Yeah I was gonna say the same. Dead man's hand deck im usually stuck with a bunch of sleep with the fishes i cant use so this spellstone would be far superior.
You only need to equip two weapons to make it work. Bloodrazor is already somewhat common in competitive decks, at least when some brave soul actually decides to play a warrior deck in the first place. slap two of those in with dead man's hand and you might actually have a deck. Probably not tier 1, but tier 2 or 3 is where I could realistically see it if burn mage isn't killing everybody by turn 8.
King Crush : meme card Gazrilla : meme card Dreadscale and Acidmaw : meme card Princess Huhuran : meme card Knuckles : meme card Swamp king Dread : meme card Professor Putricide : meme card Let's hope Kathrena will be the black sheep of the hunter legendaries.
Also, un-IDENTIFIED elixir, not un-DEFINED. I think we might actually have to make hot-redeploy of Kripp on prod directly, and analyze the logs later. Just don't forget to backup the old build.
didnt catch that one myself, who is responsible for keeping Kripp's programming up to date and bug free? Starting to think its someone from blizz, that would explain the bugs.
Still not enough. Dragon fire 6 mana, shadow word horror + pint 5 mana, anduin 8 mana. This card is 4 mana, a crucial time after youve probably lost the early game to the brainless aggro.
TFW People call priest board clear slow, when they are the class with historically one of the most unfair board clear class with alchanai+circle. (The only more imba board clear IIRC is wild pyro equality)
thaurissan into 2 pieces of combo(wild) or get 2 coins whit the epic minion that i forget the name leeroy>go face>carnivorous cube on leeroy>play dead x2>go face whit more 4 leeroys=30 dmg for 10 mana
The idea behind the shaman weapon is likely that it will generate several extra overload cards for the synergistic effect with the summon 3 minion copies instead of 1 etc. It probably was too good if it wasn't that much mana.
I think Kripp is underestimating the new Hunter legendary. Hunters have a decent amount of deathrattle synergy out there and there are some decent big beasts too. It could be pretty good.
Card idea to protect against weapon removal: 2 mana 2/2 epic if your weapon would be degraded or destroyed by an opponent's card effect while this is in your hand, discard this card instead. (could be worded better probably)
Kripp, you can shuffle the fully upgraded Lesser Mithril Spellstone into your deck in Dead Man's Hand Warrior and in the late game have the ability to play 3 5-5s a turn.
I was also thinking that the shaman weapon could cost 6 and still probably not be good enough to actually play. The best cards for it to pull are like feral spirits or a board clear when your behind, and the stupidest thing about that is that you still get overloaded for those spells. It would be better in probably any class but paladin who you'd just wind up getting a choice of 3 crappy secrets on each swing.
Sudden Betrayal makes the minion attack one of your opponent's minions I think, not one of your minions, seems like a more consistent version of Misdirect.
If you carnivorous cube a lich king and then carnivorous cube that cube so you get two lich kings with a cube that summons two other cubes which summon at least four other lich kings? Not counting play dead or Umbra
Rin might be decent when used with bloodbloom. You can cast two seals in one turn. If you have two bloodblooms you can finish the seals in 3 turns. Turn 8 rin + bloodbloom, turn 9 bloodbloom + 2 seals, turn 10 last 2 seals. The only problem is that you are most likely dead if you do that, and you need both bloodblooms and Rin. Highroll... But in a very lategame oriented matchup / meta, that cards super good.
10:35 feral gibberer could be useful for ziplock I guess? Helps keep the stream of minions flowing? Honestly don’t understand what they were thinking making that card
Ok, so I did some math on the Runespear and it turns out that the odds of getting a spell in your discovery that's always positive, such as a boardclear, is about 75% with the currenty existing spells. So I would say it's less bad than it seems in that regard, but given how just because an effect is positive, that doesn't make it helpful or good, it probably is really bad. What I mean is that I counted stuff like devolve and evolve as well as vulcano as positive effects, however these might just show up as the better option, when you don't want to e- or devolve.
Wait, is it actually confirmed that you can choose the same option twice for Branching Paths? Because if so that card seems totally busted. Draw two or heal 12 or roar or shield block with two additional janky options just in case your toolbox wasn't full enough, that's the kind of card that is good in almost every possible matchup.
no, its terrible. Draw 2 for 4 mana is terrible, giuve your mana 2 attack for 4 mana is terrible, gain 12 armor is slightly above average (Slightly better than greater healing potion. How is it OP? Versatility isn't THAT good.
