• -3

    posted a message on Mike Donais and Peter Whalen on Nerfs, Design, Early Kobolds Cards, and Cards that Didn't Make It

    uh no? Read what you wrote. Moat lurker costs 6 because killing something for 6 was deemed fine. If it cost less, say 3 or 4 mana, then it would be too powerful. Vilespine also typically takes minimum 6 mana to get its effect off. There are some things you can do with 0 cost spells and coin and whatnot but that's balanced out by the fact that sometimes you can't get its effect off at all because you have nothing to combo it with.

    Posted in: News
  • 4

    posted a message on Idols of Azeroth is This Week's Brawl!

    so boring. anyone else with the brawl quest want to exchange 5 wins?

    Posted in: News
  • 3

    posted a message on New Warlock Card Revealed: Gnomeferatu

    The effect actually does matter. Consider it as a card that says "Reveal the top card of your opponent's deck and put it at the bottom". That matters because you now know what card they won't get to draw. It could be something like consecration or flamestrike that you now no longer have to play around or it could be a key card in their deck like Alex in freeze mage. So for a card that doesn't lose any stats for this effect, it certainly isn't unplayable or as bad as people seem to think.

    Posted in: News
  • -2

    posted a message on 68 % wr Mountain Miracle Rogue (Anti priest update)

    You are full of shit. It's pretty obvious you ripped off Eloise's list. Sure miracle rogue has been around a long time and anyone could come up with their own build but you just happen to have the exact list a well known pro player has been playing? We can see the revision history of the deck before you decided to add in mountain giants. Why 1 sap? Why 1 SI Agent? Why 1 cold blood? Why 1 mimic pod? Why no Leeroy like all those old miracle decks you linked? You just happened to pick the exact same single copies of cards as someone else?

    So yea, miracle rogue does not belong to Eloise. But a version of it does. You could have drawn less suspicion if you just added a 2nd sap or something but you're too stupid to do that.

    Posted in: 68 % wr Mountain Miracle Rogue (Anti priest update)
  • 10

    posted a message on 68 % wr Mountain Miracle Rogue (Anti priest update)

    Hey, did anyone else notice in the screenshot, the decklist doesn't even include mountain giant? LOL. He was playing Eloise's list from like day 1 of Ungoro.

    Posted in: 68 % wr Mountain Miracle Rogue (Anti priest update)
  • 10

    posted a message on 68 % wr Mountain Miracle Rogue (Anti priest update)

    Blot out those ranks so you don't reveal that you have 80% win rate at rank 20 lmao

    Posted in: 68 % wr Mountain Miracle Rogue (Anti priest update)
  • 0

    posted a message on General Drakkisath Heroic Easy Win (very little RNG)

    Your expectations going in are too high. It's a heroic boss, of course it's going to take a lot of tries. The point is, it's not about how many tries it takes you but how long it takes to get it done. You don't want to play a deck that makes you play 8 turns before you realize you can't win and have to restart. A lot of people don't understand that you need to mulligan for DW in your opener so if he's not in your opener, then restart until he is. That removes 2 of your RNG elements because you're not wasting time realizing the RNG isn't going your way 5 turns in.

    At the time of making, this was by far the best deck for the boss. "little RNG" because it has a solid plan for killing the boss. Most other strategies were just playing your own big minions and hoping for the best which is a hell of a lot more RNG than the few points you listed for this deck. Just go compare this deck to the other top decks for the boss. There's a rogue one that wants you to stall until you draw Kelthuzad, a taunt and master of disguise to conceal KT. Yea good luck wasting your time for 8 turns trying to piece that together while staying alive. Then there's a priest deck using the same Majordomo strategy but requires a combination of cards that allows you to kill majordomo and have 8 direct dmg in hand...as priest, as opposed to just having DW which you can mulligan for. How many times do you think you will restart 3-4 turns in when he plays mindgames and you don't have SWD/lightbomb or don't have 8 direct dmg? Yea, it's a lot and it wastes a lot more time.

    So to sum up:

    1. Restart until you have DW on turn 1
    2. Low chance. It's 1 card in the deck that needs to be drawn in first 3-4 turns.
    3. IMO the only major RNG factor to the success of the deck. If you do everything else right, him never drawing mindgames is the sole reason that makes you restart.
    4. Restart until you have DW on turn 1
    5. Multiple ways to bait drakkisath's command. Spellbender, images, entity, hungry dragon. Chance to have at least 1 of these is high. On turn 1, you have nothing to remove so you can set up one of these.
    6. See 5
    7. Not sure how that's possible unless you are on <8 life already and he wins the 50/50 because if DW is alive, you win the game next turn by attacking so he gets to fire 1 hero power which has a 50% chance of doing 8 dmg to DW (irrelevant).

    Edit: Went back to try this again before BRM rotates and I killed him 3 times in about 10 minutes. It's incredibly easy and still works.

    Posted in: General Drakkisath Heroic Easy Win (very little RNG)
  • 1

    posted a message on OTK | Auctionmaster the Chained [TheoryCraft]

    "This deck can reach insanely high damage, so even Warriors shouldn't be a problem OTK'ing."

    Can you outline for me exactly which cards you would play after playing Auctionmaster to do 60 dmg to a warrior?

    Posted in: OTK | Auctionmaster the Chained [TheoryCraft]
  • 2

    posted a message on One Night in Karazhan Compendium - The Expansion as Rated by the Community
    Quote from mSterian >>

    The randomness aspect is not what brings this card down. And 5/6 for 5 mana is premium stats. The problem with the card is it doesn't go well in decks where you need consistency. But it should go great in decks that just try to run you out of cards. And I'm not talking about Mill decks that explicitly try to burn your cards. But decks that just drag out the game as long as possible until you run out of stuff or get to fatigue naturally.

     So control warrior? Except control warrior also needs consistency. You're not running anyone out of stuff if you're drawing random useless legends instead of the removal you need to keep stuff off the board and stay alive.
    Posted in: News
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