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PostPosted: Tue Apr 12, 2016 11:22 am 
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Saber Dancer (2)
Rogue Minion (C)
Stealth
3/2

Force of Banditry (6)
Rogue Spell (E)
Summon three 2/1 Defias Bandits with Charge that die at the end of the turn.

Savage Theft (3)
Rogue Spell (B)
Give your minions +2 attack this turn.

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PostPosted: Tue Apr 12, 2016 12:08 pm 
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Lol no.

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PostPosted: Tue Apr 12, 2016 4:07 pm 
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Toxin Master (4)
Rogue Minion (R)
Battlecry: Your Wicked Knife gets +1 Attack.
2/2

Fel Conduit (5)
Warlock Minion (E)
Battlecry: Cards you draw with Life Tap cost (1) less.
{Demon}
5/4

A'Dal (7)
Priest Minion (L)
Battlecry: Lesser Heal restores Health an additional time to a random friendly damaged character.
3/6

Rapid Fire (3)
Hunter Spell (E)
You may activate your Hero Power an additional time each turn.

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PostPosted: Tue Apr 12, 2016 4:40 pm 
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Nefarious Propagator |
Warlock Minion (R)
Inspire - Add a Nefarious Propagator to your deck.
Demon
5/4

Wild Conjurer |
Neutral Minion (E)
Inspire - Get a new hero power at random.
2/8

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PostPosted: Tue Apr 12, 2016 4:55 pm 
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Play Finley, never fatigue.
Wild Conjurer is kind of wonky in that you can just spam hero powers with it.

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PostPosted: Tue Apr 12, 2016 5:39 pm 
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Wild conjurer is intended to function that way, that is why he is WILD

Is never fatiguing with finley broken? I guess that might be broken :v Maybe he should just shuffle copy without his ability.

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PostPosted: Tue Apr 12, 2016 5:51 pm 
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Greedy Pirate (1)
Rogue Minion (R)
Whenever you play a Coin, gain +1/+1.
2/1

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PostPosted: Tue Apr 12, 2016 5:54 pm 
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Is it broken from a power level perspective? Hardly. The card is pretty weak, other than letting you leverage your hero power into the lategame.
Is it broken on a fundamental level, by enabling a rare chance to infinitely prolong the game until someone concedes? Arguably, but there are already interactions in the game that can do this, and with much greater ease. (Cho + Gang Up, being one.)

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PostPosted: Tue Apr 12, 2016 6:24 pm 
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Mown wrote:
[indent]Toxin Master (4)
Rogue Minion (R)
Battlecry: Your Wicked Knife gets +1 Attack.
2/2

isn't this just the worst auto-barber?

:duel:

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PostPosted: Tue Apr 12, 2016 6:44 pm 
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Mown wrote:
Is it broken from a power level perspective? Hardly. The card is pretty weak, other than letting you leverage your hero power into the lategame.
Is it broken on a fundamental level, by enabling a rare chance to infinitely prolong the game until someone concedes? Arguably, but there are already interactions in the game that can do this, and with much greater ease. (Cho + Gang Up, being one.)


You can never infinitely stall, the game automatically ends in a draw after 50 turns have passed.

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PostPosted: Thu Apr 14, 2016 8:51 am 
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The Brodemonster
Legendary Neutral Minion
The Brodemonster costs you less to cast for each 100$ you've spent on Hearthstone.
The RNG favors you.
10/10

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PostPosted: Thu Apr 14, 2016 9:04 am 
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razorborne wrote:
isn't this just the worst auto-barber?

It's supposed to be an aura.
Basically it's a Trueheart Justicar that stacks.

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PostPosted: Thu Apr 14, 2016 9:09 am 
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Mown wrote:
razorborne wrote:
isn't this just the worst auto-barber?

It's supposed to be an aura.
Basically it's a Trueheart Justicar that stacks.

oh

it should prob say that then

:duel:

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PostPosted: Sun May 01, 2016 5:08 am 
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Disciple of Shifting Sands 3
Priest Minion
Battlecry: Silence your opponent's C'Thun (wherever it is.)
2/1

I'm not really upset about C'Thun or anything, although I've been playing decks with a lot of mid-game power because of it, so we'll see once I get back to control. I just thought it was kind of fun.
Honestly surprised there weren't any cards that gave your opponent's C'Thun -2/-2 though.

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PostPosted: Sun May 01, 2016 11:16 am 
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hate cards are bad

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PostPosted: Sun May 01, 2016 3:03 pm 
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yeah, pro-C'Thun cards can be built around proactively, anti-C'Thun cards are just a dumb crapshoot.

:duel:

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PostPosted: Sun May 01, 2016 6:09 pm 
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There's nothing wrong with hate cards. If someone wants to be better prepared against C'Thun as a strategy, there should be cards that enable that. Give them a 3/2 for 2 that gimps C'Thun for -2/-2 or something. If you can prepare against battlecries, hero powers, deathrattles, weapons, secrets and other things, it's just another metagame consideration you can take extra measures against.
On a somewhat related note, I'm kind of surprised that they only gave C'Thun buffs to minions.

Saronite Shock 1
Mage Spell
Deal 2 damage to a minion. Give your C'Thun that much power and toughness (wherever it is.)

Morbid Boon 2
Druid Spell
Give a minion and your C'Thun +2/+2 (wherever it is.)

Reaper of Souls 5
Warrior Weapon
Whenever you attack and kill a minion, give your C'Thun +1/+1 (wherever it is.)
4/3

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PostPosted: Sun May 01, 2016 8:06 pm 
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Shrieking Herald
Neutral Minion
Battlecry: Reveal a minion from each deck. If yours costs more, destroy the other. Give your C'Thun the destroyed minion's Attack and Health (wherever it is).
3/1

Raving Seer
Warlock Minion
Inspire: Give your C'Thun +1/+1 (wherever it is).
1/1

Fleshwelder
Neutral Minion
Battlecry: Add a Spare Part to your hand. Your Spare Parts gain "Give your C'Thun +1/+1 (wherever it is)."
[Mech]
4/4

Eyeless Vanguard
Paladin Minion
Charge
Battlecry: Your Silver Recruits gain Charge and "Deathrattle: Give your C'Thun +1/+1 (wherever it is)."
2/1

Twilight's Rage
Shaman Spell
Deal 2-5 damage to target minion. Give the difference to your C'Thun's Attack and Health.

Hungering Desert-Bloom
Druid Minion
Costs (1) less for each minion that died this turn.
Battlecry: Give your C'Thun +1/+1 for each minion that died this turn.
5/5

Glimpse the End
Priest Spell
Add a copy of the bottom card in the enemy's deck to your hand. Then, add its cost to your C'Thun's Attack and Health (wherever it is).


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PostPosted: Thu May 26, 2016 6:45 pm 
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Finley, Disciple of Rafaam

Legendary Neutral Minion - Murloc
3/4
Battlecry: Discover an upgraded Hero Power.

(upgraded hero power begin the ones Justicar gives you.)


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PostPosted: Fri May 27, 2016 2:19 am 
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Surrender to Madness -
Priest Spell (E)
Add all four Old Gods to your hand.

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