Hearthstone: Funny Daily Moments Ep.1541



Hearthstone: Funny Daily Moments Ep.1541

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►Music:
ES_Need to Get Drunk to Get Out of This Funk — Glove Box
ES_Uptight Alright — Little Island Leap
ES_Kickdown — Kick Castle
ES_Mission Superstition — Glove Box
Salty Breeze 3 — Martin Gauffin (Full Audio)

Timestamps:
00:00 — Intro
00:30 — Moments
10:10 — Outro

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27 thoughts on “Hearthstone: Funny Daily Moments Ep.1541

  1. Battleground had the best hero power: Give all neutral minions +1/+1. We need that back.
    Also, please bring back titles related to the first clip. Gave us something to look forward to while Mr. Narrator is doing his thing.

  2. Remember when the closing was “I will pin down the best comments when this video is 15 hours old”? I miss those.

  3. Druid: Choose one: Gain +1 attack or +1 armor.
    Hunter: Deal 1 damage to the enemy hero
    Mage: Deal 0 damage (affected by spell damage)
    Rogue: Equip a 1/1 weapon
    Warrior: Gain 1 armor
    Warlock: Take 3 damage and draw a card
    Shaman: Summon a random totem (totems have one less health and searing totem is now 0/1 deal 1 damage to a random enemy at the start of your turn)
    Paladin: Summon a 0/1 Silver hand Recruit with gain +1 attack at the end of your turn
    Priest: Restore 1 health

  4. JUST HALVE THE EFFECTS OF EACH EXISTING BASE HERO POWER AND DOUBLE UP WARLOCK'S ONE

  5. Shaman: summon a random totem, overload (1)

    Paladin: Give a friendly minion +1+1

    Mage: Deal 1 dmg to a random enemy

    —————————-

    Shaman can now play with more tempo in the early game, and draw a strong hand early.

    Paladin’s is similar, except now it relies on already having a minion on board.

    Warlock: Draw a card. Discard your left-most card.

    Mage has become more of an RNG style class, and this suits it well. It can still hit face and control a small board, but loses value against a big board.

    Warlock’s is all about choosing what you want to discard, and trying to play the best cards that you have when you have them. It also keeps the hand fresh. He would need more discard synergies to make this viable in late game. This hero power would make zoolock insane though

  6. Demon Hunter: “Growling Anger”: Refresh your original hero power.
    Basically, after you use your hero power. It turns into Growling Anger and you can repeatedly gain attack with the original hero power. Biggest drawback is it cost probably a lot (+5 attack for 9 mana, +6 if it’s an upgraded hero power) but it may have synergies with weapons and can serve as an effective control tool. Since this can be broken, it should be a quest reward as well.

  7. I once thought of this concept of Justicar Blackheart, which "downgraded" the hero power of your opponent to a weaker 1 mana version (or if it was already upgraded, back to its original version). So if I remember correctly, they worked like this:
    Druid: Snarled Paths (1 mana, Gain 1 Attack or 1 Armor this turn, chosen randomly)
    Hunter: Crooked Sight (1 mana, Deal 1 damage to a random enemy)
    Mage: Finicky Fireblast (1 mana, Deal 1 damage to random character)
    Paladin: Scraping the Barrel (1 mana, Summon a 0/1 Lazy Recruit)
    Priest: Scattered Heal (1 mana, Restore 1 health to a random character)
    Rogue: Dagger Dunce (1 mana, Equip a 0/1 Dull Dagger)
    Shaman: Totemic Scraps (1 mana, Summon a random 0/1 totem with Taunt, +1 spell damage, or heal +1 health to all friendly minions)
    Warlock: Essence Tap (1 mana, Draw a card and take damage equal to its cost)
    Warrior: Scarred Armor (1 mana, Take 2 damage and Gain 2 Armor)

  8. Mage would still be the Same, Warlocks would take 3 dmg, Druid would be : choose get one attack or one armor. the totems of shaman would habe one less health for paladin and hunter i have no idea

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