twoodz928's Avatar

twoodz928

Joined 03/15/2019 Achieve Points 80 Posts 13

twoodz928's Comments

  • twoodz928's Avatar
    80 13 Posts Joined 03/15/2019
    Posted 1 year, 4 months ago

    Can confirm this.  I was wondering why it wasn't counting sometimes and then performed an overkill and it seems to be working fine.

  • twoodz928's Avatar
    80 13 Posts Joined 03/15/2019
    Posted 5 years ago

    I just want to high roll the King Mukla one time for fun.

  • twoodz928's Avatar
    80 13 Posts Joined 03/15/2019
    Posted 5 years ago

    This would reliably work if you were either an aggro druid with no minions in hand because you are slamming them on board or you were a spell heavy druid to prevent many minions from being accrued in hand.

  • twoodz928's Avatar
    80 13 Posts Joined 03/15/2019
    Posted 5 years ago

    Druid has been good at gaining armor, let's bring back some healing to the table.

  • twoodz928's Avatar
    80 13 Posts Joined 03/15/2019
    Posted 5 years ago

    For 3 mana you get: to potentially see 3 cards in your opponents hand, a 3/2 body, and draw a card from the discover.  This seems like a hard mulligan from the rip in order to get a lot of value moving forward into the mid and late game.

  • twoodz928's Avatar
    80 13 Posts Joined 03/15/2019
    Posted 5 years, 1 month ago

    This is the first (upgrades each turn) Scheme card that has a limit of how many times it can upgrade.  According to the video here, https://youtu.be/TP-9SiIq9EQ , there is no limit to the upgrades, however, this card is limited because of board space.  You can only summon 7 imps on the board so you after you keep it in your hand that many turns then it really doesn't upgrade anymore.

  • twoodz928's Avatar
    80 13 Posts Joined 03/15/2019
    Posted 5 years, 1 month ago

    One of the most interesting things I'm hearing about the Horror part of the card is that the first spell can cast on a target while the second spell cast is a non-target spell.

  • twoodz928's Avatar
    80 13 Posts Joined 03/15/2019
    Posted 5 years, 1 month ago

    I have tried it and it's a very long game to say the least. I haven't used it enough myself to give an honest answer if it's a viable deck to be using in the current meta, but I know that mill decks or OTK's are its weakness.

    In reply to Infinite Priest Build
  • twoodz928's Avatar
    80 13 Posts Joined 03/15/2019
    Posted 5 years, 1 month ago

    I was able to get to rank 4 this month with the recruit/secret hunter. I was running both spellstones and both hunter's marks. I'm sure if you were on the grind long enough you could push beyond rank 4 with this deck. I ended up changing over to a recruit/deathrattle hunter though since I felt the nerfs may effect further pushing beyond rank 4.

  • twoodz928's Avatar
    80 13 Posts Joined 03/15/2019
    Posted 5 years, 1 month ago

    The first thing that jumps out at me is the Kobold Lackey, a 1/1 for 1 mana that does 2 damage as a battlecry effect.  This is comparable to the Elven Archer that is a 1/1 for 1 mana that does 1 damage as a battlecry effect.  The 1 extra damage seems good at the same rate as our Basic Elven Archer card.

  • twoodz928's Avatar
    80 13 Posts Joined 03/15/2019
    Posted 5 years, 1 month ago

    Is there a limit on how many times it can upgrade?  Say I have this in my hand for 29 turns, then I would shuffle 29 on a minions back into my deck?

  • twoodz928's Avatar
    80 13 Posts Joined 03/15/2019
    Posted 5 years, 1 month ago

    I saw this Priest deck on twitch recently that allows the player to go infinite.

    Cards Required:

    • 1 x Awaken the Makers (Quest)
    • 2 x Crystalline Oracle
    • 2 x Spirit of the Dead
    • 1 x Bloodmage Thalnos
    • 2 x Dead Ringer
    • 2 x Loot Hoarder
    • 2 x Plated Beetle
    • 2 x Seance
    • 2 x Shadow Visions
    • 1 x Shadow Word: Pain
    • 2 x Spirit Lash
    • 1 x Shadow Word: Death
    • 2 x Twilight's Call
    • 1 x Zola the Gorgon
    • 2 x Mass Hysteria
    • 1 x Zilliax
    • 1 x Bwonsamdi, the Dead
    • 2 x Psychic Scream
    • 1 x Shadowreaper Anduin (Death Knight)

    The key to this deck is to control your opponent until you begin fatiguing.  You need to keep both Spirit of the Deads in your hand along with Zola throughout the entirety of the match.  On your turn before you begin to fatigue you need to make sure you are in Shadowreaper Anduin form.

    The combo is 2 x Spirit of the Dead, Zola the Gorgon, and Amara, Warden of Hope (Quest Completion).

    Play both Spirits, Zola one of them and then ping your Zola to get 2 copies in your deck, you can now always play Spirit, Zola it, kill Zola, and avoid Fatigue forever.  Weave in Amara, Warden of Hope as required, very useful to have that extra Seance handy too.

    Good chance of getting Amara spirited as well.

     

    In reply to Infinite Priest Build
  • twoodz928's Avatar
    80 13 Posts Joined 03/15/2019
    Posted 5 years, 1 month ago

    These (Upgrades each turn) cards are value after a certain amount of time while in your hand.  The real question is, how many turns does this need to be in your hand to get value?  I have heard that the Hagatha's Scheme card (deal 1 damage to all minions and upgrades each turn) is good when the damage becomes 3 to all minions meaning that it needs to be in your hand for a minimum of 2 turns.  This is comparable to the card Excavated Evil dealing 3 damage to all minions which also costs 5 mana, so when the Hagatha's Scheme card becomes 4+ damage to all minions it becomes of great value.

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