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    posted a message on You hate to admit it, but you love the RNG**

    I think flamewaker, RNG aside, is just too strong. Cards like say, evolve, are healthy as they allow you to control the outcome within reason, as well as allow your opponent to interact with the outcome. Cards like lightning storm aren't healthy, since a 50/50% chance can decide the game on turn 3.

    Posted in: General Discussion
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    posted a message on (Fan made) Nozdormu the Timeless

    I would like to see some shadowcaster and brann shenanigans with this and watch someone end up taking like 12 turns in a row.

    Posted in: Fan Creations
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    posted a message on The Gadgetzan Rant
    Quote from cluelesspug >>
    Quote from Dxiled >>

     

    This expansion so far, they're basically giving aggro and midrange a bunch of new, fun toys and giving control Bomb Squad.

    Please tell me how they've given control no new tools.
     Just the fact that you even mentioned Piranha Launcher shows you have no idea what you are talking about.
    Posted in: General Discussion
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    posted a message on The Gadgetzan Rant
    Quote from Wonderbuster >>
    Quote from Dxiled >>

    So the Gadgetzan expansion is coming out soon, and even though it will only be standard for a bit over a year, I still have quite a bit to say about it. 

    First off, what's with the power creep again? I thought the reasoning behind standard was so that we wouldn't have to deal with the crap in GVG forever. This is the second expansion and the third card set since standard and I'm already seeing GVG 2. Compare Dopplegangster to Force of Nature. Compare Pint-Size Potion to Shrinkmeister. Compare Mistress of Mixtures to Refreshment Vendor. Also for those who are looking at Grook Fu Master, GVG has its fair share of Flying Machines, but that's beside the point. The point is, the next expansion will have to be even more powerful or it'll be TGT 2. 

    The worst part of this is the Jade Golems. As we've seen in the Siege on Stormwind Brawl, the only thing that can hold back a constant stream of growing minions is Kel'Thuzad with a gang of taunts. This basically means that control instantly loses against Jade Golem decks unless they can find a way to duplicate their removal endlessly. The only way to beat the Green Gang is to rush them down, which is not entirely fun if that's not your playstyle. 

    Furthermore, control has never dominated the meta since the release of Naxxramas. The only thing that comes close is C'Thun, and it's debatable weather or not that's classified as control. This expansion so far, they're basically giving aggro and midrange a bunch of new, fun toys and giving control Bomb Squad. This is not a fresh meta, this is getting slightly different cards in a stale meta. 

    But no matter how much I write, MSG will still come out sooner or later. For now, all I can hope is some actual fun and interesting cards in the card dump that can compete with what we're getting now. 

     So many wrong things said in one post.
    - Dopplegangster  is almost assuredly going to be used in Evolve decks, because it's going to summon 2 5 mana copies of it. Force of Nature has not been played as much since it was nerfed to oblivion.
    - Pint-Size Potion is going to be used in Control Priest decks, more than likely making Shadow Word: Horror a force to be reckoned with. Priest finally has a legitimate answer to zoo at 5 mana, and many cards that zoo decks use will be destroyed by this card, which means that Shamans will be using Flamewreathed Faceless a lot more. Shrinkmeister[card] was usually a combo piece with [card]Cabal Shadow Priest or Shadow Word: Pain.
    - Mistress of Mixtures compared to Refreshment Vendor is an extremely weak comparison. Refreshment Vendor has an unavoidable Battlecry that comes in a reliable 3/5 body that easily recoups what the Battlecry does. Mistress of Mixtures has a Deathrattle that can be avoided by not killing the damn thing or giving it the Silence treatment. Not to mention just about every single damage spell in the game kills it.
    - Jade Golem decks DO have a weakness. They rely on the spells and minions to summon them, and Control decks can EASILY wipe out the Jade Golem tokens. Wild Pyromancer and Equality. Frost Nova and Doomsayer. Brawl. Dragonfire Potion[card]. The aforementioned [card]Pint-Size Potion / Shadow Word: Horror Control decks aren't really out of options against a Jade Golem deck.

    - Bomb Squad will only be used as dusting material, just like Millhouse Manastorm. I could only see that being used in Evolve decks to avoid the Deathrattle or by Rogues. Oh wait, Rogues have better removal with bouncing Moat Lurker back to their hand. Who in their right mind would play Bomb Squad?
    You're doing nothing but comparing apples to carrots here, mate.
     The first thing you "corrected" is the the exact point the op is making.
    Auchenai + circle is better than the trash shadow word concede combo you mentioned.
    And how exactly are you going to beat more than 2 boards of jade golem tokens with the solutions you mentioned?
    Posted in: General Discussion
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    posted a message on Raven Idol - Turn 1
    Quote from futhead_jcos >>

    Can I get some explanations of why a druid would use a Raven Idol on Turn 1 before their opponent even had a turn? Wouldn't you want to at least know something about the deck you are playing?  The only reason I'd think to use it that early would be to prep for Yogg?

    Any info?

    I don't do this, but have had opponents do it while playing against me.

