Am I blind or why don't I see the usefulness? Let's presume I have 5 super powerful Minions in my deck. So unless I have an all spell deck I'm not guaranteed to get those 5 copies.
I don't think this will be main decked, but it might be nice to generate off of something like Ring Toss. There are simply too many decks that will be able to damage Mage, especially considering their lack of taunt.
But this gets covered by the other Secrets: So you play around this, by trying to damage the Mage? Too bad, the secret was not [Hearthstone Card (Rigged Fair Game) Not Found] but Counterspell or Flame Ward and now your board is gone.
Or you can't deal even damage to the Mage because Ice Barrier gets triggered, but you have less than 8 damage (not sure if it works this way though).
I really like the effect and I think it's very cool! But is this really strong? If you want to play this for value, it'll sit on your hand for a while because you have to wait for the opponent to play a strong card. But the card must not only be strong, but also useful. It doesn't want to copy Battlecry Minions. Ongoing effects tent to work better with you opponents deck, so you're probably just deny the effect instead of using it for yourself. This leaves keywords like Charge, Taunt, DS, Lifesteal, Poisonous etc. and Deathrattle. I guess the last one is the best target for this. And apart from unfreezing for lethal you'll most likely never cast this on your own minions. Will this be enough to put the card in your deck?
It's reactive not active and this prevents the card from being meta defining. I guess we'll see it mostly in Highlander decks. Or am I missing anything?
The most thing I disliked of Turtlemage was that the game was over turn 9. There was only a small hope that the Turtle player misplays. But it took to turn 20 to realize that it will not not happen. Such a waste of time for both players.
I think Tour Guide is the card that made Darkglare playable. It was strong before, but missed some support. And sometime only one card can be the missing puzzle piece which makes a decent deck OP.
With Occult Conjurer released not progging this secret got a lot more dangerous.
Am I blind or why don't I see the usefulness? Let's presume I have 5 super powerful Minions in my deck. So unless I have an all spell deck I'm not guaranteed to get those 5 copies.
This works good with [Hearthstone Card (Rigged Fair Game) Not Found]:
Opp: "ha, I will damage you so you'll draw no cards." "Ok, in this case I play 4 Mana 8/8".
But this gets covered by the other Secrets: So you play around this, by trying to damage the Mage? Too bad, the secret was not [Hearthstone Card (Rigged Fair Game) Not Found] but Counterspell or Flame Ward and now your board is gone.
Or you can't deal even damage to the Mage because Ice Barrier gets triggered, but you have less than 8 damage (not sure if it works this way though).
I hope so. But they missed a chance with Darkmoon Rabbit.
It's always "in play" when it's not mentioned otherwise.
I really like the effect and I think it's very cool! But is this really strong? If you want to play this for value, it'll sit on your hand for a while because you have to wait for the opponent to play a strong card. But the card must not only be strong, but also useful. It doesn't want to copy Battlecry Minions. Ongoing effects tent to work better with you opponents deck, so you're probably just deny the effect instead of using it for yourself. This leaves keywords like Charge, Taunt, DS, Lifesteal, Poisonous etc. and Deathrattle. I guess the last one is the best target for this. And apart from unfreezing for lethal you'll most likely never cast this on your own minions. Will this be enough to put the card in your deck?
It's reactive not active and this prevents the card from being meta defining. I guess we'll see it mostly in Highlander decks. Or am I missing anything?
More tools for Face Hunter? The legendary is a little bit like Crackle (1 to X damage, depending on whats left in your deck), but with Deathrattle...
Thought about the same, but I guess the Bingo is longer ready than published
Yes, 2 or 3 times yesterday. I started today and now it's the correct value. Strange.
So I could disentchant it now for full dust. Thanks.
The mobile client shows only 100 Dust for Pilgrim. Is the extra dust period already over? I thought it's 2 weeks...
The most thing I disliked of Turtlemage was that the game was over turn 9. There was only a small hope that the Turtle player misplays. But it took to turn 20 to realize that it will not not happen. Such a waste of time for both players.
To expensive for my skill level. Won't play. :(
1000g for most likely 1-3 packs? Thanks, I'll rather buy 10 then.
played against Priest who did nothing, won turn 4 with Inner Demon, Blur wasn't necessary but I played it anyways. So ty 4 the deck.
Good bye, drama queen.
Was about asking the same same question (but without the 'lol'). I don't need the ingame tracker, but my replays and statistics.
Is there any alternative or a trustworthy source of the apk?
I think Tour Guide is the card that made Darkglare playable. It was strong before, but missed some support. And sometime only one card can be the missing puzzle piece which makes a decent deck OP.
Yes, abilities are important. And her ability is still worthless, but now the stats are worthless, too.
Why mage packs again? The other 9 classes never had a class package, but Mage did.