• 2

    posted a message on Krul the Unshackled

    I would never advise crafting this card, but I think if you open it and have the means, building a deck around it is INSANELY fun. Even just pulling a Doomguard can give you a nice push ahead in any given game, and it combos really well with Kazakus spells that put demons in your hand and, of course, Kabal Trafficker.

    Posted in: Krul the Unshackled
  • 7

    posted a message on Krul Lock - Mean Streets of Gadgetzan

    After opening a Krul I went on a dusting rampage to craft this and standard Renolock and I can say that they do not disappoint. This deck is an absolute blast to play and anyone with the available cards or dust should try it out. It's amazing.

    Posted in: Krul Lock - Mean Streets of Gadgetzan
  • 3

    posted a message on Princess Huhuran

    Jesus. 12 downvotes??? Hearthpwn needs to chill.

    Posted in: Princess Huhuran
  • 1

    posted a message on Yogg-Saron, Hope's End

    This nerf isn't all that terrible. Let's be honest with ourselves, Yogg was always a busted card with suicidal tendencies. Your win condition was essentially to play a bunch of spells and stall until BLAMMO, your lord and savior RNGesus comes to town. Call of the Wild, then Gang Up on your Yogg, then Blizzard, you get the picture. So, this nerf does a lot to balance the card. Of course, since Yogg almost always kills himself, this makes him less of a card to build a deck around. You can just throw in a couple spells and then drop him whenever for a little bit of fun. And that's really what this nerf does IMO, makes him more fun than game-breaking.

    Posted in: Yogg-Saron, Hope's End
  • 2

    posted a message on Call of the Wild

    This card will still see a tremendous amount of play. Unless Blizzard releases some absolutely massive counter options in the next two years, or nerfs it even harder in the future, this card, while slightly less amazing, will still ruin plenty of days in the years and Ranked seasons to come.

    Posted in: Call of the Wild
  • 3

    posted a message on Abusive Sergeant

    The nerf here is actually pretty deserved. The +2 attack and the 2/1 stats made for some efficient burst damage and worthwhile early game trades. I've won a lot of games off of the things that this card has enabled.

    Fun Fact: Blizzard had this as a 1/1 originally and buffed it to it's current state, only to nerf it back to its original state. Well played.

    Posted in: Abusive Sergeant
  • 2

    posted a message on The Curator

    This card is very similar to Twin Emperor Vek'lor, I've come to realize. He's a 7-mana 4/6 Neutral Legendary with Taunt, with a Battlecry that can generate immense value in the right deck. Even if you're only drawing into a card like Azure Drake and nothing else, that's still a very good effect considering that's a guaranteed draw. At first, I was kind of dumb and thought you'd have to have a deck with Beasts, Dragons, AND Murlocs in order to get value from it. But in reality, if you're running a deck where the only thing you'll be drawing is, say, a powerful Beast or Dragon and nothing else, that's still immensely powerful. It's similar to Ancient Harbinger in this respect.

     

    I run him in Beast Druid, where he can draw me any number of Beasts, and an Azure Drake a good 90% of the time as well.

    Posted in: The Curator
  • 11

    posted a message on Kel'Thuzad

    This card is the reason I'm salty about dusting all my Naxx legends.

    Posted in: Kel'Thuzad
  • 9

    posted a message on Storming Stormwind is this Week's Brawl, and it's.. Solo?

    I honestly think this is a terrible Brawl - no gold for 3 wins, and it's solo. Plus you win when you die, so you never lose.

    Completely defeats the purpose IMO.

    Posted in: News
  • 2

    posted a message on Confessor Paletress

    I guess that's a fair point.

    But still, if you're gonna be dropping this thing Turn 7, or Turn 9 in most cases, would it not still be pretty easy to take out by then?

    Posted in: Confessor Paletress
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