• 16

    posted a message on Kripp's - Hemet Mage

    Fine arguments, you are a very talended player sir.

    Posted in: Kripp's - Hemet Mage
  • 2

    posted a message on Wild Remedies

    I have, althought it is a small change, because the deck is really totally refined (for now you just can't get truly competetive mill deck. sadly) just add Leatherclad Hogleader, it's amazing for this deck! It's the best charge in the game - conditional, yes, but you can fullfil the condition almost every singe time. And they never expect it.

    Posted in: Wild Remedies
  • 4

    posted a message on Incredible Control Rogue - Guide Included

    Really, really great job. I can't remember (I'm sure there were some, but it had to be a long time ago, Naxx or something) any other deck, that would give me so much FUN and being really COMPETETIVE at the SAME TIME. This is a fun tier of Natural Remedies, but it actually can crush almost everyone. I do appreciate the skills that it needs to work. I love to lose because of my mistakes and learn by it. Winning in a similar situation next time.
    Of course I have experimented with it. There is not much place for it, since the deck is nearly perfect. I didn't really like Betrayal though. I don't like the fact, that it isn't affecter by Bloodmage Thalnos and Azure Drake. And it needs something I hate - a lot of RNG to enemy minions position themselves correctly. So I've removed it. The second card is Assassinate. It's just too slow. For 5 mana I'd like to do much more. It's really bad to kill a deathrattle for 5 mana, and there are so many of those right now... And it's another purely offensive card, that isn't affected by TWO spell damage cards - it's such a waste.
    I've played dozens of games without these two and I've clearly felt an improvement. With Betrayal I was instantly sure; Assassinate was a less obvious, but apparently good choice.
    As for the replacements: right now I'm using Shiv - this one sticks pretty well. It's cheap, it is affected by our previously mentioned two spell damage cards, it goes well with the weapon dealing 2/3 damage in total. It draws - and having so many options all the time, answers for everything (if you use your cards properly - the deck needs practice and isn't boring directly thanks to that!) is the best about this deck.
    About the second card I'm not sure yet. Currently it's Twilight Geomancer. When I've seen this card being revealed, I thought: "My bored The Black Knight smiles widely and sends his regards, punk!" I've seen it as suiciding your C'thun. You drop it and the opponent instantly knows the target for his tauntkiller. But with those Twin Emperor Vek'lors and other Crazed Worshippers running around not many people would hold The Black Knight in hand just for that. And it isn't that common, as I've expected - forgot about the fact, that it's been useless and not-to-craft for a long time, since I've myself disenchanted a nerfed Leeroy Jenkins for him a long time ago. It may sound funny now, but back then Leeroy was considered dead (came back only because of Arcane Golem's ne... kill - funny, isn't it?) and Ramp Druid was ruling. But, coming back - C'thun is better to be neutralised, not to kill anyway - a successful Doomcaller is a catastrophe. So... it simply works like it was designed to - because it's good to drop anytime, and the deck has some moment of "nothing-to-do" (especially early turns vs control). But is it enough? I'll see, just have put it here.
    As an other thing to try: I believe that having just ONE pair of cards would affect Reno so rarely, that it's worth considering. Especially with such drawing power. Did anyone count it? I mean - how often would you face a situation, in which you couldn't heal with Reno because of some card left in the pile...? Well, even without numbers - I've tested it in other decks and it is rare (ofc "rarely" doesn't mean "never"...). A Reno Druid have worked pretty well with two swipes. Just think about having two Shadowsteps (this cool effect works so well for this deck that I've even thought about putting a fucking Kidnapper in it :D) Disciple of C'Thuns in here. Much to try. You can see I'm a fan. Thank's again and I hope that anyone would gain from my longtalk.

    --->TL;DR – Deck 9,5/10 – I recommend replacing Betrayal and Assassinate with Shiv and whatever you'd like to try.

     

    Posted in: Incredible Control Rogue - Guide Included
  • 2

    posted a message on Am'gam Rager

    Rager's time is slowly coming! 2:5 Eci Rager will be actually quite good :D
    Carrion Grub is pretty exciting. It's a beast, but also a class card. Eci Rager will be real, you'll see.

    Posted in: Am'gam Rager
  • 1

    posted a message on Whispers of the Old Gods Compendium - The Expansion as Rated by the Community

    Mill has lost some devices and needs new ones.
    And it's not Dancing Swords, no reference.
    I'll try Nat, the Darkfisher in Natural Remedies (my opinion, supported by the author, is somewhere in the comments of the deck) for sure. If I unpack him some day.

