• 4

    posted a message on Saviors of Uldum - Final 48 Cards Revealed!

    Loving this set so far!  Hopefully control Warrior won't end up being as ridiculous as it is in RoS.

    Posted in: News
  • 3

    posted a message on New Warrior Card Revealed - Into the Fray

    Broken card of the expansion?

    Broken card of the expansion.

    Posted in: News
  • 4

    posted a message on Pack Bundle Promotion: Back to the Wild!

     My theory is that Blizzard's other games aren't currently "raking in the dough" so they're now pressuring Hearthstone to rake it in for them in the short term.  I bet Hearthstone is doing perfectly fine on its own.

     

    .....although these would sell like hot cakes if Blizzard took a crack at shaking up Wild like they have with Standard recently.

    Posted in: News
  • 1

    posted a message on This will be unpopular but it's a question that needs to be asked.

    Let's be real: it's an advantage in only the highest level of play only.  It's not the huge advantage to have a think-tank twerk team that some might believe lol.

    Posted in: Standard Format
  • 3

    posted a message on Rise of Shadows Card Nerfs - What Do Pros Want To See Smacked?

    Same with turn 3 Mountain Giants into turn 4 Conjurer's if Book of Specters is nerfed to 3 Mana.  Both arguably the most important nerfs right now as they would keep early highrolls from getting too out of hand.

    Posted in: News
  • 1

    posted a message on Dr. Boom, Mad Genius

    Delivery Drone should be random, Zap Cannon should deal 2 and not 3, Micro-Squad should be 2 and not 3.  Either that or the hero powers should all cost more than 2.

    Posted in: Dr. Boom, Mad Genius
  • 1

    posted a message on Rise of Shadows Card Nerfs - What Do Pros Want To See Smacked?

    Raiding Party is truly insane at 3.  Coin Prep Party Cleef is currently the "I win" combo, right alongside turn 3 Mountain Giant turn 4 Conjurer's.  Honestly Conjurer's Calling could cost 4 mana as well; the fact that it is a Twinspell makes it equally truly insane in a Standard environment.

    Posted in: News
  • 2

    posted a message on Do i have to give up with priest?

    Point to be made about deckbuilding in this meta:

    1.) Warrior does not care about a deck's midgame board presence alone.  Rogue removes it.  Big Mage and Mech Hunter outclass it.  

    2.) Warrior can deal with one-shot face damage and stacked boardstates past turn 10.  Rogue aims for lethal before either happens.  Big Mage and Mech Hunter can constantly replicate their own.

    3.) None of these decks care horribly about one-time single-target removal.  They do not easily run out of minions, or they don't care if they do.

    So: play an early aggro deck, play a deck that can outlast other aggro/token decks or play a deck that applies constant pressure and can win on/before turn 10.  Those are the best shots at climbing right now; leave control to the Hero cards and leave combo to Nomi and Mecha'thun.  Aggro/zoo decks have the most potential imo as they have a shot against any other deck. 

    A Priest deck needs to do much better than 1-for-1 trades and passing if it hopes to succeed right now.  It needs to apply pressure in some form.  No longer can heal-> pass be the norm for them in Standard, not until they have access to board clears like Psychic Scream again.

    Posted in: General Discussion
  • 2

    posted a message on The real problem with Warrior is the RNG aspect that their class has incorporated, how do we fix this?
    Quote from cassetto >>

    If you reach turn 10 against a warrior you have bigger problems than the omega devastator, my friend.

    Agreed.  If your deck isn't prepared to wade through Mech'thuns, 3+ Devastators, 2+ Zilliax and Archivist, it has no business aiming to play past turn 10.  That's Control territory, and Hagatha and Mad Genius are currently king there.

    Posted in: General Discussion
  • 3

    posted a message on Is Mech Hunter Worth Crafting?

    There's a much more budget-friendly version of Mech Hunter floating around now that's increased in popularity; it's chock-full of Magnetic cards and Bombs.  It's a pretty good SMOrc deck that can get through a lot of boardstates while pushing damage to face thanks to Hunter's crazy mech cards and mech support.  Boommaster Flark's the only legendary that goes in there beside Leeroy, and it's pretty optional in there anyway.  It doesn't run Oblivitron or Mechanical Whelps, however.  If you're looking to craft a Mech Hunter deck, I would highly suggest that one.

    Posted in: Standard Format
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