     Most of the time a druid will Raven Idol for a spell. The good thing (for the druid) is that most of their spells are universally good. Swipe, innervate, wrath, and living roots to name a few. The benefit of playing it turn 1 is the druid doesn't have to sacrifice 1 mana later on and is much more efficient for them.
    Posted in: Druid
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    posted a message on Every Minion should have taunt
    Quote from achan1058 >>
    Quote from AggroIsCancer >>
     Yet almost everyone below rank 10 in wild is playing a golden hero, as well as the most cancerous deck available to them. The real reason that N'zoth is better in wild is because control is more viable. People seem to forget that Sludge Belcher and Healbot used to be cards.
     The thing is, the meta is not really optimized. If the wild meta is optimized enough and N'Zoth remains good, then it becomes the cancer deck. People will hate it, complain about it, etc. The meta will just be as unbalanced, but in the other direction.
     There are 2 types of people who play wild, people playing gimmick decks with gvg/naxx cards who never get past rank 15, and people playing tier 1 cancer decks. What people seem to be missing is that every single hero, except shaman, and to a lesser extent, hunter, has a viable midrange, tempo, or control deck. Paladin has murloc otk and secret. Mage has tempo and freeze, Priest has dragons and control, Warrior has patrons and control, Warlock has zoo, demonlock, and renolock, Rogue has oil and miracle, Druid has ramp and tokens.
    Every single hero has a powerful tier 1 deck, which is exactly what hearthstone should be like. I strongly suggest you play till rank 5 in wild, it is far more fun and interactive than the current standard meta.
    Posted in: General Discussion
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    posted a message on Every Minion should have taunt
    Quote from achan1058 >>
    Quote from Clife >>

    It is really riddiculous how well N'Zoth decks do in wild and how difficult it is to play in standard mode lol. I really can't explain to myself why Wild is more balanced than standard. Sludge belcher needs to be a standard card!

     I can explain it for you. The real reason is because less people play Wild. Especially, much less people play it competitively. When the game is less competitive, you see less "cancerous decks", as there are less people who really tries to find these decks.
     Yet almost everyone below rank 10 in wild is playing a golden hero, as well as the most cancerous deck available to them. The real reason that N'zoth is better in wild is because control is more viable. People seem to forget that Sludge Belcher and Healbot used to be cards.
    Posted in: General Discussion
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    posted a message on Every Minion should have taunt

    Obviously this mechanic wouldn't quite work well without having to change some cards, (Bolster, Explosive Sheep,etc.) The thing that irks me the most is people constantly whining about freeze mage and malygos decks. They wouldn't even be strictly more powerful than they are right now, decks like tempo mage and control warrior would be ridiculously better in this fictional scenario. 

    Also, to all the people mentioning Magic: The Gathering, just because you can block with creatures doesn't mean it is in anyway similar in play to Hearthstone where all minions have taunt.

    Posted in: General Discussion
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    posted a message on Should my shamman counter cost more mana?
    Quote from HahaahxD >>

    This is a disgusting card and has so many problems surrounding it, people will build decks with cold light oracles to add cards to your opponents hand, and fill their board with cards like leeroy Jenkins, it would be almost impossible to play around too. Imagine the mill decks, you can't play creatures from your hand to fill the board, because you will lose, but you can't keep your cards in your hand because you will get milled. Terrible design 

     Are you dumb? This card is obviously meant to punish zoolock and midrange shaman who vomit things on the board. This card lets you remove the burst from their hand in exchange for a tempo loss, it's a 0/1! it might as well just be a spell. Mill Rogue would never play this card, it would just be filler that doesn't actually help their game plan. It might look opop, but if you take a closer look this card would be hard to justify playing even in this meta.
    Posted in: Fan Creations
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    posted a message on Should my shamman counter cost more mana?

    As much as I would like this mechanic, Blizzard is just to much of a wuss to implement it.

    Posted in: Fan Creations
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    posted a message on Dream Pirate Rogue hand

    Go second, opening hand: Ship's Cannon, Southsea Deckhand, Southsea Deckhand, and Preparation

    Turn one: draw Counterfeit Coin, then The Coin Ship's Cannon.

    Turn two: draw Gang Up, play Southsea Deckhand, Preparation + Gang Up on Patches the Pirate, then Counterfeit Coin Southsea Deckhand.

    This nets you 18 damage turn 2 with 2 attack damage from Ship's Cannon, 4 attack damage from 4 Patches the Pirate, and 12 damage from 6 separate Ship's Cannon activations. 

    Ridiculous combo aside, is Patches strong enough alone to make pirate rogue a playable deck? If not what would? 

     

     

    *I realize Ship's Cannon isn't standard legal*

    Posted in: Rogue
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    posted a message on Medivh the guardian or Archmage Antonidas?
    Quote from ezbake318 >>
    Quote from AggroIsCancer >>

    Both should be used in different decks.

    Medivh is good in control mage because you can reliably reach your end goal of playing him and scoring major value points to overwhelm your opponent. The only downside of this is unless you are playing against another control deck, Medivh usually doesn't do much, by that point of the game you should already be winning by a landslide and shouldn't need that much more value.

