- AProudMurloc
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Member for 6 years, 8 months, and 4 days
Last active Sun, Sep, 25 2022 20:36:40 -
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PassionFruit0923 posted a message on What are some things you would like to be added to Battlegrounds?Posted in: Battlegrounds -
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ShotgunSoul posted a message on May someone please summarize what has happened since September of last yearPosted in: General DiscussionZilliax is the universal card of all decks.
Aggro, as usual, is rampant. Murlocs are back for shaman, will be back for paladin next month, and zoo warlock and treant druid are things.
Complex OTK is rare in standard.
Hunter is overplayed (about 25% of matches in standard, and wild has a lot of them too). And it has three decks to choose from -- mechs, secrets, beasts, and a hero card that works like a better Shudderwock. And it doesn't look like Blizzard is aiming the nerf gun at Hunter any time soon, unless it has to change the OP cards its getting in the next expansion.
Bomb Warrior is a thing, Control Warrior is back, but it's not a solid pick versus mage or hunter.
Everyone looks at Murloc Shaman or the Overload Aggro deck, but Control Shaman, despite being expensive as hell, is one of the few viable picks for players that like long games. It's still lacking a final punch to power it by warrior (wild, another story -- Quest Mage is a horrible match-up though).
Rogue is the cockroach deck, surviving after nerfs, but it did lose an important survival tool.
Mage has 1 1/2 decks in wild (Quest with cyclone, with or without Flamewaker) and 1 1/2 decks in standard (conjurer's calling mage with or without cyclone). But they are among the top decks, with Quest Mage becoming the new big bad deck of wild.
Priest only exists in wild (generally Big Priest and the occasional dragon deck or OTK Velen+Malygos) and for the most part can only win on Inner Fire or Chef Nomi in standard. As of July 22, Priest players have nothing to look forward to yet in the next expansion (so far, a battlecry rez minion that screws up the pool later and has 1 health, and a massively useful removal that comes way too late and expensive at turn 9+).
Warlock has zoo in standard and some expensive Kibler video-inspired portal shenanigans, but they're rarely seen outside wild either.
Paladin has impressive potential decks (a snowball mech or secrets deck, one of the few OTKs that work) but never gets the win rate math.
Druid doesn't have OTK anymore. Actually, aside from treant-crapping druids and the rare Lucentbark/taunt deck, there aren't many druids anymore in standard.
Two new legendary cards were made for classic set btw, Brightwing and High Inquisitor Whitemane. Despite crap health, Brightwing has potential in dragon or battlecry decks. The High Inquisitor has yet to find a spot, despite an impressive battlecry and body (snert).
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Dunscot posted a message on Hall of famePosted in: Wild FormatOf course, the official reason is going to be "design space". But for me, the "design space" argument is really just BS at this point.In theory of course, if a card has a huge potential for making new cards way too strong, it limits design space. But in practice, a combo like Raza+Anduin should have never existed. You'd think Raza limits design space when you want to give Priest stronger hero powers. But apparently it's absolutely fine to give the same class a hero power that abuses the hell out of the 0 cost and sets up an absolutely unstoppable combo. And all you need to do is play two cards in 8 turns and build the deck to meet Raza's condition.The whole "we don't like one turn kills" that the developers lament so frequently about when it comes to Malygos and "uninteractive combos" is just plain stupid and nonsensical, ridiculed by the very design of cards like Shadowreaper Anduin and Open the Waygate. The only difference between the mage quest and any other OTK-Deck like the old Raging Worgen -Combo in Warrior (that was destroyed forever) is that you flat out tell your opponent at the start "I'll try to set up a combo to kill you in one turn, so better kill me fast". Any Malygos-Combo, or any old style OTK-combo really, requires a lot of draw, a lot of defense and a good amount of luck. You don't lose "suddenly", you lose when you failed to beat your opponent in 10-15 turns, when most aggressive decks don't even need 6.Even IF they ever make powerful cheap spells (most new spells cannot even target heroes at all like Lesser Jasper Spellstone) it's unlikely that Malygos will be all too problematic due to its mana cost and massive setup. Right now there is a combo with Twig of the World Tree and Ixlid, Fungal Lord, but it's so impractical it's not having any impact on the metagame. -
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Davaretta posted a message on Lady in WhitePosted in: Lady in WhiteLook, I agree this card is not meta breaking, but it is very good. There is absolutely no need to build a deck around her.
Ysera, Wyrmguard, Nightscale Matriarch, Witchwood Grizzly, Stonehill Defender and Tortollan Shellraiser are all good to amazing cards on their own, but they become really crazy with the Lady! That is already so much value you can also add a bunch of spells and minions that do not benefit from her. To make sure the deck can succeed without her. Like more dragons, a Lyra the Sunshard package, or Spiteful Summoners.
