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Minion masters blood imps
Minion masters blood imps




  1. Minion masters blood imps update#
  2. Minion masters blood imps free#

You can kill these off with your own mortal coil/power overwhelming to damage the enemy. The only taunts in the deck, great for protecting knife jugglers, or just wasting your enemies’ time for the first 3 rounds :)ĭecent value 1 drop with some interesting synergies. The best starter card in the game in my opinion. Ideally a second round drop alongside another 1 mana drop, these speak for themselves. I originally ran 2 of these, but found that often they were just sitting in my hand instead of a minion to draw, unfortunately you need to run 1 of these, because sometimes the discard from soulfire would lose you a finisher (or 2) and you need to clear a taunter or a threat. Simply for clearing out things you don’t want to waste your time with. You can use these for finishing a big taunter (try to use them on cards that would otherwise die, or have a deathrattle), for finishing the hero (nothing hits harder than a double power overwhelming Leeroy followed by soulfire :D) or for eliminating a huge threat. These cards are the free-est damage in the game in my opinion.

Minion masters blood imps free#

You can also use these on your own Leper Gnomes to damage the hero and get a free card draw, but thats usually unnecessarily fancy and blood imps screw you over :D The only exception is when you are holding onto leeroy for a finisher.įirstly, a great card draw, and useful for getting annoying cards off the table without having to waste a minion’s turn. With this deck you play cards so fast you can almost always completely avoid discarding anything to play these. But many cards in the deck synergize with eachother.Įither to be used as a finisher, or to be used to clear important cards. You want the game to be over well before you’ve waited for your perfect 4 card combo. I have found the most important thing with a hyper-aggressive rush deck is to create lots of “mini-synergies” without any overall synergy requirements. Not every card in this deck is a threat to every player, but each card is a threat to 1 type of deck or another. When I started creating a rush deck, people would extinguish MAJOR threats (knife jugglers) but generally focus the warlock itself down, meaning you couldn’t outdraw after 4-5 turns, and it got down to aġ-3 health finisher battle if they pulled a couple of taunts. I have included a few lesser-seen cards and a lot of single cards, the reason for this is to create multiple threats. Playing around with a few things and have finally settled on the following. I really enjoy the tension and the nail-biting finishers of rushing, so I thought I’d try just… even lower cards. So I’ve been playing around with various rush decks, and observing others, and everyone always seems to chuck in a mix of 3-4 drops.

Minion masters blood imps update#

In Update 1.38 - Wanderlust (August 4, 2022), the self-damage of Blood Pact was increased from 75% to 85%.Hearthstone Warlock Masters Deck by elena197.In Update 1.33 - Invasion (3 March 2022), the damage of Blood Imps was reduced from 17 to 15.In Update 1.28 - Malediction (20 September, 2021), Blood Imps was changed so that only 1 copy of it can be used in a Team Battles deck.In a hotfix launched on 8 July, 2021, Damage to master was increased from 66% to 75%.In Update 1.23 - Outlandish Operations (1 Apr, 2021) Damage to master was increased from 50% to 66%.In Update 1.19 - Uprising (3 Dec, 2020) Damage to master reduced from 100% to 50%.In Update 1.15 (30 Jul, 2020) Blood imps' damage was increased from 15 to 17.In Update 1.13 - Charging into Darkness (28 May, 2020) Blood imps' attack speed was improved from 1.1s to 0.9s.

minion masters blood imps

In Update 1.11 (26 Mar, 2020) Blood Imps received the following changes:.Damage dealt to their master now bypasses master immunity.

minion masters blood imps

  • Attack speed worsened from 1.1s to 1.2s.
  • In Update 13 - Scratty Tech (13 Jan, 2017) Blood Swarmers were reworked to Blood Imps:.
  • This made their stats identical to Swarmers.
  • In Update 8 - Join the fray! (2 Dec, 2016) Blood Swarmers received the following changes:.
  • Blood Imps originally were Blood Swarmers, and damage dealt to their master could have been blocked by master immunity abilities.
  • If a Cleaver hits a blood imp, then the master will take 255 damage from the hit, even though the blood imp has only 30 health (this is known as overkill damage).Īpep's Shield Totem cannot block health loss caused by the Blood Imps.

    minion masters blood imps

    Whatever damage is done to a blood imp, 85% of this is also suffered by its controlling master. Blood Pact: Inflicts True Damage to your master equal to 85% of the damage taken by this minion - even overkill damage.īlood Imps is one of the Minion cards in Minion Masters.






    Minion masters blood imps