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By reparoni
3 mana 3/4
Battlecry: Your hero can't be targeted by spells or Hero Powers until your next turn.
An interesting tech option that, at worst, is a 3/4 for 3. Seems pretty good honestly. Obviously if there's no Pyro to face or other sort of spell slinging combo deck around then this is not going to see play, but that's the nature of tech cards. Not much else to say, honestly. Really solid tech card.
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By reparoni
5 Mana Spell
Deal 1 damage to all minions. (Upgrades each turn!)
Could be a replacement for Volcano in Control Shaman as a board clear, although I am unsure how to feel about it. While it has incredible potential, if not drawn early I feel like this will more than likely end up being a dead draw. Pretty devastating if you get it early against aggro though, so not sure how to proceed.
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By reparoni
3 mana 1/5
Combo: Add two random Lackeys to your hand.
Lackeys so far
An interesting card that grants value. While not spells specifically, it does still add 1 Mana cards to your hand which is at least good enough to proc any other Combo cards you have in your hand. Sadly they're not spells so the potential for some miracle shenanigans seem meh since this doesn't activate Gadgetzan. Still kinda cool, really depends on the rest of the set if Rogue can pull off a value deck or any deck that has a spot for this, as the current Pirate list that will probably survive the new era will probably not run this.
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By reparoni
7 Mana 7 / 8
Taunt
Battlecry: Replace your hand and deck with Legendary minions.
This seems pretty strong, being a Golden Monkey without having to go through hoops like the Golden Monkey. It's also pretty well stated as a 7/8 Taunt for 7. I can see this being a capstone in something like Zoo as a backup plan if the game goes too long, transforming your deck of chumps into giant Legendaries. Even in control I could see this being pretty nice, maybe in some type of mid-range Warlock? I like the call back to League of Explorers.
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By reparoni
7 Mana 6/6
Battlecry: If your deck is emply, summon 6/6 Greasefire Elementals.
An interesting card that I can't really see working unless the meta becomes very control vs control honestly. Rogue could do some shenanigans with this and Myra's Unstable Elemental though - just draw everything, play this potentially on curve for a huge tempo swing, and then either win on the spot or refill the deck with Espionage if you didn't drop it on curve. Not sure if it would be meta defining since its kinda high rolly and control can probably clear the board, but hey sometimes they cant and you win.
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