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    posted a message on Dr. Boom's Scheme

    Wow, I decided to try this card out. I had it from the beginning of the game, and we both went into fatigue. In this "best case scenario", I gained 17 armor, but at that point, it wasn't enough to buy me a single turn. In the meanwhile, I kept looking at the card, wishing it was something playable. The second copy in my deck wasn't ever played. I would literally have played Magma Rager over this.

    Posted in: Dr. Boom's Scheme
  • -1

    posted a message on The Glass Cannon

    The Spiteful Summoners only work if they pull Dinosizes, right? Have you considered Prismatic Lenses instead? Also, if you were going to go more budget oriented and drop Keleseth, do you think that Lesser Pearl Spellstone could find a home here?

    Posted in: The Glass Cannon
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    posted a message on Dendrologist

    I think this card is better than people are giving it credit for. A vanilla 2/3 on turn 2 is fine. It's ok to waste the battlecry there. It's also fine if it's later in the game and you happen to draw it. Assuming you have treants, which seems like it'll be a theme this expansion, so I'm not worried.

    Posted in: Dendrologist
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    posted a message on Dire Frenzy

    I find Dire Frenzy is amazing in Quest Hunter. I know nobody really plays that, but I think the card almost single-handily makes the deck work. You can stick it on a Stonetusk Boar to get mid-sized chargers that help complete the quest, on Tundra Rhinos to ensure you have a very good chance of giving your raptors charge, multiple Queen Carnassas, or even just on a raptor to keep up the stream of raptors. They're like Faldorei Striders---it only really works if you have some fairly heavy draw/cycle, but when they work, they work well.

    Keep in mind, you really only need to draw one of these sup'ed up beasts for the card to be decent.

    Posted in: Dire Frenzy
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    posted a message on What Quest to craft?

    azrael is pretty spot on on all of the quests, but I think Paladin has potential. The new echo buff card is really great for quest completion and buffs in general are good at dealing with threats as long as you can keep stuff on the board. With 5*3 tries at stealth, chances are pretty good you'll get it. If you can last long enough, it also happens to be just cheap enough to play alongside Faceless Manipulator.

    IMO, Lynessa should be bigger and more defensive. I would not put the two in the same deck. What I mean here is that Lynessa loves Spiked-Ridged Steed for example, but the quest prefers cheap stuff. This also affects the minions that you should put in each deck. Lynessa often wants a big buff and therefore is often forced to stick with smaller minions, whereas for the quest, you probably want a more mid-range style.

    By the way, Lynessa is better, IMHO. Probably just because of spiked-ridge and blessing of kings.

    Posted in: General Deck Building
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    posted a message on How many dragons do I need for consistent activation?

    One thing that the answer depends on is the mana cost of the dragons because if you play a dragon, then you have to depend on drawing another dragon. So, if you have high mana cost dragons, you're forced to keep them longer and therefore are nearly guaranteed to have a dragon on hand when you want to play an activator. Not that I know the answer to your question, just something I've noticed from my previous decks.

    Posted in: General Deck Building
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    posted a message on New Hunter Secret - Rat Trap

    I like it. Coin into 2 cards is not too uncommon and I'm uncomfortable with how often Explosive Trap ahem misfires. Keep in mind that if this becomes popular enough, it'll make Freezing Trap better because your opponent will favor larger minions over overwhelming hordes.

    Also, Genn Greymane is probably better than Baku the Mooneater for Hunter.

    Then again, a generic 6/6 won't help you control the board. Probably want to stick this in a midrange (or aggro) deck over a control deck.

    Posted in: Card Discussion
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    posted a message on Witching Hour

    You wouldn't play this in a beast druid deck; you'd play it with a few beasts on the top end. Charged Devilsaur, Hadronox, Grizzled Guardian, or Tyrantus, for example. I plan on including this in my Astral Tiger deck even though I'm losing N'Zoth, the Corruptor.

    Posted in: Witching Hour
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    posted a message on New Druid Spell - Wispering Woods

    I could maybe see this if Druid had early card draw. It could make a pseudo-version of Molten Giant with some flexibility in exchange for sheer power. It could've also been half-way decent if its cost was odd because the Druid's HP is significantly better after upgrade in the early game. I like the idea of giving control decks some tokens to combat early aggression.

    The way it is now, it looks pretty bad, though.

    Posted in: Card Discussion
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    posted a message on New Card - Adaptation

    I'm working on a Lyssandra deck and I'm considering cutting this card, so I'm writing pros and cons. I think it's best to consider first on Silver Hand Recruit (SHR), as you don't lose card advantage that way (besides, the idea of the deck is to buff minions. Not much point buffing something that's already buff (aka already has a target on its back)) then compare to a big guy.

