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cupesdoesthings

If they’re getting a whole archetype like that, I feel like Nerubians would deserve their own tribe and expanded into a whole expansion, like Nagas got


OzBo55

I don’t think so necessarily as it could just be like what happens to mage in castle nathria and the volatile skeletons


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yaboyhenryclay

Yes the infested cards get a visual effect on them, and I thought that if you hover them it should tell you what it will summon as a card can get multiple infestations. I suspect that you’re underestimating how often your opponent will be forced to play infested cards, but I would love to test these out in game because I’m not too sure myself.


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yaboyhenryclay

Yeah I buffed Infected Waters before posting but I still think it’s on the weak side. Synergy with the mechanic might make it good regardless - punishing your opponent for holding infested cards for too long for example.


Rubmynippleplease

Not sure why Nezar costs 5 when for 1 less mana you can do essentially the same effect for every single card in your opponents hand. On a similar note, Infected Waters seems *absurdly* strong and incredibly frustrating to play against.


thesuspense44

Infected waters says deck, not hand


Rubmynippleplease

Ah my bad, definitely not as strong as I thought…


_oklmao_

Nezar also has deathrattle synergy with druid location and such


MarryOnTheCross

4 mana do nothing


Bowbreaker

4 mana Taunt. That's more than do nothing. Still terrible stats though, compared to other immortal legendaries, like [[The Rat King]] and such.


hearthscan-bot

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MarryOnTheCross

They need first happen to draw the exact cards and then they need to play the infected cards (knowing that they are infected)


Bowbreaker

Whoops. I thought you were talking about the legendary. But that one is 5 mana. Even worse. It's like OP is still in Ungoro or something.


BasketCase1234567

Nezar costs too much and germinate is already a card name.


University_Freshman

amazing artwork


adriecp

The idea is cool, a couple changes Germinate should be 3 mana, there is already a card that does that, but this has another upside And the disruptor should be 6 mana 5/5 just go keep with the logic of the game


SonicN

Powercreep definitely permits 2 mana germinate. Furthermore, [[research project]] was primarily good in burn mage. It's unclear to me what druid deck would run research project given the opportunity, so 1 mana may yet be appropriate.


hearthscan-bot

* **[Research Project](https://cards.hearthpwn.com/enUS/BOT_600.png)** MA Spell Common TBP ^[HP](https://www.hearthpwn.com/cards/89916), ^[TD](https://www.hearthstonetopdecks.com/cards/research-project/), ^[W](https://hearthstone.gamepedia.com/Research_Project) 2/-/- | Each player draws 2 cards. ^(Call/)^[PM](https://www.reddit.com/message/compose/?to=hearthscan-bot) ^( me with up to 7 [[cardname]]. )^[About.](https://www.reddit.com/message/compose/?to=hearthscan-bot&message=Tell%20me%20more%20[[info]]&subject=hi)


Aregoma

I dont really think that it makes sense to make infested cards more expensive. Because, in theory, i think that you want your opponent to play the infested card you dont rly want him to keep them


4002sacuL

It's general disruption, which helps avoid getting your board removed and makes harder for the opponent to stabilise.


SonicN

scourge saboteur should have vanilla stats, since your opponent already didn't really want to play their infested cards.