Hearthstone Custom Card Coverage: Inspire
Tag: hearthstone inspire, confessor paletress,inspire,murloc knight,hearthstone custom cards
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How is coldarra drake and summoning totem different?
Inspire was broken in arena.
How to balance 2 / 2 weapon :
Just add " if your hero atacked this turn " ? + Give it one durability
I fucking love Inspire and Jousting
Wait a second, Warp Mage + Coldarra Drake? Isn't that an OTK?
Uther of the Ebon Blade, gets Summoning Totem somehow
MonkaS
warp mage is so cool and balanced
Warp mage makes it so you can play Frost Litch and hero power same turn
How is jousting abandoned? #RavenFamiliar
joust would be a cool concept now that decks can revolve around big specific cards, it would be really fun, inspire also would have way more impact today since hero powers have become much more present since KoF, therefore I believe that both these mechanics are great but were introduced at the wrong time
you have the same background music as one of the biggest mtg youtubers xd..
You could fix bulmark mace by making it lose one durability every time you use it
The reason they got rid of inspire and joust is because every keyword is only for that one expansion
Just make the weapon a 2 mana 1/5 with: Inspire: Give your Hero Divine Shield and lose one durability.
I think you should have mentioned arena where inspire is lit
I have an idea:
Warlock minion, Legendary
7 mana
3 attack
7 health
Inspire: Your opponent can’t use their hero power next turn.
I have another one:
Neutral minion, Rare
3 mana
2 health
3 attack
Enrage: Gain +3/+3
Tgt cards that saw much player way after the expansion include Spawn of shadows and recruiter in razakus priest when Raza was unnerfed. Murloc knight saw play in even paladin before the call to arms nerf and warhorse trainer finally sees use in odd paladin. Other than those 4 cards most TGT cards and the inspire mechanic have been forgotten.
inspire cards are bad cause like, you got a 2 mana 2/2 with a pretty cool effect and you think that's not that bad a lot of value but then you look at a 4 drop and it's just fucking crazy.
Neutral 4 mana 1/1, inspire: deal 4 damage to all creatures. A neutral 6 mana hellfire for 4. Big enough effect to help control, slow enough to not kill all agro, and potentially repeatable if given immunity.
The Great Tournament is my favorite expantion. Deal with it
The reason inspire was abandoned was because it doesn't do anything different. Pressing the hero power button is a constant thing, and rewarding that doesn't lead to more interesting or different game play.
Just as a note, "Jousting" has been brought back, at least for one card – Raven Familiar, which has seen very consistent play in big spell mage. While only one example, this is evidence of them returning to the idea and developing it.
gweetings! 🙂
i think you misunderstood Bulwork mace; I'm pretty sure that the creator intended for the inspire effect to take durability, since other active effects on weapons such as Sword of justice and… Sword of justice take away 1 durability with each use of the passive effect. They should have specified this in the text of the card, sure, but it seemed easy to Imply. You probably should have picked a more obvious OP card.
The divine shield hammer should say "Inspire: Give your hero Divine shield, loose 1 duration"
Boom. No longer infinite and the player has to decide how to spend the duration between attacks and shield. Makes it a more interesting choice.
PUT BACK PENNYLESS PRIEST
Regarding the Ben Brode card from the ending: Wouldn't the "Directed RNG" card also potentially give you another Ben Brode?
Can you do overload next please
3/3/3 Inspire: Gain another inspire effect.
GvN didn't add mechs there was stuff like demolisher
The joust mechanic is a cool one for custom cards
I honestly love inspire
I have a inspire card idea
Dont hate me for this Ok?
4 mana 4/5 hunter minion
Text "Inspire: add a hunter spell to the top of your deck
Edit 1: Wait people like this? Thats cool
6th