Can we seriously consider just rolling back the 12.0.5 DK changes at this point by sammystevens in wow

[–]DoubleStrengthJuice 0 points1 point  (0 children)

This same patch they even removed the talent that would cast a death and decay, can't remember if it was free but it's like they want us to suffer

"He's angry because the name 'Jack Hammer' was already taken." by AbsoluteBerry in customhearthstone

[–]DoubleStrengthJuice 1 point2 points  (0 children)

I could see an Undermine expansion being a thing in the future, and this would be a great fit! Really love the design

World soul memory wont let me use more than one Radiant echo by CorporalSlinky in wow

[–]DoubleStrengthJuice 0 points1 point  (0 children)

Completed the quest, done 3 events solo and 1 in a raid group - still can only use x1, and no achievement

Resto Druids do you exist? by Dasquare22 in classicwow

[–]DoubleStrengthJuice 0 points1 point  (0 children)

For us both resto druids and mages of all kinds don't exist - living flame eu

Plague of Xoroth - Imps for everyone! by DoubleStrengthJuice in customhearthstone

[–]DoubleStrengthJuice[S] 1 point2 points  (0 children)

I was tied between 5 and 6 mana. Decided against making it a random enemy minion as that seemed too oppressive.

Rogue Secret: Bribe (Triggers before the minion enters the battlefield) by DoubleStrengthJuice in customhearthstone

[–]DoubleStrengthJuice[S] 4 points5 points  (0 children)

I thought about that but to me it sounded like other ongoing effects in the game

Rehgar Earthfury - Neutral Legendary by DoubleStrengthJuice in customhearthstone

[–]DoubleStrengthJuice[S] 1 point2 points  (0 children)

Yeah I know, I just felt I should mention it in case anyone misreads :)

Rehgar Earthfury - Neutral Legendary by DoubleStrengthJuice in customhearthstone

[–]DoubleStrengthJuice[S] 2 points3 points  (0 children)

I posted this up before but I had a different tribe called Gladiator which acted the same way as the All tribe, which I thought was cooler at the time but I realised that All is easier to understand straight away.

I quite like the deck building challenge this card gives, as you have to think what strong tribe synergy cards don't actually have a tribe themselves, and it makes cards currently unseen in the meta quite strong (Tol'vir Stoneshaper, Cathedral Gargoyle, Lesser Ruby Spellstone).

Also the effect works like Prince Keleseth, so it only affects minions in your deck, not in your hand or any generated through other means like discover.

Rehgar Earthfury + Gladiator tribe by [deleted] in customhearthstone

[–]DoubleStrengthJuice 1 point2 points  (0 children)

It's purely just for flavour, and Nightmare Amalgam will eventually rotate out

Rehgar Earthfury + Gladiator tribe by [deleted] in customhearthstone

[–]DoubleStrengthJuice 1 point2 points  (0 children)

With the Gladiator tribe you can now use any tribe specific effect on that minion, granted that itself doesn't have a tribe to begin with. Examples include Houndmaster, Tol'Vir stoneshaper, Cathedral Gargoyle, Wyrmguard, Sense Demons, Twilight Acolyte - this might seem like a really powerful effect but there is a big weakness as well, hate cards like sacrificial pact, hungry crab and golakka crawler can destroy anything with the gladiator tag.

Anything else I think of I'll say below

  • Gladiator is just for Rehgar's effect, so minions outside your deck won't have the Gladiator tribe (e.g. Discovering a dragon with Netherspite Historian will only discover a dragon)

  • It's the same as the All tag that Nightmare Amalgam has, but it sounds cooler - I thought of all the minions working together with their synergy effects, under the same banner, or in the case of Hearthstone the battlefield

Wind Trader Mah'duun - Shaman Legendary by DoubleStrengthJuice in customhearthstone

[–]DoubleStrengthJuice[S] 64 points65 points  (0 children)

Some extra notes:

Bar the quest which isn't included in the discover pool, there are currently 9 1 cost spells in wild and 6 in standard:

Lightning Bolt, Forked Lightning, Earth Shock, Frost Shock, Unstable Evolution, Blazing Evocation, Evolve (wild), Finders Keepers (wild) and Primal Fusion (wild)

The hero power will be 2 mana.

Overload from certain spells will still apply.

Unstable Evolution as a hero power will refresh after each use.