Possibly crazy value.
Don't forget the "Trogg family"::D
Oh great, another brawl that will tempt me to craft Troggzor. Love the card but outside of the odd brawl it's not worth the dust when there's still a couple actually useful legendaries/epics I don't have yet.
Summoning Stone is indeed amazing here. Interesting to note, if your opponent plays Loatheb, all your spells will activate the Stone is if they cost 5+their original cost, so casting a Holy Nova gave me Deathwing ;).
I really like Mage for this. Not just because of minions like , and but also for secrets like and .Here's my deck:
Is summoning stone hotfixed? I have seen someone playing before recent hotfix, and his spell called a smaller minion.The only recommended card I have is Gadgetzan so that I add some spell damage.
Your hands tend to be uncomfortably full with spells in this Brawl, so I'm having lots of fun with Mill Rogue! Playing , , and other nine-mana minions to get was a very helpful hint in this post; I've needed it frequently against Hunters and Shamans. EDIT: Here's my decklist!
Have had success with three decks:1) Started with dragon priest on my main account, substituting usual strong cards like the Shadow Words and Velen's Chosen for, well, more good minions. Ground out a relatively comfortable win on the back of strong base minions, backed up by free spells.2) Have gone 7-0 with mechmage. Very powerful deck in this format - again, substituting typical spells in the deck with strong minions. As it's the deck I've played most, and played first, some observations:i) Questing Adventurer is quite good in this format. Very likely going to be at least a 3/3 for 3 given that in many cases you'll be able to cast the spell it fetches. Can easily snowball out of control if your opponent lets it.ii) Summoning Stone initially fooled me - with cards like Sea Giant fetching cheaper spells, I figured casting a free spell with Summoning Stone out would result in a Wisp or Target Dummy. Nope. It treats the spell as though it were cast for the full cost, meaning that a Summoning Stone turn 5 generally goes Stone, play 5 mana spell and get a free 5 mana minion. Very good for quickly establishing a board in the late game. On 10 mana, dropping a Summoning Stone, a 3 drop and a 2 drop and playing all 3 resultant spells will give 6 minions on board.iii) Archmage Antonidas - gives a powerful 7 mana spell. If you cast free 7 mana spell, you then get a non-free Fireball. Have any more free spells in hand, trade them in for Fireballs. While the Fireballs aren't free, if you get a few of them they will quickly close out the game.iiii) Loatheb - free spells no more. For a turn, anyway.3) Went 5-0 on my new account (a few boosters here and there from quests and brawls, all of BRM and first 4 wings of Naxx) with dragon paladin. Pretty much followed the same blueprint as dragon priest - good, above-curve minions backed up by good spells. Points of note:i) With a card like Volcanic Drake (or Mechwarper in the case of a mech deck), it's important to set it to the maximum mana you intend to use for the turn. Having 1 or 2 mana left over at the end of turn is a waste if you could've made a variable cost card cost more, as generally more expensive spells are better (who would've thought!).ii) For budget decks - and perhaps even not - the Brewmasters are pretty decent. Not only do they 'heal' your minion and let you reuse a battlecry (as per usual), but by allowing you to re-play the minion you get another spell, as well as the 2 mana spell off the Brewmaster itself. On more than one occasion I Brewmastered a Blackwing Corrupter - getting another 3 damage battlecry as well as a 5 mana spell is very decent.For those intended to play expensive minions to get the better spells, here are your potential results:7 mana minion = Flamestrike, Sprint or Crush8 mana minion = Lay on Hands or Twisting Nether9 mana minion = Tree of Life10 mana minion = Pyroblast or Mind ControlThe 10 mana spells are both awesome, but unfortunately they'll be very difficult to get (I'm pretty sure you get the spell before Deathwing discards it away, and setting the giants to 10 mana costs will be very, very difficult). Warrior is going to get even more value out of Varian though thanks to it. Tree of Life is pretty neat, and there are a few viable minions that can fetch it (in particular, Rogue could potentially full-heal every turn with Anub'arak). The 8 mana spells are either ok, awesome or useless depending on your board and hand state, as are the 7 mana spells - though I think on the whole the 7 mana batch is likely better.Finally, don't worry too much about your hero power. You won't likely use it often, if at all. ^^'
Please, stop using flamewaker and other mage card. Please, don't play mage here, it's just a cancer