Plaguebringer, the card which replaced Vanish in the basic set, is in my opinion a very poorly designed card. Constantly with their talk about class identity, Blizzard talks about how the Basic and Classic sets should give new players a good example of what a class does and what it's strengths and weaknesses are in a fairly simple manner. The Basic set especially should be very easy to understand, since those are the first cards a new player will have access to. So why, then, does Plaguebringer make use of the Poisonous keyword when no other card in the Basic set mentions it? This would lead new players to believe that Rogues are good at abusing Poisonous minions, which hasn't proven to be the case. They only barely have the most Poisonous minions/generators of all classes (Rogue has 7, Hunter has 6, Druid has 5) and as far as I know, only one of which (Envenom Weapon) has seen any serious competitive play in Kingsbane Rogue. I would be fine if this card we're in the Classic set, but I think it's a very poor design for a Basic card.
Hey everyone! As we mourn the loss of HearthPwn, I've decided I don't want to see this game go. Although I joined in pretty late on the original thread, I had a lot of fun writing and guessing riddles.
For those who are new to this game, here's how it works:
I'll start by giving a riddle which describes a single specific card in Hearthstone (only collectible cards, no tokens or adventure exclusives). Then, the first person to correctly guess the card gets to come up with the next riddle!
Now that the rules are out of the way, let's get started with something easy!
Witchwood-exclusive? They certainly using rush ketword in this expanion, so why not echo?
The difference is that Rush isn't a Witchwood exclusive keyword, but rather a way that Blizzard can keep printing cards that are similar to charge minions, but also make them more interesting without worrying about them being abused by aggro decks.
This card is basically Sul'thraze in minion form if you think about it. For 2 extra mana you get the same effect without damaging your hero, plus it can be combined with various buffs to make it even better (combine with Spirit of the Rhino and you could clear a full board of Magma Ragers!
Right, because who doesn't love having to watch infinite Shudderwock combos that take 10 minutes to finish
It summons a minion with Taunt and Divine Shield, pretty sure that's a significant effect...
Plaguebringer, the card which replaced Vanish in the basic set, is in my opinion a very poorly designed card. Constantly with their talk about class identity, Blizzard talks about how the Basic and Classic sets should give new players a good example of what a class does and what it's strengths and weaknesses are in a fairly simple manner. The Basic set especially should be very easy to understand, since those are the first cards a new player will have access to. So why, then, does Plaguebringer make use of the Poisonous keyword when no other card in the Basic set mentions it? This would lead new players to believe that Rogues are good at abusing Poisonous minions, which hasn't proven to be the case. They only barely have the most Poisonous minions/generators of all classes (Rogue has 7, Hunter has 6, Druid has 5) and as far as I know, only one of which (Envenom Weapon) has seen any serious competitive play in Kingsbane Rogue. I would be fine if this card we're in the Classic set, but I think it's a very poor design for a Basic card.
Turn 1 Shimmerfly
Turn 2 Scavenging Hyena
Turn 3 Desert Spear
Turn 4 Dire Frenzy
Potentially the best curve you could get with this card unless there's a better 1 mana beast printed
Haha, yep! That's the one! Now it's your turn!
Hey everyone! As we mourn the loss of HearthPwn, I've decided I don't want to see this game go. Although I joined in pretty late on the original thread, I had a lot of fun writing and guessing riddles.
For those who are new to this game, here's how it works:
I'll start by giving a riddle which describes a single specific card in Hearthstone (only collectible cards, no tokens or adventure exclusives). Then, the first person to correctly guess the card gets to come up with the next riddle!
Now that the rules are out of the way, let's get started with something easy!
Five mana down the drain
Two cards in the hole
Who dare's summon me?
For you can't anymore
You can participate in the qualifier tournaments from home, but the major tournaments all require travel
I like the idea of Magic Carpet, but I don't think only six 1-drops is enough to justify it
The difference is that Rush isn't a Witchwood exclusive keyword, but rather a way that Blizzard can keep printing cards that are similar to charge minions, but also make them more interesting without worrying about them being abused by aggro decks.
What's the purpose of running the Redemption + Commander Rhyssa package in this? The only minions in the deck that could really benefit from that would be Annoy-o-Module and The Glass Knight (and maybe Crystalsmith Kangor as well but it almost seems unnecessary to do that.)
Edit: and Zilliax, didn't see him at first
This card is basically Sul'thraze in minion form if you think about it. For 2 extra mana you get the same effect without damaging your hero, plus it can be combined with various buffs to make it even better (combine with Spirit of the Rhino and you could clear a full board of Magma Ragers!