• -1

    posted a message on Miracle Rogue Memes!

    All of these huge game winning combo decks are clever, but inconsistent. The card draw is helpful, but rush and ramp decks kill you too fast unless you get lucky and pull the cards you need. A lot of control decks have too much board clear, taunt, etc etc and stealth doesn't protect against that. Yeah, there's sap in the deck for taunt as long as there isn't more than one taunt or you have both your saps.

    So for this deck to work, you have to get shadow step, Mana Addict, Master of disguise (That there's only one of), Faceless, and possibly at least one Sap, You probably need to pull at least one of your Mana bafoons for the one cost spells before you pull out the combo. Basically, this is only going to work when you get lucky.

    Posted in: Miracle Rogue Memes!
  • 0

    posted a message on Username Change Request Thread

    Can you change my name to Dominus? Thanks

    Posted in: Site Feedback & Support
  • 0

    posted a message on When Blizzard tell you what you should play through RNG pack opening

    This hasn't really been my experience.

    I'm F2P, do my daily gold quests and occasional arena runs (tend to do more right before new expacs), I have plenty of gold to buy 50-70 packs with gold every expac release and usually have the dust to buy the few cards I need for whatever deck I want to play.

    I bought about 100 packs of the new Rastakhan set just with gold from daily quests. Ended up with about 2k+ dust out of it as well.

    Posted in: General Discussion
  • -6

    posted a message on Kripp Zul'jin Spell Hunter

    down voting 'because there's a quest hunter that is stronger and it should be on the top of the list instead.

    Posted in: Kripp Zul'jin Spell Hunter
  • 0

    posted a message on "slurplock"

    This deck works great as long as you draw enough control early game to stay alive till turn 10, then get Guldan, clockwork and either prince or a faceless in your hand before you run out of board control and/or die.

    I didn't say cube because you're out of mana with nothing but a cube on the board and that's venerable to silence, sheep, poly, Sap.... Maybe others I'm not thinking of. For ideal conditions, you'll need a cube and a dark pact in your hand for the follow up round and you'll have to survive any board clears your opponent might have.

    There isn't much in the deck to draw out your opponents board clears and big removals. Frankly there are a ton of ways to kill 2x 4/4s or a 4/4 and a 3/3. Am I missing something or should this deck not be the highest rated standard deck on the Lock list right now?

    It would be more "fun" if the slurp combo happened more than 1 out of 7-10 games. Maybe I just have bad RNG.

    Posted in: "slurplock"
  • 0

    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place!

    Am I the only one who thinks it's funny when people talk shit in TB where the deck is made for you at random and winning or losing is 80-90% RNG? xD

    Posted in: General Discussion
  • 0

    posted a message on The new ladder system is a step in the right direction, but...

    The "wall" new players hit at rank 20 isn't because ladder climbers are getting kicked back too far each season. It's created by the players who want to smurf for various reasons. A better fix would be not taking stars away from players who concede right away. Kinda like not giving credit for a win when challenging a friend and conceding right away.

    I realize this could be exploitable to allow players to climb the ladder more quickly by conceding until they're matched up against decks they counter. Is it possible to make this apply to specific rank ranges? 15-20 or 10-20 maybe?

    Can anyone think of another mechanic to make it harder for players to smurf?

    Maybe a star loss lockout similar to rank 20-25 based on the % of legal standard cards in a player's collection? For example if you have 90-100% of the cards, you can't lose stars till you're below rank 5, if you have 80-90% of the cards, you can't lose ranks till you're below rank 10 etc?

    Posted in: Standard Format
  • 0

    posted a message on Fun TB Deck, Easy Wins

    Hey all,

    I just put this TB deck together and it turned out to be really strong. It has been effective vs the top rated net decks as well as several random deck builds. I didn't expect to do so well with it, I just wanted to do a Sham win quest without completing a spell casting quest so I built a TB with only one spell. It often wins by turn 5 or 6 and sometimes even faster. I'd like to get more eyes on it. Get people to try it out, and hear any suggestions you have.

