The results were good enough to run them in that deck. I did some light experimentation with it in Rouge and tested it with bouncing the Phantom Militias back. It’s probably my most favorite Witchwood card. Do note that this secret has some Anti-Synergy with Spellbender as you may end up with 2 1/3 minions in your hand instead of, as an example, 2 5/5 Kabal Crystal Runners, each 0 Mana.Ģ X Phantom Militia - I really love this card. It is usually better to have Fallen Hero, Phantom Militia, Animated Armor and Kabal Crystal Runner proc Off Of Duplicate as they can hold off threats alone better than the others which require each other to defend each other. For new players: Counterspell will always trigger before Spellbender regardless of the order the secrets were played in.Ģ X Duplicate - Playing this allows you to safely play your minions without the fear of losing your minions next turn as you’ll get two more copies of them for future turns. This particular secret works more effectively against spells that don’t need a target to cast (which are pretty much almost every AOE spell.) Though when your opponent gets the coin, it can be easily worked around. Counterspell allows easy work of any answers your opponent may have to your board with a spell. The fact it has Stealth for that 1 turn is just a big bonus, the cherry on top of the sundae.Ģ X Counterspell - One of the five secrets the deck runs to protect your minions. Paired with Fallen Hero, Coldarra Drake, and/or Ice Walker can potentially turn the Hero Power into a powerful AOE for the late game. This card is the answer the deck was looking for to deal with those smaller and faster cards. There was also the issue of not being able to deal with a quick flood of minions early on in the game as easily without light AOE spells. An AOE that just damages everything is good, but your minions’ lives matter here too. Flamestrike was an option, but it turned out to be too expensive and not quick enough for the deck. When paired with Spirit of the Dragonhawk, you essentially have a Cone of Cold for 2 Mana Hero Power which can slow the game down greatly, giving you more time to play your cards.Ģ X Spirit of the Dragonhawk - One of the main issues I encountered with testing this specific deck is a lack of AOE effects that only target the enemy minions. Although not a bad replacement for Fallen Hero.Ģ X Ice Walker - Though not as strong early on, it shines very well in deterring large minions or strong weapons the deck cannot easily take down by freezing them. Daring Fire-Eater also has the issue of being a poor card to play on curve. However, its stat line doesn’t bode well for this deck with some of the other cards such as Splitting Image. This card is ok with getting that burst damage Fallen Hero can’t. Why Not Daring Fire-Eater? - I’m not a big fan of temporary effects, unless they’re fun to play with or provide a very big effect. Being able to easily handle 2-5 Health minions and when paired with Clockwork Automaton, can make quite a scary Hero Power. Though it may look simple on paper, it can work quite well early on. Explanations on why I include The cards chosen and even compare some against other alternatives.Ģ X Fallen Hero - The backbone of the deck.
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