ire shaman
everything i wanted in prophetic flamspeaker
plus orc tits ofc the artists name is jack wang
everything i wanted in prophetic flamspeaker
plus orc tits ofc the artists name is jack wang
I hate fan service art in general, but that artist's name is pretty funnyire shaman
everything i wanted in prophetic flamspeaker
plus orc tits ofc the artists name is jack wang
Why not just:
Is this effect too strong in cube, or completely irrelevant? I can't decide. I'm intrigued by the possibility, though.
I like the card in constructed. Never really considered it cube-worthy, as red has WAY too many good 2-drops. Would having other morphs in the cube make it more playable though?ire shaman
everything i wanted in prophetic flamspeaker
plus orc tits ofc the artists name is jack wang
It could just me be but I find the 2/1 haste part of the Mauler as the most relevant part. Swinging for two on two in red is quite important, and while red had a lot of good 2-drops its 3 drops are rather lacking. Usually you will be burning something away, dropping another 2-drop, or (in legacy cube) dropping Chandra's Pheonix, Sulfuric Vortex etc.Sootstoke Kindler
Could this be better than Lightning Mauler? Is it worth cubing both of them? While it doesn't function outside of its colours as the Mauler does, it can keep generating haste for multiple creatures without anything dying, and, perhaps most excitingly, black creatures. I find that the Mauler's 2/1 body is often irrelevant, as players hold him back to keep generating value if his current paramour perishes. That the Mauler is a human is certainly something, but, there's already so many humans, I hardly take note anymore.
Having been out of Hearthstone for a while now, is this because there are that many more removal spells there than in Magic, or is it because every combat is a "fight" (e.g. you choose the attacker and the blocker)?
As a Magic player, I always hated how being the attacker felt like you were at a disadvantage, because the opponent chose all the blocks. Hearthstone has made me realize that the opposite - where the attacker is at a huge advantage - makes for a totally different game, a game in which any creature is lucky to stay on the board for two turns.
double blocking a 3/2 in red isnt an easy decision
playing both it and blistering firecat theyre pretty good since reds 3 drops are weak
like a shitty stormblood berserker
I've calculated mine before and it was just under 3. Probably right in line with Eric's number actually. I run a fairly high amount of removal because I think it's critical with all the degeneracy in cube.
I also count tempo removal as half a removal when I do the calculation because I think it's wrong to ignore those effects. I do the same with discard, counter spells and any 1 point burn, since discard/counters must be used proactively to actually function as removal (not always reliable) and 1 point burn has a pretty limited group of targets.
Removal is a spell or ability that is used to remove permanents from play permanently, either by putting the permanent in the graveyard or by exiling it, or any other place that the creature cannot return from. Removal is the most common type of answer to permanents other than the blocking of attacking creatures.
Commonly removal means one of six effects: [1]
- Effects that destroy the permanent, such as Doom Blade or Naturalize.
- Effects that can deal damage to a creature, such as Lightning Bolt.
- Effects that can reduce a creature's toughness, such as Last Gasp.
- Effects that exile a permanent, such as Swords to Plowshares. [2]
- Effects that force the permanent's controller to sacrifice it, such as Cruel Edict.
- Effects that move (tuck) the creature to a generally inaccessible place, such as Bant Charm.
Wall of Denial is kinda sweet. Oh you have a thing? I shall block it forever. Like Maze of Ith in creature form.