{feral animist} + {rubble belt maka} + {fling}
How is this 20 damage on turn 4?
Attack with the animist and find a way to get him through. Bloodrush him, he now has 5 power. Activate his ability, he now has 10 power and deals 10 damage. Then, {fling} him for another 10 damage. GG
For even more craziness play {fungal sprouting} and sacrifice two to {pyrixan alter}. Then play {battle hym} sacrifice the rest, and drop a huge {fireball}
That's six mana turn four.
Play {Zhur-Taa Druid} and {Arbor Elf}?
I never said the second thing was turn 4
And that would be 8 mana, not 6
I think he is talking about the first combo bloodrush is 1 mana, fling is 2 mana, the {Feral Animist} ability is 3 mana to activate all together its 6 mana to do the combo
I didn't see the second thing. I was still talking about the first. Sorry for the confusion. My fault
Quote from: The1337Magician on May 30, 2013, 07:59:17 AM
That's six mana turn four.
Play {Zhur-Taa Druid} and {Arbor Elf}?
Yeah arbor elf is it, get two out early and you can even throw an {alpha authority} or {madcap skills} in addition to ability + fling + blood rush on turn 4.
You can get a zhurta Druid in there quick on round 2 :)
Combine with MoC deck idea..... :)
If you had a {training grounds} in play, the combo would only be 4 mana
So if you had training grounds in play. You can attack with it. Bloodrush it. Then, activate its ability twice, than fling it. 40 damage for only 5 mana
What is blood rush?
Quote from: Raven316 on May 30, 2013, 09:47:56 AM
What is blood rush?
a mechanic in gatecrash/dragons maze. Don't worry, I live under a rock as well :P
Quote from: Birdbrain on May 30, 2013, 09:53:53 AM
Quote from: Raven316 on May 30, 2013, 09:47:56 AM
What is blood rush?
a mechanic in gatecrash/dragons maze. Don't worry, I live under a rock as well :P
Ok thanks ... Long live the rocks! ;)
Quote from: Birdbrain on May 30, 2013, 08:57:19 AM
So if you had training grounds in play. You can attack with it. Bloodrush it. Then, activate its ability twice, than fling it. 40 damage for only 5 mana
{Riot control}
T1 {Stromkirk noble}
T2 {madcap skills} swing for 4, get a +1/+1 counter
T3 {rancor}, {armed // dangerous}, swing for 16.
That's extremely optimistic of course but that's one of my t3 wins in my gruul aggro deck :)
Quote from: Mike_garzone on May 30, 2013, 04:33:15 PM
T1 {Stromkirk noble}
T2 {madcap skills} swing for 4, get a +1/+1 counter
T3 {rancor}, {armed // dangerous}, swing for 16.
That's extremely optimistic of course but that's one of my t3 wins in my gruul aggro deck :)
Unless I'm missing something, (1+3+1+2)x2=14.
Noble is 1, skills is 3, counter is 1, rancor is 2, armed is x2. Does the counter get added before combat damage?
No. It says, when it deals combat damage. This indicates the counter is added after the combat damage is dealt
Quote from: Thetrufflehunter on June 14, 2013, 12:14:58 PM
Quote from: Mike_garzone on May 30, 2013, 04:33:15 PM
T1 {Stromkirk noble}
T2 {madcap skills} swing for 4, get a +1/+1 counter
T3 {rancor}, {armed // dangerous}, swing for 16.
That's extremely optimistic of course but that's one of my t3 wins in my gruul aggro deck :)
Unless I'm missing something, (1+3+1+2)x2=14.
Noble is 1, skills is 3, counter is 1, rancor is 2, armed is x2. Does the counter get added before combat damage?
{Armed // Dangerous} adds +1 as well. You have a 1/1 +1/+1 (for counter). +3/0. +2/0. +1/+1 for armed. So you have an 8/3 trample double strike. After the first swing, you get another counter 9/4. 17 damage total
Totally forgot about that :P