• 6

    posted a message on Tombs of Terror - All The New Info and The New Store Bundle!

    The problem is that if we're looking only at content, $20 can get you a full game like slay the spire, owlboy or undertale. Sure the hearthstone bosses can be an interesting diversion, but a lot of them are kind of gimmicky and usually the adventure doesn't take more than maybe 2-3 hours to beat.

    Posted in: News
  • 0

    posted a message on What deck hard counters control warrior

    Any kind of greed deck really. You smash them, but get run over by aggro. I'm really not convinced control warrior is going to be the deck to beat this expansion.

    Posted in: General Discussion
  • 0

    posted a message on New Warrior Card - Dr. Boom's Scheme
    Quote from Scarifar >>
    Quote from Fortheye >>

    I'm going to go against the crowd and say this is insane.

    Control warrior doesn't care about the mana cost. It's not trying to be mana efficient except against the most aggressive decks around.

    This single handedly wins the fatigue game (assuming no new infinite value cards). Turn 30, 4 mana, gain 20 armor. And if you're facing aggro, gaining that little extra 5 or 6 armor is often all you need to get out of range of burst.

     You topdeck this piece of crap, you're not getting any value out of it. 1 armor for 4 mana is worse than your hero power. And if you really think keeping this in your starting hand is good, then either your other starting cards + draws are god-tier AND your opponent is playing some slow control deck (highly improbable scenario), or you're insane. Against aggro, you'd be better off keeping some cheap taunt, cuz you ain't got time to keep a dead card in your hand for 4 turns only to not even do anything to the board.

    Yeah, but you don't keep it in your opening hand. You draw it over the course of the game, and then hold it as long as possible before playing it. If control warrior is in topdeck mode then you've probably already lost.

    Let me put this another way, is there any card that allowed you to gain 8+ health that didn't see at least some play? Yes, I know this takes time to build up, but control warrior can survive aggro a few turns longer than most other classes.

    Posted in: Card Discussion
  • 0

    posted a message on New Warrior Card - Dr. Boom's Scheme

    Yeah, but you don't keep it in your opening hand. You draw it over the course of the game, and then hold it as long as possible before playing it. If control warrior is in topdeck mode then you've probably already lost.

    Let me put this another way, is there any card that allowed you to gain 8+ health that didn't see at least some play? Yes, I know this takes time to build up, but control warrior can survive a few turns longer than most other classes.

    Posted in: Card Discussion
  • 2

    posted a message on New Warrior Card - Dr. Boom's Scheme

    I'm going to go against the crowd and say this is insane.

    Control warrior doesn't care about the mana cost. It's not trying to be mana efficient except against the most aggressive decks around.

    This single handedly wins the fatigue game (assuming no new infinite value cards). Turn 30, 4 mana, gain 20 armor. And if you're facing aggro, gaining that little extra 5 or 6 armor is often all you need to get out of range of burst.

    Posted in: Card Discussion
  • 13

    posted a message on Weekly Card Design Competition 9.05 - Submission Topic

    Heroes also attack the minion.

    Posted in: Fan Creations
  • 2

    posted a message on New Rogue Card Reveal - Gurubashi Hypemon

    You know, looking at that list I'd say more than 1/3 of the minions are at least pretty good as 1 mana 1/1s. Definitely not good, but might be better than we think in arena.

    Posted in: News
  • 1

    posted a message on A Co-Op Brawl This Week - A New Year Bash

    Exact same thing happened to me. He started emoting like he was so clever and I was so dumb for trusting him. I wish I could have seen his face when I hit concede and he discovered that he exploded as well.

    Posted in: News
  • 2

    posted a message on The HearthPwn Boomsday Project Community Compendium

     Mark my words, Zilliax is better than you think. Lifelink is a very good ability in mtg and the ability to heal immediately for 5+ and threaten to heal for more + have a taunt body can devastate an aggro deck.

    Posted in: News
  • 1

    posted a message on Even Mecha'Thun Can Win

    I'd add Rin, the First Disciple as an alternative win condition against aggro (when they're searching for burn) and combo (who can potentially draw faster than you). 

    Also I'd run 2 Siphon Soul because of the magnetic mechanic's ability to build giant minions and 2 Doomsayer for stall. Also cut the Dread Infernal, it just isn't good enough right now.

    Posted in: Even Mecha'Thun Can Win
  • 0

    posted a message on New Legendary Minion - Mecha'thun

    Just saying that the current tempostorm list for malygos druid already runs innervate and naturalize. And that deck's ranked #1 in standard.

    If you could cut faceless manipulator, moonfire and alexstrasza and added Hemet and some other survival cards the deck might be tier 2-3 viable.

    Posted in: Card Discussion
  • 0

    posted a message on New Rogue Card Reveal - Academic Espionage

    Value rogue simply doesn't work. The class desperately needs healing for a control/value deck, which Blizzard adamantly has refused to print.

    Do you know what Warlock/Priest/Warrior would give for a card like Anub'arak or Blade of C'Thun? They barely saw play in rogue because the class simply can't stay alive long enough to get value out of them.

     

     

    Posted in: News
  • 6

    posted a message on New Hunter Legendary Card Reveal - Boommaster Flark

    It literally says in the post it's a card as well as a token. It's like Light of Naaru.

    Posted in: News
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