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Guest Solistus

Your comments on Kodo Hide Whip seem to suggest that you mistakenly think it puts a COPY of the minion into your hand. It actually bounces the minion off the board and puts it in your hand, which makes it a lot stronger than you give it credit for. It can remove big deathrattles on the third chapter without triggering the deathrattle and without counting as a death for the chapter mechanic, which is extremely powerful. Removing things like Sylvanas and Abomination without losing your board can flat out win games. The face damage can be a big drawback, but it's basically like silence/transform + removal on THREE different targets, plus drawing three cards, all for 2 mana, so if it didn't have a potentially big drawback it would easily be one of the best treasures. But you don't have to hit big stuff with it - you can even use 1 or 2 swings on face and only steal 1 or 2 minions if there are no suitable low attack targets and/or you just can't tank any more damage. 

 

It's not absolutely top tier, but it's definitely not one of the worst treasures in the game. You have it dead last in its section for Elise, the hero that has access to consistent healing and thus can best mitigate its downside! There's just no way that's correct, IMHO. 

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Guest Bawlsy

Someone missed one of bobs cards called House Special. Cost 4 coin and replaces your deck with one of bobs decks

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Guest Anon

There are two interesting things i want to note. The first is about the glyph of warding treasure, and how it is a lot stronger against the plague lord of madness. The second is about a potential turn three lethal with elise.

The plague lord of madness runs a C'Thun deck throughout his three phases, and a lot of his other cards support C'Thun. However, none of his cards discount it, and while he does have some very roundabout ways to get 1/1 copies, they're unlikely to be abused because the AI isn't smart enough to take advantage. And since C'Thun is a 10 mana card, if you have the Glyph of warding, it can't be played. Rendering the boss' ultimate move a dead draw, and effectively rendering a lot of his other cards' effects useless. It severly neuters his deck and the threat he poses, leaving you free to deal with his hero power and a few regularly statted minion. It sure made my heroic run against him a cakewalk.

The second is a way that elise can beat anyone at any time if she can get this combo off. It requires you to have jr. explorer, power word shield, the starseeker hero power, a few empty spots in your hand (at least room for 2 PWS and a moonfire), and any other minion on the field. By continiously targeting jr. explorer with PWS, playing exess PWS on the other minion to free up handspace, you can generate an infinite amount of moonfire cards, which you can use to just blast the opponents face. As long as you don't mismanage the combo, you can deal an abitrary amount of damage. The best part about this is that you can pull if off at turn 3 if you're lucky enough to draw PWS and jr. explorer early enough (and keep another minion on the field).

I think that your guides don't adress these strategies, and therefore don't quite cover all the value that both these options carry. 

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