    • +3 attack: sometimes it's amazing, just what you want. But the little guy dies easily. If you're playing it on a SHR, it's like a Wolfrider, though a bit worse because the 1/1 has to survive a turn (much worse if you play adapt on the turn SHR comes out. Then it's a super weak version of Duskboar). Big guys are already big, so it's usually meh then as well
    • +3 defense: if it's a minion that's already been buffed, it's good but kind of "win more". on SHR, it's a weak Silverback Patriarch (yikes!)
    • +1/+1: compromise between the above and lose a point. On SHR: 2/2 for 3 is terrible, but probably better than the above. For big guys, you'll know if you need the extra attack. If you don't, this is still a solid pick, but not great
    • stealth: you have something important to protect? You want to take the gamble after you've already attacked? Then fine, this is good. Too bad all the other choices prefer being played before attacking. On a SHR? That's a joke, right?
    • divine shield: really good on a big minion or a fragile one with a good ability. Definitely not as good as Potion of Heroism and not as consistent as Hand of Protection. On SHR, it's usually garbage, but there's something to be said for keeping a minion around an extra turn. That something is known as Argent Squire
    • 2 1/1 plants: good when you have a small guy, terrible on a big guy. Possibly the saving grace of this card when used on SHR
    • poisonous: amazing if a) you're behind b) you have a little guy standing around, acting useless. Halfway decent on a taunt minion with low attack, too
    • windfury: this costs Shaman 2 mana. Play this on a big guy. For the love of Lyssandra, don't transform your SHR into a Young Dragonhawk!
    • taunt: In theory, this could save your bacon, but it's never been a great option for me. May be worth noting that Shaman has a zero cost version of this (Ancestral Healing) that never sees play

    In general, then, it's best played on a big guy. It's got a pretty good chance of getting you something good (I'd say about half of the options are good for a big minion). For a little guy, you must be desperate or get the plants option.

    Posted in: Card Discussion
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    posted a message on Unidentified Elixir

     

    Quote from FromBeyooond >>

    Blizzard come on. Why not make this a potion so people can get it from Cabal Chemist? Why do you abandon mechanics Blizzard?

     They also added Potion of Heroism without letting the Chemist give you it. That one even has "potion" in the name!
    Posted in: Unidentified Elixir
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    posted a message on Which nerfed card is dead and which one is still viable and why ?
    Quote from Hearthole >>
     In most versions I kept two Shadowforms, hard mulliganing for one.
     Hard mulliganing for a late game card? I admit that I'm far from the best player, but that sounds like a terrible idea. Playing Shadowform is a huge investment for future turns. I was only willing to play the card if I'm going to run low on cards anyway or if I played a card that would make the hero power cheaper. How well did your strategy work for you?
    Posted in: Card Discussion
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    posted a message on Which nerfed card is dead and which one is still viable and why ?
    Quote from Hearthole >>

    I loved Raza « long » before Anduin, building a custom Shadowform/Inspire Wild deck.

    I always thought Anduin was a crappy design because OP but also because it killed Shadowform outright.

    I’ve been hoping for an Anduin nerf for ages and can’t believe they chose to nerf Raza. I hope I’m wrong to believe the card and subsequent deck is dead.

    Meh. I had a Shadowform/Inspire deck back then too and it actually became a lot more inconsistent when I made it a highlander deck. Part of what made the deck function was in the few instances where I was able to get to get Shadowform to proc multiple times in a single turn, even if it happened only once in the game. Dealing a surprise 2 or 3 extra damage (Garrison Commander or 2nd Shadowform, respectively) was huge in a surprising number of games whereas TGT already had ways to reduce the cost of HP.

    Posted in: Card Discussion
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    posted a message on Big Spell Hunter - Now With Faceless Manipulator!

    I tried this deck, though with some modifications. Sorry, not willing to craft double Crushing Walls just for this deck! Also missing a copy of Call of the Wild, which is moving on to wild shortly. So, I included a copy of Grand Archivist and 2 copies of Explosive Shot. I think that your deck is pulling in two different directions. Your early game is somewhat muddled between control and aggro whereas the deck really wants its endgame pieces. Especially since your version of the deck doesn't have any crowd-control to speak of until turn 6 (Rexxar) and has a weak version of crowd control on turn 7.

    That said, I think it has potential. Call of the Wild is still pretty decent, and the chance to get either Spiteful or Archivist to proc on it is really nice.

    Posted in: Big Spell Hunter - Now With Faceless Manipulator!
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    posted a message on Which nerfed card is dead and which one is still viable and why ?
    1. Raza--depends on how strong new highlander cards for priest become. Highlander is a significant disadvantage. Unnerfed, this card was worth the price (and the deal was sweetened by Kazakus, and, in wild, Reno Jackson), but after the nerf it's not nearly as good. Plus, priest still has some strong alternative deck archetypes. I'll say it'll see limited play now and may enjoy a resurgence later. 
    2. Patches--RIP and good riddance. Some say it'll be worth it just for the deck thinning, but if that were the case, every hunter would run tracking. Without Patches' charge, the Southsea Captains aren't worth a deck slot except in a dedicated pirate deck. BTW, I don't play a dedicated pirate deck, but I imagine it'll still be really good here
    3. Corridor Creeper--I've seen a fair few decks that go really light on minions out there, and I suspect it's because of this card. I don't think it'll see too much play unless a deck really needs beast synergy. And even then, it's got to have its cost reduced below 3 to beat a lowly Carrion Grub
    4. Bonemare--definitely still playable. Watch out for Twisting Nether. Other than that, I can't think of any 8 or 9 cost card that punishes you for playing Bonemare. FWIW, it is a step closer to Mind Control and Ultimate Infestation. Both of them are probably too late and only one of them regularly sees play, but who knows what the future holds.
    Posted in: Card Discussion
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