Now if you just put some unplayable garbage like Shieldbearer or Street Trickster in there and expect the Lady to make it great... that would be some stupid deckbuilding.
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RavenSunHP posted a message on Why moving ice block to the hall of fame is a terrible idea.Posted in: Card DiscussionSo, there has been a lot of speculation about Ice Block moving to the hall of fame, and Blizzard has insinuated that they are looking at the possibility. The community is getting more and more sure this will actually happen, and many are praising the move. I think this is an AWFUL move, however, for a number of reasons:
1: The power level of Ice Block:
Ice Block is a unique card that has followed mage's up- and down swings in the meta. It gives you time, but no value, no tempo, no removal and no board presence, hence it's "terrible" rating in arena. The 2 most cancerous mage decks since the game release, Flamewaker tempo mage and mech mage did not run Ice Block, and the card would be an awful choice in those decks. As I write this, Ice Block is sitting right around a 50% winrate at higher levels, and secret mage is an easily countered tier 2 deck.2: Class identity
Mage as a class does not have access to healing, and use limited armor gain and freeze as defensive tools. Ice Block is the only really good way mage can protect themselves, and it fits perfectly with the class identity IMO. If you remove this card, you have to either indtroduce good armor or heal cards, or even more frustrating global freezes.
3: The card IS interactive
Ice Block is a often talked about as a non-interactive card, but I think this is false. The mage does make important sacrifices to get the card in play, making it up to the opponent to take advantage: How early can you pop it? How can you push your board advantage without overextending? Is there a way to make them take damage on their own turn? How to put the mage at as low health as possible before poping?
4: Ice Block enables aggro, combo and control archetypes
Without its most powerful defensive tool, mage as a class will be limited to a minion based tempo playstyle, something it will be hard pressed by other classes to do successfully. You are essentially removing imporant potential for a class, and I can not understand how this is desireable. Yes, the OTK and 2-turn kills mage can pull off can be frustrating, but playing the decks to legend level has never been a walk in the park, and if you play the decks, you know they often fails to collect the pieces in time, and they have some terrible matchups!5: Introducing tech cards is a much better option
We have Kezan Mystic and Eater of Secrets, but IMO, introducing more and better tech cards against secrets is a much better option than moving Ice Block to Hall of Fame. There are other more creative ways to play against Ice Block like Curse of Rafaam too, and there is much to be explored!1. Yet Block is basically a cheat. Not only does it buy you a full extra turn for 3 mana, but it also nullify any excess damage, TWICE: say you are at 5hp. I have 7atk, i pop the block, so the full 7atk is null, and then you still have 5hp, and a full turn to recover!2. Give mages more armor is still fine with class identity. It is magical armor, yet armor it is. Give invisibility for next turn, etc.3. A battle of who gathers lethal first is not enough to define 'interactive'. Interactive is when board is dealt with. Potentially, it lets you play solitaire in order to gather combo as fast as possible. And it does that extremely efficiently. This is why ice block is hated independently of its statistical impact in the meta.4. You can play Control with different kind of support, and that a defensive tool enables Aggro is just telling of how broken the card is. With more Control tools, you'd be able to refine Combo as well, just in a slightly different way.5. Tech is not an argument. Historically techs are bad except for very few cases and very few decks. They terribly limit deckbuilding and are generally unfun.Imo, the only counterargument about Block hofing, is that a broken card is let to live forever as it is. The card should be simply altered/nerfed.Evasion is what Ice Block should have always been. -
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GetchX posted a message on Why Was Raza Nerfed But Aviana + Kun Kept the Same?Posted in: General DiscussionKun the Forgotten King and Aviana not a problem
the real problem is Spreading Plague and Juicy Psychmelon
Pretty much this.
Combo decks weakness is aggro. Druid's specific weakness is removal and AoE. Spreading Plague solved two of the Druid's three problems. The other issue with combo decks is drawing your combo. Juicy Psychmelon solved that problem. Add in Druid's insane ability to ramp to 10 mana AND gain massive amounts of armor. It's plain stupid.
Listen, I hate druid. I have Deathlord, Dirty Rat, Demonic Project AND Gnomeferatu in my Renolock deck explicitly to try to counter them. And I still have a less than 50% win rate, mainly because now that they can draw and play the combo by turn 6 or 7, I have to be lucky with drawing those cards AND which card is pulled/morphed. I also have to be ready to kill whatever comes out from Dirty Rat/Deathlord, in case it is Malygos or Aviana and I'm screwed, so I can't just play those cards on curve.
But I (a control player) shouldn't be the one trying to beat them. I should be relying on aggro decks to beat them, and then I beat the aggro decks (rock-paper-scissors). That's not happening, because of the tools Druid has. They need to lose those tools.