    Antonidas is better in a tempo mage because he allows you to exchange your early tempo cards, (arcane blast, arcane missiles) into serious burn or removal. By the time you are able to play Antonidas as a tempo mage you should be at a point where he puts your opponent on a 1 turn clock due to you having 13 damage available with your spells and hero power, even if they remove Antonidas.

     

     What if I'm trying to blend both styles into a singular play style? Where I'm using Medivh as a target for my opponents to use hard removal on so i can follow up with A.A. and have him live with Ateish active. I would effectively flood the board with minions they have to remove or face lethal as well as a chain of fireballs coming from the hand. I know they biggest downside would be getting stuck with both in hand early game but with ice block, counter spell, average draw power and some early board presence i should be able to present a threat until late game when i drop one, two or all three. Also if my opponent uses hard removal on Medivh, Arcane Giant, or A.A. id have the others too add that threat back almost immediately at that point in game. The biggest concern i would think would come from fast paced early aggro or brawl because a  7/7, 8/8, and 5/7 would all require immediate counters. 
     Medivh seems to fit your deck fairly well, generating value off Cabalist's Tome and Firelands Portal mainly. Unless you are finding yourself in a position where you NEED to generate more burn to finish off your opponent, I would suggest looking into some other options other than Antonidas. Elise sounds like a very good option for what your deck seems to try and do. I would imagine you reach fatigue quite a lot vs control decks. Elise will fill the role of exchanging your unusable cards, except you will receive legendaries instead of fireballs. Elise is also much better versus agro than any other late game legendary, allowing you to drop a 4 mana 3/5 while still keeping 100% of the value you expect.
    Posted in: Mage
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    posted a message on im trying to figure out if I should drop $150 on as a new player
     
    Quote from AbandonCTRL >>
    Quote from JoLevesque90 >>

    It's highly recommended to build up your classic packs. they never cycle out.

    Also make sure to snag a new player pack for $5 as its 10 packs. I would say do 2/3 classic and the rest on TOG or save for gadgetzan which comes out next month.

     yeah I already got ONIK  and pre order gadgetzan . I gues ill buy 50 TOG pack then open those rescan my deck on my spread sheet and go from there . I dont want to pick up the other wings of the old shit since its going in 2-3 months
     All things considered, LOE might be a good thing to consider. Looking at pure dust value, you are getting a pretty good deal compared to spending the equivalent on packs. Not only can you dust all the trash epics and rares you won't want after they rotate, you will be able to enjoy what are probably the most revolutionary and meta-defining legendaries hearthstone's ever seen, Reno Jackson, Elise, Brann, and 800 dust.
    Posted in: General Discussion
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    posted a message on Medivh the guardian or Archmage Antonidas?

    Both should be used in different decks.

    Medivh is good in control mage because you can reliably reach your end goal of playing him and scoring major value points to overwhelm your opponent. The only downside of this is unless you are playing against another control deck, Medivh usually doesn't do much, by that point of the game you should already be winning by a landslide and shouldn't need that much more value.

    Antonidas is better in a tempo mage because he allows you to exchange your early tempo cards, (arcane blast, arcane missiles) into serious burn or removal. By the time you are able to play Antonidas as a tempo mage you should be at a point where he puts your opponent on a 1 turn clock due to you having 13 damage available with your spells and hero power, even if they remove Antonidas.

     

    Posted in: Mage
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    posted a message on New Game Mode: Archmage(this could start as a new Tavern Brawl first)
    Quote from MercsGuardian >>

    So...MTG (which by the way, their 100-card Commander format is what this new mode was based on) has cards that are absolutely broken in Commander that are balanced in their Standard formats and the other way around. 

    Look, I would say we could try and do a ban-list, but then you realize how hard that would be in this game, in cardboard card games it's easy because you can just say, 'see this card, this card can't be used in decks and there is no way around it in competitive play as judges will want to see your decklists in any sanctioned tourney,' in Hearthstone that's a lot more difficult, especially in online play since people could probably hack the game to get around any protocols used to make banlists.

    Look, it isn't perfect, but the regular formats aren't perfect either, and this is a game mode that not everyone has to play, no one forces you to play those Brawls where certain cards a broken, but if you want that free pack, you do so anyways.

    Also, this is designed to be a more control-based game mode(because them aggro decks can get really annoying), so cards like Reno and Alex being a little more powerful is a reasonable assumption. And just going to point out by the way, if you see the lists for some of the more aggressive classes(like Hunter), you'll see than Finley is part of the deck, meaning that you might change your hero power at some point to make a 'bad' class, better overall.

     "since people could probably the game to get around any protocols used to make banlists."
    I understand hearthstone has a reasonably sized kid audience, but seriously use some common sense. If there was any way to get around card limitations then people would have already done it! You must realize the game is set so you cannot put more than 2 of the same card in a deck, all it would take for the developers to change it is by typing in a 1 instead. Also your belief that it's harder to cheat in real life is dead wrong. Even in sanctioned events people put extra copies of cards in their decks in order to increase the chances of them drawing it. The judges can't go through several hundred decks, but a computer can analyse and double check that in a matter of seconds.
    Posted in: Fan Creations
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