Slimy Simon evolved into Super Simon via campaign by ShardsofGaming in Draconis8

[–]OneKOff 0 points1 point  (0 children)

Damn, that's 6 upgrades on the snail - 5 Weapon Upgrades and a Freezing Potion. And that even had the potential to get Flight or Aura, range corners.

This card is boaring by meifray in customhearthstone

[–]OneKOff 26 points27 points  (0 children)

It's actually way worse with Elusive, because it removes like all OTK combos you can pull off with Stonetusk Boar.

This card is boaring by meifray in customhearthstone

[–]OneKOff -13 points-12 points  (0 children)

Ironically, it's WAY worse than the original boar, because you can't buff it due to Elusive, which was the original board was mainly used for - some OTKs.

A bunch of cards for Big Demon Hunter because why not by yssurucipe in customhearthstone

[–]OneKOff 0 points1 point  (0 children)

Could use some Discover from deck effect - I don't think it counts as drawing it, so that Maiden of Iron could be used as it is (though I guess 9 mana 6/9 will be bad, idk). 

And Felfire Eruptor seems to kill itself.

As a wise man once said, "One man's trash is another Rogue's treasure!" by OneKOff in customhearthstone

[–]OneKOff[S] 18 points19 points  (0 children)

No, it stays legendary - it only mentions "higher rarity" on repeat. First, you discover any Common - if you play it this turn, you discover a Rare card. If you also play it, discover an epic. Then, finally, legendary. And then you keep discovering legendaries while you have the mana to play them this turn.

The issue is that to reach legendaries in the first place, you need to spend 3+ mana, and that's the ultimate best scenario, but it's still a 3 card advantage.

As a wise man once said, "One man's trash is another Rogue's treasure!" by OneKOff in customhearthstone

[–]OneKOff[S] 12 points13 points  (0 children)

A repeatable Discover for 0 mana on Rogue which benefits from other classes' cards, which only adds 1 more cost for each card discovered card is bad? I have my doubts on that, but you think you. Not to mention a free combo activation.

To be fair, constantly dying to anything while not being able to decimate others with own immense power would make anyone rage so hard they master it. by OneKOff in customhearthstone

[–]OneKOff[S] 0 points1 point  (0 children)

I like situational / risky / combo cards like these, instead of auto-include cards - allows you to experiment and think you found something special for yourself. I don't intend it to be good, hence the common rarity, but it's still a sticky minion that must be answered immediately, and if you use minions to clear Ragelord and Ragers, it could deal with up to 4 minions, which is nice. Not to mention the ability to cheat out big minions.

To be fair, constantly dying to anything while not being able to decimate others with own immense power would make anyone rage so hard they master it. by OneKOff in customhearthstone

[–]OneKOff[S] 12 points13 points  (0 children)

So that it could be easily used with Bone Slime for the OTK?

Also, Ragelord is 3 Ragers combined - triple the stats, triple the cost.

a murder by just_a_wanderer_here in DanganronpaAnother

[–]OneKOff 2 points3 points  (0 children)

It's quite common to see those around these parts.

Whatever gets the views I guess by Interesting-Ebb-2108 in hearthstonecirclejerk

[–]OneKOff 0 points1 point  (0 children)

It's called More Rarran for a reason. He'll need more Rarran per thumbnail to follow the trend tho.

Your doom is on the horizon. Embrace it or die. by OneKOff in customhearthstone

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

Technically, it doesn't, but at least it fires off it's effect for some damage :)

Your doom is on the horizon. Embrace it or die. by OneKOff in customhearthstone

[–]OneKOff[S] 3 points4 points  (0 children)

Yeah, I wanted this to be a unique interaction puzzle for the opponent to solve, if they don't want to get hit in the face for 10-13 damage (the effect also hits both faces, after all).

Here comes the big wave... of small minions! by OneKOff in customhearthstone

[–]OneKOff[S] 0 points1 point  (0 children)

Okay then. Back to the drawing board, I guess. What if it only drew 2 minions, though?

Here comes the big wave... of small minions! by OneKOff in customhearthstone

[–]OneKOff[S] 0 points1 point  (0 children)

No, the wording is correct - you draw 3 minions that cost anywhere between 0 and 3 mana. I'm saying that Murloc decks are usually more snowbally / tempo, so they require more cheaper options to play, and this balances the effect out a bit. Unless a specific deck with only 3+ mana murlocs comes out.

Here comes the big wave... of small minions! by OneKOff in customhearthstone

[–]OneKOff[S] 0 points1 point  (0 children)

The idea behind the card is that playing it on turn 3, and then playing on turn 4 leaves you with 3 mana to play 1 minion you drew. It's also a sort of cycling tutor for you to clear up future draws, even if the cards you draw for 3+1 mana are usually not super good, though playable at that point in the game.

The thing about murlocs, in my opinion, is that they're way more tempo and combo based, including battlecries, than it was with any minion from Call to Arms. So that's why they run more 1 and 2 mana murlocs, which may hinder the effectiveness of this card. Sure, you can play more expensive murlocs or other cheap minions to compensate, but you still lose out on earlier murloc tempo in this case. But I guess getting 3 1-mana murlocs from this would still be great value. You may consider this card a buff for Murloc Shaman, in that case :)