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MorbidArtist

DecksFavoritesPlayersComments

MorbidArtist's Comments

Mosh'ogg Enforcer

Mossy Horror is drooling uncontrollably over this…

Jump to Comment

Krag'wa, the Frog

Time and again they tried to improve Shaman by adding “hand generator value” cards. And time and again it sucke..! I mean, proved too slow to have any decent results.
Seems like they’ll never learn…

Jump to Comment

Gonk, the Raptor

Next card reveal for Druid: (spell) Your Hero gains Mega Windfurry this turn.

Jump to Comment

Meteorologist

Taking a wild guess here… One of the new mage premade decks will be Handmage and the other Spellpower Mage. Might even be one and the same.

Jump to Comment

Goblin Bomb

-Guys, we’re running out of ideas for pack filler cards. Whatever will we do?!
-Hmm, what if… uncollectible cards..

Jump to Comment

Toki, Time-Tinker

Does it pull Legendaries from other classes as well? Pretty unimpressive play-wise anyway.

Jump to Comment

Splintergraft

10 mana 10/10s have to be the hardest minions to play, cause it’s such an absolute commitment to a single thing, which is always susceptible to removal. I guess it’s more oriented towards empty-hand topdecking situations, to ensure you have something huge to play on the following turn but still, not something that happens to druid very often in constructed, with UI still being around.

Aside from that, which minions would that card be combo’d with well?.. Maybe charge/rush?

Jump to Comment

Rat Trap

Probably the easiest one to dodge so far (after Dart Trap), but it forces your opponent to play around something and has a pretty significant payoff so I guess its pretty good.

Jump to Comment

Duskfallen Aviana

*Plays this card*
Opponent: “Thank you”, plays biggest minion, removes Aviana’s special needs cousin, “That was a mistake”.

Jump to Comment

Witchwood Grizzly

Rexxar and Misha < Master Oakheart and grizzly

Jump to Comment

Emeriss

Hmm, incoming Big Handbuff Hunter meta next expansion..?

Jump to Comment

Baku the Mooneater

Well, not necessarily for the “Start of the Game” cards. The whole expansion seems to have cards that do something if only odd/even cost cards are left in the deck. It’ll be funny to mess with people trying out the new stuff.

Jump to Comment

Baku the Mooneater

Time to add the Darkness and/or Beneath the Grounds in every deck once this expansion launches…

Jump to Comment

Azalina Soulthief

Well, if you don’t play a deck that’s perfectly calibrated to reach its win condition by turn X and then use it effectively more than 75% of the time to win the game on the spot….
It’s a pretty cool card, not for every deck, but for fast decks with little card draw, you effectively refill your hand and reveal your opponents current hand. Can’t come up with any examples yet and it seems quite unreliable, but it has potential to create some fun scenarios.

Jump to Comment

The Darkness

Wait, so if you somehow play multiple ones on board, every candle drawn procs all X Darkness’s… If so it sounds interesting.

Jump to Comment

Woecleaver

Well, classic overpriced card with slow with payoff.
But furthermore I’m thinking, even if it doesn’t get removed is it truly worth its cost (in mana and tempo loss)? Unless it’s in some form of no-early minions control warrior OR it gets buffed in durability OR you play Hemet, Jungle Hunter beforehand, it might pull out a small minion and then where’s the value in that?

Jump to Comment

To My Side!

So 40/88 revealed cards you consider playable…

Jump to Comment

To My Side!

KoFT was praised as the expansion with the most value cards in average and the least pack fillers. With this one, I am seriously tempted to keep my hoarded gold and straight up craft the select few playable ones.

Jump to Comment

Kingsbane

Mill decks usually go for the kill with coldlight oracles after your opponent reaches fatigue. You’re describing fatigue rogue.

Jump to Comment

Dragonhatcher

Oops, I dropped my potion of madness…
…It landed on the guy who put this in his deck.

Jump to Comment
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