I can just see myself insta conceding because someone coined out that cannon on my turn 3 Shade.
Oh shit I didnāt notice lol. NVM then. Now the choice in the description makes sense. Druid was missing good early game minions anyway.
Ilidan has got to be dealt with in one turn though, cause those 2/1 minions are gonna win you games. If you voidcaller into Ilidan on then sludge Belcher it will win you a lot of games.
So I was reading kieblers reviews on the cards
And it got me thinking, a lot of the cards that do spare parts do keep your handsize consistent. So I will be working those into my giants mage and handlock decks, for sure. You can get something on board AND keep a consistent hand size for giants/twilight drake
Iāve been trying to make Illidan work forever/ Heās just not that great.
Theres a SLIGHT chance that doing something like ancestral recall will actually result in Illidan spawning with a 2/1. I think if you mind control tech a Knife Juggler it throws a knife, right?
Heās still a 3rd violet teacher for me and great for that. Trying to build around illidan usually wonāt do too great so you use him to compliment a already solid token deck.
As far as this meta, he works great in token miracle rogue concealed illidan is like concealed violet teacher but demands immediate removal the following turn. If they go out of their way to aoe the tokens down it shouldnāt be too much of a problem because you still have 2 more violet teachers and auctioneers as a win condition unless you went all in. If they let illidan go you just snow ball.
Got the idea from Xzirez that swaps him in occasionally and at one point kept him in the main deck.
Spare parts are 1 mana spells. Gonna be cray.
More reason for me to run 1x gadgetzan in druid. Now if i see a stealth spare part i know what iād be doing on turn 6.
whiffed image
http://levelup.buscafs.com/uploads/images/299227_480x670.jpg
Whenever you summon a mech it gains divine shield.
First impression is that itās ass, not avenge level ass though.
Honestly, Blizz should lower time limit, especially the earlier turns.
There are players who think about 40 seconds what to do on turn 1ā¦isnāt it obvious, you either got a 1 drop or you coin out your 2 drop. Or you pass.
The very same sort of players make me believe that they canāt count. In one of my last games, A 3hp hunter with 1 card in his hand thought about 1 minute whether he should play the card and die, or concede, or pass so heāll die anyway.
There can be a lot of things to think about turn 1 actually especially with things like hand lock and miracle. However it is a skill to think quickly and get the best future outcome. So I agree speed it up to around 30 second turns.
If yāall want short turns so bad, go play Nozdormu.
Check out this player, I saw this video of him doing arena and his thought process. His turn 2 goes to time as he thinks through all the options
I wish there was a Norz ladder. His problem is he is an 8 cost and he is bugged and itās double as long as he says on the card.
Now token paladin just need a spell or minion (besides Sword of Justice) that can buff the recruits and weāre good to go.
Looks really solid. Wonder if the tokens are summoned first so you can use your last 3 SoJ charges before equipping the 1/4.