With the way this is worded it sounds like as long as 7 die in the turn it will keep summoning 7 more, not just summon 7 after 7 die and that's it. I need clarification!
I had a 12-1 run all because of Robes of Gaudiness yesterday. Glad they removed it since I was able to win before turn 4 most of the time due to cheap 2 cost Blessing of Authority buffs. I knew it wouldn't stay in there for too long...half cost (rounded down) cards are totally broken even in the normal dungeon runs.
Always down to try new Highlander decks. They always have the craziest swing turns that can leave an opponent in complete denial causing a shame concede. If you have the dust I have a Reno Mage that is pretty fun too, https://outof.cards/hearthstone/decks/19740-reno-dragons-yogg-box
I feel they need to start considering breaking costs up depending on format. 7 mana for Solarian Prime can make or break a game in Wild but in Standard 9 mana makes more sense since the options available are much more limited. This is going to hinder my Reno Mage deck that I've been using to climb the ladder as of late. Made it all they way to Diamond 9 so far with it and Solarian has won me games against all the aggro decks of the past and current formats. Shame on Blizz giving aggro more of a chance, aggro kills incentive to play fun decks.
I wonder how they are going to implement the Darkmoon decks into HS. I loved the Twisting Nether trinket card, especially when it would proc multiple times in a PvP fight
I love having fun with these kinds of decks. When navigated properly they can swing big time and end up with an OTK. Thank you for this deck, I did tweak it a bit and added in transform and AoE cards just because of all the Zoo and plain BS that wild presents with problem minions, Big Priest, DR Hunter, Mechs in general, Cube Locks...you know...the cancer...but even still though this deck pulled through every time. The only problem I had where I knew I was going to lose was any form of OTK wombo combo deck.
I think that is what people were wanting, just look at Quest Rogue as an example. It's like playing against a person playing Solitaire, meaning you're just there to watch them play it out and win against you with you putting little to no impact on their state of play.
Hadronox approves of this card
With the way this is worded it sounds like as long as 7 die in the turn it will keep summoning 7 more, not just summon 7 after 7 die and that's it. I need clarification!
I had a 12-1 run all because of Robes of Gaudiness yesterday. Glad they removed it since I was able to win before turn 4 most of the time due to cheap 2 cost Blessing of Authority buffs. I knew it wouldn't stay in there for too long...half cost (rounded down) cards are totally broken even in the normal dungeon runs.
Yep! Never an issue in Wild. Hopefully when she rotates out they'll un-nerf her.
Aight man! I'll add ya! I'm on the NA servers
Always down to try new Highlander decks. They always have the craziest swing turns that can leave an opponent in complete denial causing a shame concede. If you have the dust I have a Reno Mage that is pretty fun too, https://outof.cards/hearthstone/decks/19740-reno-dragons-yogg-box
I know I'm going to try this out today!
I feel they need to start considering breaking costs up depending on format. 7 mana for Solarian Prime can make or break a game in Wild but in Standard 9 mana makes more sense since the options available are much more limited. This is going to hinder my Reno Mage deck that I've been using to climb the ladder as of late. Made it all they way to Diamond 9 so far with it and Solarian has won me games against all the aggro decks of the past and current formats. Shame on Blizz giving aggro more of a chance, aggro kills incentive to play fun decks.
I wonder how they are going to implement the Darkmoon decks into HS. I loved the Twisting Nether trinket card, especially when it would proc multiple times in a PvP fight
How dare you say something like that! Where is that mute button!
Getting Thing from Below vibes but hell, 4 atk is better than 5 when it comes to Priest.
I can see Shadowstep being used with this card almost always, especially if there is one worth bouncing and can take the debuff out of the equation.
Hello Research Project and Coldlight Oracle
Gotta love it when they throw curve balls that disrupts the code at the core. No rest for the wicked, appreciate all you do man!
There's also the area north of WPL that is home to Zul'aman and Silvermoon city. So troll and blood elfs can be on the table with that logic too.
I love having fun with these kinds of decks. When navigated properly they can swing big time and end up with an OTK. Thank you for this deck, I did tweak it a bit and added in transform and AoE cards just because of all the Zoo and plain BS that wild presents with problem minions, Big Priest, DR Hunter, Mechs in general, Cube Locks...you know...the cancer...but even still though this deck pulled through every time. The only problem I had where I knew I was going to lose was any form of OTK wombo combo deck.
I think that is what people were wanting, just look at Quest Rogue as an example. It's like playing against a person playing Solitaire, meaning you're just there to watch them play it out and win against you with you putting little to no impact on their state of play.
Thanks to Incanter's Flow, Luna's Pocket Galaxy can be played on turn 5 if you're lucky enough in Wild.
Is Dire Frenzy is going out in the rotation? Cause if it is then this won't be as broken as it could be.
Yet again an announcement of an announcement c'mon blizz...
So let me get this straight, they are piling another task on to the card design team? Not a smart move Blizz....