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    posted a message on Is Zoo dead?

    Depends, what rank have you been seeing this transition to Handlock? With the advent of Control Warrior retaking its throne after a short hiatus as one of the tier 1 control decks, the rising popularity of MCT, and naturally strong match-ups like Hunter roaming around, it becomes tougher for Zoo to thrive compared to a deck pool full of Midrange or slower paced aggro decks.

    If I were to guess I would say Xixo's (Implosion/Sea Giant) deck has fallen out of favor, a combination of all the issues above alongside BGH being frequented.

    That's not to say you can't climb with it, but I personally think Hunter does a much better job at ending games before they get too long. Zoo never really "dies" so much as drops down a tier because whatever it does is outclassed by another class for the moment.

    Posted in: Warlock
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    posted a message on Anyone aware of a deck that counters those savage roar druids?

    The idea is to pressure the Druid enough with big cards that they're forced to get rid of the combo if they draw into a dead hand. Druids tend to have problems dealing with big cards in general because their best bet would be to burn Keeper, Wrath, and Swipe. Once they're against the rope without any of those three cards or minions on the field to back up their draws, they're in trouble because they'll constantly feed minions into your own spells and play against your tempo.

    Unlike Miracle Rogue, who can counter aggression with even more reckless plays to speed up the game for their win condition, Druid aren't able to bring out such a high amount of draw power and threat. If any analogy was to be made for perspective, Rogue is the one that beats you in a race by sprinting, Druid tries to extend the game into a marathon where you'll eventually lag behind (aka lose pressure), then they're free to steadily draw their win condition and finish you off. If you can keep even with a Druid, they'll draw into less than favorable cards at some point and when they break apart pieces of their Savage+FoN combo, that's when you know you'll have a chance to take the lead. 

    Posted in: General Deck Building
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    posted a message on Best Matchup vs Expert AI
    Quote from BromoFlexual »
    Quote from Aishi_

    That's what I did as well.

    Also you're back : O! I haven't seen your beautiful icons in a while

    Thanks for the kind words, been busy as of late, but I'm always lurking around and drafting fun decks in casuals.

    Remember that classes get a huge boost in viable cards when they finish unlocking their set of basic cards after reaching Level 10. If you ever have trouble with a class early on in expert or other AI, best believe that unlocking those extra cards will help.

    Posted in: General Discussion
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    posted a message on Best Matchup vs Expert AI

    Went through everything with a Mage deck, all basics unlocked.

    Can't ask for a stronger basic set, and often times they just play straight into Flamestrike.

    Posted in: General Discussion
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    posted a message on [Curse of Naxxramas] The Beast + Naxx

    I don't mind King Mukla in an aggro deck, but two huge issues when you get to more competitive ranks:

    - Feeding cards to Miracle Rogue
    - Upgrading hand size of Handlock for Mountain Giants

    Which account for more than half of the decks you'll be facing until any substantial changes. For all intents and purposes, King Mukla still is a net value of 3 for 3/3 in terms of raw stats, considering this method is a perfectly fine general gauge of value - many effects shift around the value of a card, but it's as good as it gets for a standard of comparison and luckily it's quite good. There's a reasoning to Murloc Tidehunter being a net 3/2 for 2 and Dragonling Mechanic being a net 4/5 for 4, it provides a method which let cards conform to some standards.

    Yes, at worst The Beast is a very powerful yet risky card, but you have safer alternatives with more versatile impact. There is no "hidden" trick to making him viable in this meta unless you're expecting to be the first player among hundreds of thousands to discover some amazing new tech to push him into viability, if he was as predictably strong as he appears, he would be played much more than currently (which is not at all). 

    Posted in: Card Discussion
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    posted a message on [Curse of Naxxramas] The Beast + Naxx

    Strictly speak, The Beast has an base stat spread of 9/7, removing value from it for a 3/3 creature, the net attack and defense of the creature is 6/4.

    A 6 mana 6/4 is bad in terms of stats, but my personal qualm against The Beast is that it actually opens up options for your opponent. Cards like Sylvanas and Cairne force the state of the board into a potential negative for the opponent, where the opponent must find the correct counterplay for it and usually lack the leisure of using damage removal or sacking minions if unprepared. The Beast on the other hand, encourages the opponent to remove the card at your expense - they can sack creatures to a point where they are returned value because one of their creatures are effectively replaced by the resummoned 3/3. Playing The Beast over either of the two legendaries mentioned above will create a target for the opponent as most legendaries do but it's one that shifts the momentum in the favor of the opponent once dealt with and creates more options for favorable trades.

