• 8

    posted a message on Divine Favor

    Daily reminder that this card is complete horseshit. My murloc paladin opponent had 2 cards compared to my 7 and I was at 22, he had like 3 tiny murlocs on board. Uses Divine favor to draw 6 cards, then next turn plays Warleader + Warleader + Bluegill for a stupefying 18 damage from hand

    Posted in: Divine Favor
  • 3

    posted a message on Fire Plume's Heart

    Wow, I love this completely unpredictable win condition! I love having every single long control matchup end with a 50/50 ragnaros blast!!!! Randomness is sooooo fun!!!! Thanks Blizzard!! Making control decks great again!!!!!

    Posted in: Fire Plume's Heart
  • 3

    posted a message on Devolve

    All in as rogue on turn 4 with a 6/2, a 3/3, and an 8/8. He can either hex or lightning storm, but he can't do both. "This is a smart all-in play, I'm doing this right," I tell myself. 2 mana devolve turns my board into a 2/1, a 1/1, and a 2/2. Nice card blizzard

    Posted in: Devolve
  • 2

    posted a message on Emerald Hive Queen

    THIS CARD IS SO BAD!!!! I REGRET DRAFTING IT EVERY SINGLE TIME!!! DO NOT DRAFT IN ARENA NO MATTER WHAT HEARTHARENA SAYS!!!

    Posted in: Emerald Hive Queen
  • 5

    posted a message on Meteor

    This card is a new level of irritating in Arena. It punishes exactly how one would usually play around Flamestrike, by playing a big minion that doesn't die to flamestrike along with your 3-4 health ones. Not only that, it costs LESS and is often better suited to the common board-state situation.

    Posted in: Meteor
  • 0

    posted a message on Frothing Berserker

    After ranting in this comment I added Soulfire into my renolock on top of shadowbolt and it helped the consistency tremendously. But that's still looking for 2/30 cards in your deck by turn 3 or 4, and one of them can discard reno

    Posted in: Frothing Berserker
  • 2

    posted a message on Mind Control Tech

    I would be so happy if they banned this card in Arena. It's fine in constructed where you can consciously play around it in when you're against a deck that you know runs it (Renolock), but in Arena there are dozens of heated midrange vs midrange games that are won in complex full board vs board scenarios. This card just comes out of fucking nowhere and instawins the game in those situations. 

    Posted in: Mind Control Tech
  • 3

    posted a message on Kabal Chemist

    One of the most frustrating RNG cards yet imo. Of course, I only see it in arena. It's just random enough that you can't afford to play around certain effects if doing so loses you tempo, but it's not random enough that you don't get punished frustratingly often. When your opponent plays it, you don't know if you're playing around 5 damage AOE to all minions, some dinky freezing/demon potion, or blastcrystal huge removal. It either gives you complete garbage or it gives you good cards that may or may not be applicable (hellfire potion when your opponent is pressuring you with one big minion, or blastcrystal when your opponent has flooded the board). It's so inconsistent and yet once in a while it just causes such an undeserved loss or win.

     

    I love minions that draw cards, but this is this weird mix of random and consistent that I feel is impossible to play around unless you have a really flexible hand. Really frustrating card.

    Posted in: Kabal Chemist
  • 10

    posted a message on Frothing Berserker

    This card is so fucking broken in pirate warrior. I can think of ONE game where I won after warrior played this on turn 3 and then traded into my minions. What a complete joke of a card, it's a 10/4 by turn 5 and you die.

    Posted in: Frothing Berserker
  • 2

    posted a message on Krul the Unshackled

    I made Krul-Reno work until rank 4, but, now that Jade Druid is optimized, Krul is just too slow to play. Against jade druid, by the time you have the "combo" in hand (the combo being Krul + doomguard + hopefully some other demon), their bullshit jade golems are already 6/6 and it's not enough of a tempo swing.

    You absolutely need the Leeroy combo to punish druids for running so much value and not enough taunts/damage. Krul just doesn't cut it, which is a shame because I crafted this card as a Renolock lover :(.

    Posted in: Krul the Unshackled
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