• 0

    posted a message on Shadow Essence

    Yep, you get the minion you want in your deck while you concede before playing this card ;) 

    Posted in: Shadow Essence
  • 2

    posted a message on Legend Jade Rogue (Dog's)

    My fav Un'goro one so far, thanks for posting the deck!  Once in a while can't draw the low cost cards and it's a bust - but overall running really good win percentage for me.

    I really like the combo options with the small cards that I would otherwise not play - and I see tons of value in Shadowcaster where I would normally run Shadowstep (Jade rogue not running Shadowstep... weird but effective).  I also get Aya pretty often off of Journey - so that card shines when I thought it was combofeed.

    I do struggle with quest rogues though, but heck I have a shot - most decks I just auto concede that matchup.  So far I'm competitive with pirate war too.  I also haven't quite figured out mimic pod - often have to give up tempo just to cast it and pray it pulls a useful card.

    Posted in: Legend Jade Rogue (Dog's)
  • 1

    posted a message on [LEGEND] 80 % winrate !! Acidz Secret Mage

    Sometimes it's the day you play this deck for 6 games straight and get NO secrets, NO arcane intellect, NO aranists, and no solid glyph discovers for 15 pulls, 4 times in a row and a resounding total and complete losses that makes the deck feel really bad.  I do a lot better with almost any other random deck, even discard lock.

    Posted in: [LEGEND] 80 % winrate !! Acidz Secret Mage
  • 0

    posted a message on 70 % win rate silence priest (rampdate2020)

    Of course the second game I play with this is vs a mage with itty bitty minions and 21 draws later I get no potions... arg!  Woulda been easy win with the potions.

    But so far, so good - nice deck and awesome guide.

    Posted in: 70 % win rate silence priest (rampdate2020)
  • 0

    posted a message on Top 5 Legend! Aggro Murloc Paladin!

    Can't pilot this deck at all - it gets destroyed really fast - rogue with taunts (what?); mulligan into only 3+ cost drops (gg - had 2 of those vs quest rogue - c'mon); aggro sham clears board and you can't come back from that; can't pull concentration when you need it (just 1 - even bumping to 2, its flitty); priests can outheal and maintain board control (wtf); in 8 games I never even got to play the Ninja.  In 8 games, only had one good draw experience (which was quick win, sure) and was at 38% win rate.

    Gonna go try shaman murloc quest - it seems to have way more resilience - this is a get lucky deck only.  I hate get lucky decks - I already have rogue quest for that :) 

    Posted in: Top 5 Legend! Aggro Murloc Paladin!
  • 0

    posted a message on Un'Goro Aggro Paladin

    Thanks for posting, pretty good deck for me so far!  My losses tend to be Paladins (lol) - especially when they drop a Tirion, Rag, double steg buff... and I just don't have enough answers or heals. 

    Posted in: Un'Goro Aggro Paladin
  • 0

    posted a message on What change does Lakkari Sacrifice need to be good?

    The imps need taunt.  Then it's viable.

    Posted in: Card Discussion
  • -8

    posted a message on Small-Time Buccaneer & Spirit Claws Are Being Nerfed, Ranked Changes Incoming

    Wow, talk about "not enough" - no way I'm coming back with that lackluster nerf pack.

    Blizzard needs to get more serious about encouraging decks not pure aggro and luck of the initial draw based.  I mean we all know it's the card game war, but they COULD be a bit more creative and make a real game instead.

    Posted in: News
  • -4

    posted a message on Dirty Rat

    I want to like this card and I tried it in a lot of decks - in rare cases he is useful - like if my Paladin is not dying too fast and has buffed a ton and when I play rat I can follow with a peacekeeper or equality/clear or something.  BUT, truly consider - if you can get to this state, just about *any* card would work... like a protector or a promoter or anything really.

    But he is 50% of the time horrible (pulls an arcane giant and you had to play rat before you amassed the necessary removals) and 40% of the time useless.  I've replaced with informant as at least the discover doesn't have the potential to make you resign after you play the card.

    I should DE this card, he is simply frustrating.  Sure we can all pray for the incredibly lucky pull of reno... but you will play hundreds of games before that happens and rat will lose you MANY of those games as is, you need a good card, not this junk.  I did pull Kaz once, yet I still lost - rat just doesn't have the goods.  And for priest, he is a nightmare as you really need good 2 drops and this 2 drop will often make you immediately resign.

    On the other hand, check out Fight Promoter, Second-Rate Bruiser, and Daring Reporter for more bang for your buck as they are much better cards with higher overall value for this slot.

    Posted in: Dirty Rat
  • -5

    posted a message on Second-Rate Bruiser

    Feels like this card should simply have been 6 mana / "Costs 1 less per enemy minion" to make it an interestingly useful card in many circumstances.  

    Posted in: Second-Rate Bruiser
  • 1

    posted a message on New Mage Card - Freezing Potion

    Shrug, my priest will like this one actually - to give me time to dig for SW:D or Entomb or MC after a huge threat is put on the table.  That assumes it's worth putting in the potion generator though, not sure.

    Posted in: Card Discussion
  • -3

    posted a message on Street Trickster

    Yes - except it takes 2 cards.  Inner Fire never seems to hold value outside of the really lucky plays.

    Posted in: Street Trickster
  • 4

    posted a message on Weekend Wacky Wild Decks

    Looks like fun, not touching Wild ever though - just started Hearthstone a few months back - too big a disadvantage to not have all the old cards.  So that playstyle will never be seen by me (or smart new players, lol).

    Posted in: News
  • 5

    posted a message on Pilfered Power

    Turn 5, drop Living Roots x2 and this card and then next turn you are 10 - and you didn't lose your cards, your opponent had no counter play, and also put 4 minions on the board...  Sounds OP to me.

    Posted in: Pilfered Power
  • -6

    posted a message on New Shaman Card Reveal: Call in the Finishers

    You would think, but that is 7 mana and this is 4... they didn't want them to be played the same turn.  That makes this card a total joke.

    Posted in: News
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