    I don't say it's fantastic or something. Just that the Award is misguided.

    Posted in: News
  • 2

    posted a message on Darkshire Librarian

    Sounds crappy. But actually....I already have a deck with Fist of Jaraxxus and Tiny Knight of Evil full of discard effects which is really fun and to some extend even works... This one will fit just perfectly!

    Posted in: Darkshire Librarian
  • 1

    posted a message on Whispers of the Old Gods Compendium - The Expansion as Rated by the Community

    Surely person that gave Nat, the Darkfisher Magma Rager Award didn't hear about mill/fatigue decks.

    Posted in: News
  • 2

    posted a message on Fandral Staghelm

    Yup - ofc combination doesn't have much sense, but making it just a 3:2 with charge would actually make a difference. Now you can choose not to charge, and then stealth stays. I know, that it's just a regular 3:2+stealth form then, but maybe you've dropped Fandral Staghelm before for some other reason and that's why stealth has to stay on super-Druid of the Saber - so you won't HAVE TO charge and die/risk dying.

    Posted in: Fandral Staghelm
  • 2

    posted a message on Fandral Staghelm
    I'm glad you've found it useful - it took some time to make this list :P
    Quote from SuperHipp0 >>

    Thanks a bunch for this! Also nice Shpongle profile pic

     
    Thanks. Kinda surprising that quite a lot of people here like it :F
    Quote from Everelfish >>

    iirc Brode said on the stream it becomes a 5/5

     Ok - got the right feeling about it. Changing a question to a statement, thanks.

    Thanks for the list. It is a really good overview.

    One small thing: Wisps of the old gods can only summon 6 wisps, because Staghelm needs to be on the board already ;)

     Good point - clarification added.
    Quote from dikkebak >>

    don't forget about Ancient of War 7 mana 10/10 with taunt. (pretty good with the bgh nerf

     

     Right! And it's one of the best buffs! Thanks a lot.
    Posted in: Fandral Staghelm
  • 35

    posted a message on Fandral Staghelm

    So Starfall Becomes a Swipe++ with it : )

    Also (yup I did it for you - hope someone will find it usefull/interesting. Correcing mistakes, if you find any, would be appreciated):
    Living Roots - Deal 2 damage and summon 2x 1/1 for... 1
    Mark of Nature - +4/+4 + taunt for 3 mana!
    Power of the Wild - 4/3 + everyone gets +1/+1 for 2
    Raven Idol - discover a spell and a  minion for 1!
    Wrath - deal 4dmg and draw a card for 2!
    Nourish - gain 2 mana crystals and draw 3 cards for 5
    Dark Wispers - summon 5 wisps and give a minion  +5/+5 and taunt (wild only)
    Anodized Robo Cub - 3/3 with taunt for 2 (wild only)
    Druid of the Claw - 4/6 with charge and taunt for 5!
    Druid of the Flame - 5/5 for 3!
    Druid of the Saber - 3/2 with stealth and charge for 2 (so fucking useful combination xDD)
    Grove Tender - 2/4 and give each player a mana crystal and a card for 3 (wild only)
    Keeper of the Grove - 2/2 + silence and deal 2dmg for 4 (still a bad card now, lol)
    Ancient of Lore - 5/5 draw a card and restore 5 health for 7 (in this case this nerfed card is fair, but no one would put it in the deck just to wait for such a case...)
    Ancient of War - 10/10 with taunt for 7!! - This Ancient on the other hand will look magnificent
    Cenarius - 5/8 with 2x2/2 treants with taunt and everyone +2/+2 for 9!!
    Feral Rage - +4 attack this turn and +8 armor for 3
    Mire Keeper - 3/3 + summon a 2/2 slime and gain an empty mana crystal for 4
    Wisps of the Old Gods - summon max seven (to be accurate - six, because of Fandral Staghelm's presence) 1/1 wisps and give everyone (I guess including wisps!) +2/+2 for 7 - so it can be max 6x3/3 + Fandral Staghelm becoming 5/7 for 7 (a significantly cheaper and even more powerfull version of Mirror of Doom)

    Lol I love this card... I will have dust for 3 legendaries (after adding my dust to the dust from the disenchantment of nerfed cards) and I'm not so stupid to craft them instantly, but I think this one is a really strong canditate to decorate my golden Druid.

    Posted in: Fandral Staghelm
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