    If the gnomeferatu deck draws really well, it can be a bad time, but other than that...

    http://www.hearthpwn.com/decks/952382-meta-counter-trashed-jade-druid

    Posted in: Tavern Brawl
  • 0

    posted a message on From 16 to legend Malygos rogue (eu server)

    I suspect the problem is it's now the top voted deck and everyone knows what cards to look for/hold counters for and how to play against it. New decks always perform better when noone has seen them yet. Running about 3 and 18 with it. The only two druids I've faced were wins and then beat another maly rogue. xD

    Posted in: From 16 to legend Malygos rogue (eu server)
  • 1

    posted a message on From 16 to legend Malygos rogue (eu server)

    finally drew a van cleef game 8, of course there was a hex waiting for it.

    Posted in: From 16 to legend Malygos rogue (eu server)
  • 0

    posted a message on From 16 to legend Malygos rogue (eu server)

    Maybe I'm just unlucky. Out of the first 6 games, 0-6. I have yet to draw a van cleef (in hand), lock dirty rat Gadgetzan out of hand and killed it to fuck me over in one. Played Beneath the grounds in 3 games and never got a Nerubian. Pulled Barnes only once and he pulled Van Cleef out of deck. I've seen a lot of pirates Sinister Strikes, prep, azure drakes and tomb pillagers, but they aren't enough to keep board control and most games were lost before Turn 9 for a Maly play. One loss was on turn 9 before anything could be cast with maly buffs.

    What am I missing to make this work?

    Posted in: From 16 to legend Malygos rogue (eu server)
  • 0

    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place!
    Quote from Balthier21 >>

    i dont understand why people in this game try their best to be douchebags. like your life sucks that much so you will have to bring your hate in a fucking game? you won its a game youre not fucking pro youre a zero why you emote and feel superior its fucking matchups and rng wtf did you accomplish exactly? i win and i dont emote like a fucking idiot, i come to play this game to fucking relax and everyone is tryharding so much and acts like a douche when the rng favours them. i wish they would make the game pay to play then these fucking kids wont afford it

    Have you noticed that it's the players who haven't made it below rank 15 that BM the most? I like to refer to this kind of thing as "sophomore syndrome" like back in High-school where the sophomores are the worst about hazing the freshmen trying to prove they aren't freshmen anymore, desperately trying to prove to the world they they're all grown up now. xD
    Posted in: General Discussion
  • 2

    posted a message on [S24 Legend] Sigma's MAX Impact Zoo! [FULL IN-DEPTH Guide included!]

    teched in a shadowflame for gormok. It's quite nice in the deck

    Posted in: [S24 Legend] Sigma's MAX Impact Zoo! [FULL IN-DEPTH Guide included!]
  • 0

    posted a message on [S23] Kolento #2 Legend Elise Priest

    I haven't played this deck since I decided it sucks. I've only played against it and beat the shit out of it every time. I have been playing dragon priest, mech priest, beast hunter, Ramp Druid, poke mage, freeze mage, agro pally, reno lock, and zoo lock. Combo decks tend to be bad against control decks so I can see why this deck fell off the ladder so fast. If control is your major obstacle anyway, you may as well play agro and ladder faster. It's easy to control board against this deck while simoultaneously playing around soulpriest heal circle combo and Harrison is the only card that gives you the card draw you're looking for when you don't have board control. If you can coordinate zombie chow, draw both flash heals, and drop soulpriest then you may have a turn 7 or 9 win condition that can't be stopped assuming you've been able to whittle your opponent down or miraculously line up to do 20 damage in one turn by having a 5 card combo that requires your zombie chows to sit safely on the board for a turn, but likely you've been too busy fighting for board control to do much damage that early and if an agro deck hasn't won by then against any deck they've lost.

    Posted in: [S23] Kolento #2 Legend Elise Priest
  • 0

    posted a message on [S23] Kolento #2 Legend Elise Priest

    Bottom line, this is a combo deck. If you don't draw your combos, you lose. If a player knows your combos, they won't let you draw them. I haven't lost to this deck yet. Maybe that's because I prefer midranged and tempo decks that are less situational. Dragon Priest out performs this deck. It has a lot of the same strengths without the RNG weaknesses.

    Posted in: [S23] Kolento #2 Legend Elise Priest
  • To post a comment, please login or register a new account.