All that being said, killing Aviana would also solve a lot of problems...
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TonberryBleu posted a message on Why Was Raza Nerfed But Aviana + Kun Kept the Same?Posted in: General DiscussionOne thing that bothers me the most about the way Blizzard balances their game is how they fail to follow their own logic when nerfing certain cards and ignoring others. They take issue with certain cards, making it seem like they have a proper agenda for why they change things a certain way...and then ignore it altogether in following expansions.
One example is how Blizzard handled Raza the Chained. Prior to Shadowreaper Anduin, Raza was a highly niche card that was fun but never oppressive. Instead of nerfing the card that enabled dangerous combos (Shadowreaper's Hero Power), they completely murdered Raza the Chained to a point where it's no longer used in any format. They completely erased an entire deck from Standard, and butchered Raza over the belief that it "might enable broken, uninteractive combos in the future."
In that sense, I am completely baffled as to why Aviana + Kun has been kept the same, and not even talked about as nerf candidates at all. The existence of those two cards enable so much unbelievable bull!@#$ in Wild, that the current top five played cards in Wild are ALL DRUID CARDS. Add in the most broken tutoring card ever printed in any card game ever (Juicy Psychmelon), and you have a Wild meta that makes the Midrange Shaman era of old look balanced.
Why is Aviana + Kun okay, but Raza + Shadowreaper wasn't? Druid has such an obscene amount of ramp, draw, and stall that it just begs the question: why do certain cards get absolutely guttered, while other culprits of the same crime get completely ignored? I know it's difficult because it's Blizzard we're talking about, but is it that difficult to be consistent with your reasoning? -
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lite0 posted a message on Quest Rogue Is Tier 1 Again!!Posted in: General Discussionjust delete the card from the game already.
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Tillonaut posted a message on Juicy Psychmelon is ridiciously overpowered and will be nerved for surePosted in: Card DiscussionThe problem is mainly prevalent in Wild, the Star Aligner Druid is just sick with this card. 4 mana, draw your whole combo, stall until turn 10 and win 100% of the time. Just waaayyy too easy. Needs to and hopefully will be nerved,
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Echo_ posted a message on Does Giggling Inventor need a nerf?Posted in: Card DiscussionHonestly Giggling right now just feels like Azure Drake used to feel. You include it in every deck not because it's absurdly strong or anything, but simply because there is no other good 5 drops. Out of all the 5 drops in standard in all classes, the only ones that actually see play are Wargear, Giggling, Zilliax, Subject 9 a little bit, Applebaum, Leeroy (used strictly as a finisher), Fungalmancer (only if you have a board), Scalebane (same as fungalmancer) and Dreadlord.
This leaves 9 five drop minions that see any form of play, out of all of them, 2 are pretty much only for mech decks (zilliax goes a bit out of mech, but not that great outside of it), 4 see play as 'finishing' cards in zoo, 1 pretty much isn't played in standard because it doesn't have a lot of supporting cards. This leaves applebaum, which only sees play in taunt druid, and Giggling. Giggling is the only 5 drop that can perform decently in all of these aforementioned decks. I don't think this means it needs a nerf, it just is so common because all the other minions don't perform as well.
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I am SICK and fucking tired of fucking Zephyrs. I’m in wild playing Mech Paladin. One game this fucker gives someone a fucking mass dispel and then bam here comes the fucking Reno. Next game someone puts Zephyrs and gets a fucking Brawl while I have a nice board presence. Guess what happened? Killed all my minions and left fucking Zephyrs. Opponent had 7 health left and goddamn lost. Fuck playing against a card that didn’t start in my opponent’s deck fuck
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As oddly specific as it is, we haven't had many interesting 1 mana legendary minions like sir finley or shifter zerus in standard in a second. Sure we have chameleos but I feel like a lot more should be printed in future expansions, just something i thought of. Their power level is usuallly interesting or sometimes just op (patches) but i just wanna see some more because they're usually pretty interesting, what do you guys think?
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Ok this is epic
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This is pretty bad. Just a madam goya
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Let's not forget about wild *cough* sylvanas *cough*
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Someone is gonna get a 1 mana jaina and tilt the life out of their opponent
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At 10 mana you get 3 4/5's, equalling 12/15 stats total. This could actually be pretty powerful in a zoo type deck or in any warlock deck for the late game. Most likely meant for arena though. It also makes druids possibly reconsider using biology project because of their opponent possibly using this quicker than anticipated. I say this is a decent card that might see some play, depending on more cards and the meta of course
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Good against shudderwock shaman...maybe. Just need a neutral combo ruiner and we are set.
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Lol this gonna be crazy in wild
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As dumb as this may sound, I'm holding on to hope that the 100 or 60 dust and gold per quest reward will still remain, I know its far fetched though :(