    The situations where The Beast are useful is few and far between, the first I can think of would be in a mid-range Hunter deck as a game-ender with Tundra Rhino where it requires a two turn set-up for a 9 attack burst. In general situations, it's about as useful as an Ancient of War placed as a 10/5, where the goal of the game is to push for the win while the opponent is lacking counterplay. Of course, we never see this because the rare occasions a 10/5 Ancient of War is useful would be a situation where we are already winning and the opponent is most likely topdecking or locked down.

    With that said, The Beast is an inefficient card in terms of mana-to-stats, acts as a "win more" card where another card would have won you the game more just as easily as well as in a safer fashion, is volatile to shifting the momentum into the opponent's favor, and offers the opponent more options to trade to return value.

    Edit: Oh right, it's too soon to tell in terms of Naxx card reveals currently, nothing interesting too far. It has a negative deathrattle and most of Naxx was centered around manipulating deathrattles (which are usually positive). Unless they throw us a curveball, all the character specific card reveals have yet and will probably not support The Beast. I'm holding onto mine for any possible changes they make to it for #MAXVALUE disenchants.

    Posted in: Card Discussion
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    posted a message on How fun is this game really?
    Quote from SlayerMartin »
    Quote from AardvarkPepper »

    Any relationship goes through..........

    Hahahah.

    I've heard people comparing hearthstone to poker, but to relationships? :P
    +1

    Eats into my bank account like one, that's for sure.

    I have a highly addictive personality and your question is one that occurs very often between myself and other gamers. When a game transcends from a hobby to just playing out of habit, I personally think a break is always healthy. The typical idea of playing to kill time and frantically playing to climb ranks with no real end in sight are two very different things. These thoughts always comes up when you come along during the summertime when I have an excess amount of free time, regardless of the game I play. Simple questions like "am I playing this for fun, or just to play?" and "What's the point of grinding ranks?" always come up. 

    Sometimes I get too passionate, procrastinate and try to push back to where I started.
    Dropped two ranks? No sleep until I get back to where I started. One more game before bed... no, make that one more win - I want to log off on a high note. Wait, I won, maybe I can push for just the next rank. Hey look, the sun came up, time for bed.

    These thoughts are pretty unhealthy and it surfaces regardless of game, personally, it just means it's time for a break. There's no shame in it, the game never really "changes" unless you derived your idea of fun from a single class or deck, your perception of it just changes. Maybe you burnt out? No shame in admitting that.

    Posted in: General Discussion
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    posted a message on Loot Hoarder Poem

    10/10 would coin first turn

    Posted in: General Chat
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    posted a message on For Doomhammer!

    Using Doomhammer gets dangerous, you typically need a good front line to be able to abuse the windfury without killing yourself. This, alongside with the (2)Overload, means you're going to be focusing on some strong midgame to push forward with your weapon to open the opponent up.

    Personally, I'm not a fan of playing overloads on 5 mana, because there's so many good 6 mana cards out there, and Doomhammer is a bit lackluster end-game outside of weapon-centric combos, so I find it a little gimmicky.

    Posted in: General Discussion
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    posted a message on Rogue Template Deck

    Removing a second Perdition's isn't a bad idea, having two might be overkill at times,  but it allows you to snowball the mid-game at an insane rate. Two Sunfuries might not be the best decision because of the speed of this deck, but I definitely see no problem with a single one. I think Ringleader might be one of your best cards to Sunfury if you want a small front line, susceptible to AoE as it might be.

    Looks like the Perdition's <-> Sunfury swap is your best bet to try out.

    Posted in: Rogue
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    posted a message on HAHAHA Spellpower
    Quote from Rafoel »

    I just found a use for Shadowstep.... Comboing Dalaran Mage in and out to boost eviscarate to 5 and kill yeti xD

    However, Ancient Mages are indeed not very useful. I just played 2 games with this deck (rank 12) and found it impossible to any minions to unleash its battlecry

    It's because you have few minions already, couple that with the fact that Spell Damage minions are usually low-value in terms of stats and Ancient Mage won't really have much on the board to buff.

    You either have two choices: Add better minions that will be able to carry themselves a few turns so you at least have a board to buff up, or remove Ancient Mages in favor of more consistent cards. I would suggest the latter, since I'm not a big fan of Ancient Mages outside of Mage/Shaman decks.

    Posted in: Rogue
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    posted a message on HAHAHA Spellpower

    I disagree with the "No strong AoE" point. He has spell damage to back up two Fan of Knives and two Blade Flurry. What else would you expect Rogue to have in their arsenal? Rogue's board clear comes in the form of micro-removal, the inclusion of FoK/BFlurry is a bonus.

