i pray every day that kalimos stops his fraudulent ways and brings peace to wild with aggro elemental shaman, so thank you for showing me the vision of what could have been
Un'Goro Quests where some the most fun. I would love to see some buffs to them, so they could come back in some form. Especially Galvadon as that is my favourite quest of all time.
Im a little late to the party here, but hear me out: Instead of making Radiant Elemental 4 mana, make it only discount *holy* spells. Also, LOVE the idea for Xavas here - I love Discard Warlock SO much, but being exclusively aggro is kinda lame.
4:25 regarding the raptor it was actually a 4/3 before it got buffed. I do like the change to add it to your hand. Vilespine Slayer at 3 mana feels fair since we have the Antique Flinger as a 3 mana 4/3.
I disagree that summoning 8 murlocs is difficult. I can consistently get it on turn 4-5 without much difficulty at all due to cards like Call In The Finishers that just flood the board
Gotta agree with that, "Give your hero +10 health, then fully heal your hero." wouldn't be too much cancer considering deathrattle priest can use the buff
1. If you have the healing attached it will be a terrible card to face. As soon as you hit 7 mana, amara + brewmasters means you basically have reno+. Each consecutive use makes you even harder to kill. You just need zola and a brewmaster to make this obnoxious, especially since you can run xyrella as a finisher. It’s just not in the same spirit as the original card
Amara could be battlecry: heal your hero to full health, and then once per game: give your hero +10 health. Basically every time you play her she heals your hero to full health but she can only give your hero 10 extra health once per game.
I think ''give murlocs rush for the rest of the game'' in Megagin a bit boring. What about ''GIGANTIFY fill your hand with murlocs and give them rush'' that would be cool i guess. After you empty your hand you could do it again, that would help the deck that doesn't have a big minion (Now you have 2 8/8 MEGAFINS, the second one a bit worse) and two full hands of murlocs that would help with the lack of card draw and the possibility of not having murlocs to play. Cool video, good card ideas 😁
kalimos and brukhan are broken with shudderblock and can, but that also requires you to play kalimos in your deck which is just actually a bad card even with that interaction since it also requires you to play shudderblock AND a elemental a turn before
@@samlevrino3448 Not true. The kalimos battecry isn’t what deals the damage, the invocation is, which can still deal damage to the enemy. Try it yourself This would mean with 2 invocations, a shudderblocked kalimos could do 36 from hand on turn 8 with no mana cheat with the flexibility of also clearing boards and healing yourself. Idk if that’s too good for wild. Probably not.
Suprised with the radiant elemental nerf, when you suggested sorcerers apprentice go down to 2 mana (with ignite changed) in the fix mage video if its unhealthy for the game? Just change your mind?
Another Galvadon option would be "Battlecry: Adapt. Repeat for each Holy spell you've played this game.", though I'm not sure with how the game works currently, if that would imply just randomly adapting (which it obviously shouldn't). That way it could be another must-answer wincon for Holy Paladin and would naturally slot into a lot of the builds that deck has.
Making Hydrologist a 3 mana 3-3 with battlecry: Discover a secret. Add it to your hand and cast the other two. And noone will stop me. Also: RIP Chameleos, he skipped school day when un'goro was being buffed.
“Suffering from miracle priest” is a harsh description. The deck was a lot more fun to both play and face than other decks of the meta. Combo versions of the deck are also not too toxic. I’ve played thousands of games of combo priest and it’s always been held back by the techW control decks. Combo priest is great into aggro but terrible into tech even if you run two shards.
Heavy disagree on the zavas change, turning every single discard into a scaling-up free body for the rest of the game is completely ridiculous even for what is currently a mediocre deck (while it wouldn't break wild, the power of the deck being concentrated into exactly zavas looping means watching the opponent highroll him in their hand without a dirty rat to hate him out seems about as fun as facing uther paladin), also don't get why this wouldn't go directly into an aggro discard warlock? It rewards you for discarding the card as fast as possible as many times as possible (with another bonus of being able to be dropped into the field as a 2 mana pseudo-giant if you decide to stop spinning the wheels for it at 2 mana 7/7+), should have its mana nerfed to 3 and even then would be a great card, all the other changes I agree with though 👍
Clutchmother Zavas as a strictly better third copy of Silverware Golem is ambitious but I think when discard warlock is in a balanced state it would actually make the deck a lot more interesting to play and play against. Maybe if that change is gonna be rolled out they should give it a year or so I’d like a little bit more of a break from playing against that deck ahaha
This might be hellish, but I kind of miss secret tax paladin. I think a goofy alternative take on hydrologist's effect is allowing it to discover and cast a secret at end of turn. If it's too strong/annoying for CtA shells, make it cast a random secret or at start of turn.
Your changes are pretty interesting in a vacuum but if you actually were to reduce the cost of so many cards, the meta would be very fast and aggro oriented. Gotta have some good midgame and expensive cards too.
I don't like the elemental requirement at all, it needs to be summon elemental because you lose the chain with cards like wildpaw caverns or command of neptulon, who technically should be part of the elemental package
33:42 the problem with doing that is that it would also buff all the cards that generate the same token. I mostly care about this cuz Flame Geyser which actually sees play on standard I think. Maybe this doesn't matter at all but gets me a bit worried XD Also Fire Fly is on standard too, and this buff seems scary. I'm sure it's safe to buff it when that card leaves the core set Btw, I really love your videos, very good job :D
I remember in ungoro I was lucky enough to pull Lyra. That was literally the only legendary I got from the entire expansion so I definitely made the most of it. Double Radiant Elemental + Lyra went really really hard and was stupid. Obviously the sorcerer’s apprentice is one of the most annoying cards ever printed and the fact it wasn’t the thing that led to this game getting deleted off the face of the earth in the first place upsets me, but I am shocked they would nerf that card only to leave radiant elemental to be exactly as busted as when I used it all those years ago.
For megafin reward i think it could be "for the rest of the game, your murlocs have rush and lifesteal. You lose if there are no murlocs in your deck". Maybe it's too much, but i like the idea that you and your opponent are basically playing a miniboss encounter where they need to survive megafin and his horde of murlocs. If they can get tru the horde (that would be all the murlocs in your deck) they win, giving them an alternative win condition.
It would be worse than current galvadon, you'd get like a 12/12 wind fury rather than enough stats to actually kill your opponent with him if you were to roll multiple +3 attacks
@@FlareIsGone Originally, my idea was Battlecry: Gain every Adaptation. Adapt 3 times. Then, I looked it up and realized there's 10 Adaptations, so I assumed getting them all would be enough.
Kalimos can deal face damage with shudderblock 3 times, and it's ok tactic in standart, but dealing 36 damage with just 2 cards seems to much... So I think kalimos shouldn't trigger same invocation twice like brukan hero battlecry
Shudderblock specifically says the tripled Battlecry can't deal damage to the enemy hero. I checked on the wiki, and it says the effect technically works, but you literally deal zero damage (think: basic Snake Oil).