I think it looks good, draw is nice versatility as is armor which also triggers spellstone and the +1 atk is permanent so it could make spreading plague 3/5's instead of 1/5's. idk if I'd call it op but stand behind that its a good card
Arcane Intellect costs 3, Savage Roar costs 3 (and is often played on later turns where mana will be floated anyway so might as well cost 4), Greater Healing Potion costs 4 but armor is significantly better than healing in most situations, Shield Block costs 3 and only provides 5 armor. All four of those cards are seeing play right now and you also get "+1 attack and draw or heal" as two additional options that might occasionally be relevant (say you need the buff for some value trades and then want to cycle to find more things to play or heal out of range of burn). You're barely paying anything for the flexibility, you just get a lot of great cards at basically the same cost they'd normally come at. More importantly you get great cards that do very different things. Most of the time you're drawing to find the rest of your deck but if you're behind it can become a lot of healing and if you're ahead it can become lethal. It might be underwhelming if all of the modes accomplished roughly the same thing but they're different enough for the versatility to actually be quite relevant in every situation. It's not flashy but I promise you're going to hate seeing this card in a month.
Woah let's get back to Feral Gibberer. If it gets played on turn 6 and the opponent doesn't remove it and next turn I Bonemare it and attack, will that give me a 1 mana 5/5 taunt? Because that makes it a must-remove in some decks.
What bothers me about the Jasper spellstone card is, shouldn't it be Emerald Spellstone? Jaspers aren't green as far as i know, or are more known for being brown-reddish
Depends. It has no taunt and shit stats. If you're vs a board that the AoE wouldn't kill but you were dead if they went face, Duskbreaker wouldn't do crap.
HighLanderPony yeah, but in most situations the 3 mana discount, ability to control when it goes off, and being able to have 2 in your deck, are way more useful in the majority of situations. As well as if you play wild, it's way easier to combo it with brann than it is to use chillmaw with the double deathrattle card
I've been putting him off for a while now but it might be time to finally craft Harrison Jones. Also, as a Wild player I'm expecting every Recruit Paladin deck to run 1-2 Level Ups in place of Stand Against Darknesses next expansion.
It seems to me like the Epic's are actually going to be good this time around, like they should be. Then again that means that in order to get the good cards you gotta craft more expensive shit so who knows
Priests don't just run auchenai+circle because they are desperate for board clear. They do it because when they are against control and don't need the board clear, both cards still do something, so the cost of running them isn't that high. Auchenai makes your hero power "better" since you probably don't care about healing things in that game and circle can be like, a 0 mana draw 4 with some patience.
Feral Gibberer is going to be very good. "Add a copy" should keep the buffs... Which means it doubles the value of the buffs and recharge empty hands for aggro decks like aggro druid or buff paladin that never had a chance so far...
At this point I don’t expect any card above Rare for Hunter to be viable. The last time was CoW and they nerfed it because we have to pay for the years of Face Hunter. But Midrange always finds it’s way back to Tier 1 and it makes my full golden Hunter deck cheaper to make every expansion. I’ll just pretend those new cards don’t exist and plan which aggro cards I can stick into the deck this time around.
It's just going to be like BGH and Dr. Boom. Just because everyone runs BGH, it doesn't mean Dr. Boom is "trash tier," when a card is so broken that even answering it perfectly with its counter doesn't punish effectively, that's when the weapons will run rampant. So for example, ooze played the turn after a legendary weapon is played (with an end-of-turn effect) does NOT completely negate everything about the weapon. The initial end of turn effect is still successful. So the card becomes weaker in that case, but as long as the opposite case exists (the weapon is NOT removed immediately) then it's still amazing.
Branching paths gives druid another very versatile card but the options themselves don't seem that overpowered. Maybe that is just a skewed feeling after playing against ultimate infestation for so long but drawing a card and getting 1 attack/6 armor for 4 mana doesn't seem so strong at first glance
Vinícius Barbi I think Fandrel only works with choose one cards like living roots, where as this one is choose two. They could just change Fandrel, but probably not.
I can only imagines those weapons seeing play in Arena. Maybe in Standard if Harrison Jones and Acidic Swamp Ooze are rotated out. They are too expensive and their techs aren't expensive enough to be a detriment against weaponless decks.
With upgrade cards. do they need to be in ones hand to be able to be upgraded? or does it work like C'Thun, where he gets stronger even when he's in the deck?
That Hunter Legendary might be way to broken, you could build a Hunter deck with Elementals and Pirates with 2 mana prince and run 2 Savannah Highmane, 2 Charged Devilsaur, and a King Krush, so for 8 mana you summon a 7/7 that summons a 7/6 Highmane, or a 8/8 Devilsaur with charge, or a 9/9 King Krush with charge on battle cry and death + what ever other good beast that might be added.
They could nerf the oozes by making them cost 1 more mana. Just to make it not completely broken. Like how the owl silence card got nerfed to 3 mana. The oozes would become: 3 mana 3/2: destroy weapon and 4 mana 4/3: reduce enemys weapons attack by 1 I don't know their proper texts, but you get my meaning.
I think Kathrena is actually quite good. Sure, you can pull out Alleycats or Razormaws, but that's where the shit pulls end. Even Bearshark is good and since you play low cost beasts in the early turns, you'e less likely to recruit them with Kathrena.