    The ability to chip an opponent down with a plethora of Rogue's spells are plausible if you keep enough spell damage out on the field, Blade Flurry, Evis, Shiv and Sinister also push towards to close the game. What this deck lacks is a small amount of minions that have a good presence when they enter the board as well as pressure the opponent. Draw 1's are also welcome, as decks like this burn out quite quickly and Sprint is simply not going to save you every game.

    Perdition's Blade and SI7 Agent both allow for a flexible use of damage, cards like Ragnaros, Edwin, or even Malygos can help push for the end of a game. Draw 1's like Novice Engineer, Thalnos, and Gnomish Inventor create a better pace for the deck. Shadowstep has no real place in the deck unless you want to use it to push for draw power with Gadgetzan, but then you would more likely want the use of Preparation to allow for some combo-ability with other cards as well. You have the makings of a spell-centric combo deck, but those decks are very fast and your current card choices don't support that speed needed to overwhelm the opponent mid-game.

    In short, Headcrack, Sprint, and Shadowstep are three questionable choices. Dalaran is replaceable and you can possibly cut down on some cards like Fan of Knives or Shiv depending on your personal experience to add a little more beef on your minion side.

    Let's not dismiss the entire premise of the deck when there are definitely some salvageable ideas here. If you see things from a purely "competitive or not" standpoint, you can shorten the list of decks to maybe a dozen, but that's not how you should look at other decks. If you can help them make the deck more viable and explain their faults without looking at whether or not the deck is competitive in upper-tier play, you can help the poster better themselves at their current rank rather than vaguely saying "this, this, this, and that is wrong, use <insert deck> instead".

    Posted in: Rogue
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    posted a message on Paladin Template Deck

    In truth, my Paladin decks aren't all that good for high-end gameplay, I never got a Tirion so I haven't invested much into Paladin decks as I would like. Maybe when I pick up a Tirion one day I'll be able to make something T1 worthy. It'll probably just be the basic hyper-control deck with a stronger emphasis on burn: Pyromancers, Equality, Avenging Wrath, Tirion, Rag, BGH, Aldor, TBK, Tinkmaster, you know the one.

    As for how high you can get? Too many variables, but a consistent deck will climb slowly as they beat out the less consistent ones until you reach a level where everyone has a decent deck and is able to outplay predictable decks. You'll probably run into a snag as you're entering into single digits. Glad you're enjoying it.

    Posted in: Paladin
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    posted a message on Can't seem to win in rank 7?? - Murloc/rush warlock deck

    You could take the compromise and run one, no harm in keeping a safety net for the Consecrates/Lightning Storm/Explosive/Nova/Starfall.

    Druid especially benefits from the addition of Seer, as he can snowball his board state with Power of the Wild and Innervate to push a higher count of Murlocs onto the field and buff them up beyond what is possible to clear. I've tried Coldlight to a degree of success on my own Druid Murloc deck, but the issue I came to grips with was having too much direct damage in the deck to promote a style of play that focuses on the creatures themselves. The purpose of the deck was to throw out as much damage as possible using the few Murlocs I may have at my disposable, Savage Roar on turn 3 with just a pair of Murlocs on the field were enough to push to mid game and burn the opponent down, whereas it may not be feasible in other styles of Murloc decks.

    Basically, I ran pairs of Savage Roar, Claw, Bite, Starfire, Naturalize, Force of Nature, Swipe, and Power of the Wild, I could easily afford to remove Coldlight Seer as my deck was a toss-up between early game aggro, best achieved by Murlocs, and a large amount of direct damage to close out the game.

    Posted in: Warlock
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    posted a message on 3 rares to craft... Advices?

    Just something to think about: Soul Siphon has some anti-synergy with Molten Giants. It seems like a toss up on how well you can manage your health, considering you may want to rush your health down to get Molten Giants out early, but the healing from Drain Life and Soul Siphon may be counter intuitive.

    It all depends on how you want the pacing of your deck to be, if you prefer a more suicidal version of a Giants deck to achieve high-risk high-reward play, you probably don't want to run any form of healing and more health lowering cards like Flame Imp and Pit Lord. Think of your risk on spectrum that is inversely related to reward, the more healing you have, the more it pushes to safer play and reduces the potential reward as you slow down the pace of your deck. On the other hand, the inclusion of cards that deal damage to you push your risk higher, but give way to better game-ending board states where you overwhelming the opponent mid-game.

    Posted in: Warlock
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