I wanted to try out Raid the Docks Questline Warrior after seeing Kibler pilot it with some (probably limited) success. I didn't expect much, but it was a change of pace from slamming the same deck for two months.
Two Questline Warlocks and two Control Priests later, and I rage quit. I even managed to complete the quest into a coin + Mindrender Illucia for the instaloss, just to salt the wound. A serious misplay, to be sure, but dammmit. Daaaamit.
Rustrot Viper is straight up power creep over Gluttonous Ooze, with potential upside as a Beast (or possible downside with N'Zoth, God of the Deep if you prefer another Beast to return.)
Weapon tech without the (complete) downside? Seems like Doomhammer Shaman will take a hit, for one, along with all the Profession tools as they come in. Good stats for the cost in any case.
I was going to post something, but it would just be this.
Midrange is back on the menu!
If the game goes past Turn 8, this definitely bring a bunch of value. It's slow, though, both in terms of 8 mana as well as not affecting the board when played (apart from something like Darkmoon Rabbit.
I hope the voice lines are lifted straight from Warcraft II.
This was my concern; seems like a meaningful deckbuilding tradeoff to activate this.
Just another reason to hate Demon Hunters.
With a couple of iterations, I went 48-23 (68%) with Priest overall in Diamond league. Finished on a 7-game win streak.
In hindsight, I thought about the climb and tried Dragon and Highlander Hunter, and also Tempo DH, again at Diamond 5 with some success. I swapped back to Priest when they all stalled out. 11.9 min average game length - not for the impatient.
I know it's a polarizing deck, but nothing else was working for me past Diamond 10 than Priest. Dragon Hunter, followed up with pre-nerf DH, got me up to Diamond pretty quickly, but I couldn't sustain any momentum after that.
Rez Priest, swapping cards in and out occasionally, work like a charm. 71% from Diamond 9, finishing with an 11 win streak (including dumpster legend, >10k).
FWIW, I love Soul Mirror. Probably superfluous in a deck with 2XPlague of Death, but there are those rare times you can copy something super useful, e.g. the time I copied a Archmage Vargoth after my own went down to Hex. Shenanigans!
GL;HF out there, everyone!
Quote From RavenSunHSWhy then not preventing draconic lackey from generating, say, Malygos, Aspect of Magic or Deathwing, Mad Aspect?
Why then not preventing draconic lackey from generating, say, Malygos, Aspect of Magic or Deathwing, Mad Aspect?
Draconic Lackey doesn't generate itself, and generates just the one card through Discover. This and other cards generally don't also then cost 0 mana.
It's just a FeelsBadMan when you face a chain of powerful, mana-cheating cards. Inconsistent maybe, but this is a change I can support.
The Blizzard page (link) shows Dr. Boom, Mad Genius with 7 armor. Not sure why it's 5 here.
Announcement suggested 10am PT Friday through 10am Monday.
I meant like the loot cards one gets between dungeon run bosses. I was really hoping for a Captured Flag.
I haven't done an Arena run in some time, as I'd been tryharding on Ranked and messing around with the Solo content. I figured I'd give it a go with the new card sets, and had a blast going up 2-0 to start.
The odd reaction? "Where's my loot card?" Not a suggestion or anything, just a funny thought that went through my head. Wondering if anyone else had such a thought.
Interesting card to play effectively, as it really needs to do something the same turn to be a significant power spike. After it hits the board, one's opponent could leave it up with low health to effectively nerf subsequent drops (or effectively make them cost more mana / cards to heal him up first).
BTW - Repentance buff!
I just finished the new brawl this week in 25 minutes. It was as easy as a double Curse of Rafaam run, and much more fun.
Shaman hero, Robes of Gaudiness, and all the Battlecry picks I could get my hands on. Brann Bronzebeard plus Fungalmancer on Turn 3 is just disgusting.
I see this as a pseudo Evolve and Devolve combo; it (likely) nerfs an opponent's board, and creates (or keeps) opportunity for murloc synergy on one's own board.
Good or not, this will see play in my decks for sure.
The ability to export decks seemed to be the way to provide "infinite" slots, with the caveat of only being able to have 18 active.
It's funny how quickly I've come to use pretty much none, apart from "pick class, auto-build and go."