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Member for 8 years, 1 month, and 29 days
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1Disorderor posted a message on Corrupted Card Creation Competition (WotOG)Posted in: Fan Creations -
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thepowrofcheese posted a message on Corrupted Card Creation Competition (WotOG)Posted in: Fan Creations
Am I doing this right? -
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craptasm posted a message on New Card - Validated DoomsayerPosted in: Card DiscussionIt's like if Dr. Boom got his degree from a Caribbean Medical School.
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chillywilly2002 posted a message on Corrupted Card Creation Competition (WotOG)Posted in: Fan Creations -
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Agithore posted a message on Weekly Card Design Competition 3.08 [Submission Topic]Malygos decks for everyone! Once you have Thaurissan in your hand, just play this and hoard up some Moonfires.
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Nihls posted a message on Weekly Card Design Competition 3.08 [Submission Topic]Posted in: Fan CreationsHere's my weekly submission.
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user-13037754 posted a message on Weekly Card Design Competition 3.08 [Submission Topic]Flavor: "You know a treant is corrupted when it's outside the Druid class."
Compare balance-wise to Dancing Swords, where you instead give your opponent a card advantage immediately, which I felt warranted a slight increase in stats, since you can't work around the drawback with silence. This then gives your opponent the choice of immediately removing this minion and giving you back your card advantage or killing it by other means and saving the Naturalize for your more threatening minions later.
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arrumph posted a message on What's the difference between tempo and control? (terminology)Posted in: General DiscussionI guess it falls to me to be the contrarian: there's no such thing as a "tempo deck." It's not a useful term, and it just confuses people.
Don't believe me? Go to "Decks" in the navigation bar at the top of Hearthpwn, search for all "tempo" decks, and sort by popularity. You'll see midrange priests, control paladins, aggro mages, midrange mages, aggro rogues, midrange rogues, aggro warriors—everything under the sun. None of the decks has much in common with the others (apart from there being a lot of mages); the curves are all wildly different, the cards are all wildly different. You might say "but wait—they all have good tempo cards in them!" To which I would say, "so what?" All good decks have good tempo cards; tempo is one of the cornerstones of any CCG. Fiery War Axe is one of the strongest early-game tempo plays in the game, but that doesn't make control warrior a "tempo deck."
TL;DR card game theory stuff follows:
Aggro and control are, broadly speaking, strategies. It's a two-person game; in basically every situation, it is correct for one player to take the role of aggressor (trying to speed the game up) and the other to take the role of controller (trying to slow the game down). There's a famous old article about this concept in MTG that's worth a read even if you don't know the MTG cards and terminology. Basically, in a given game, particularly in a mirror match or at least a match of like archetypes (control vs. control, aggro vs. aggro) you may have to adjust your strategy to suit the situation you're in, but generally, the deck archetypes describe the strategy you expect to take. There are really only four archetypes: aggro, control, combo, and midrange (with midrange simply being a hybrid of aggro and control, sometimes a hybrid of all three). The pilot of an aggro deck will always expect to be, and attempt to be, the aggressor. The reverse is true of the pilot of a control deck. The pilot of a combo deck will always attempt to play a control game while drawing for the combo, then shift abruptly into an aggressive stance when the combo is in place.
In Hearthstone—a fast, creature-based game with almost no permission but lots of cheap removal—the majority of decks are midrange, which is to say that they are built to respond to their opponent: they have typical aggro tools (strong, cheap minions and burst damage) combined with typical control tools (board sweeps and high-value bombs like Ysera or Dr. Boom). Some midrange decks tilt one way or the other (because of their respective hero powers, all hunters lean towards aggro, whereas any midrange warlock can contend effectively as a control player thanks to his doubled rate of card draw), but generally, the pilot of a midrange deck waits to see what he's up against, then tailors his approach to the opponent.
Contrary to what a lot of people complain about, decks built exclusively to play an aggro game or a control game are rarer in Hearthstone. An aggro deck is built for a short sprint. It goes into every game expecting to be the aggressor and plans to win in about six or seven turns. An aggro deck is like a shark: keep swimming, keep hitting the face, keep spending all your mana every turn, or you die. Face hunter, mech shaman, faster mech mage variants (i.e. Fel Reaver mech mage), eboladin, and faster secret paladin variants (i.e. the ones with Secretkeeper and lots of buffs, no Tirion Fordring, etc.) are the dominant aggro decks in the current meta. Mech warrior, face warrior, Backspace rogue, the very fastest zoolocks, and the almighty face priest also fit the definition of aggro. Keep in mind that even if a deck usually calls for an aggressive stance, it's not necessarily an aggro deck. Many midrange decks typically play as aggro, but are capable of slowing down and playing a control game as the situation demands (midrange hunter, midrange/combo druid, and tempo mage are good examples of this).
A control deck is built for a long slog. It not only goes into every game expecting to be the controller, it cannot be the aggressor; it simply does not have the tools to apply early pressure to the opponent. Most or all of its early-game cards will be taunts, removal, tech, and utility (e.g. handlock's first threat that can actually contest the board is the 4-mana Twilight Drake; control warrior's is arguably the 6-mana Shieldmaiden). Control warrior, handlock, and control priest are the popular control decks right now (although control priest, capable of starting out very strong with Injured Blademaster and of flipping Zombie Chow into a 5-damage nuke with Auchenai Soulpriest, leans pretty far towards midrange). Control shaman, echo mage, control paladin, and old-school ramp druid are less-often-played decks that also fit into this category.
Finally, a combo deck has a single win condition that is essentially guaranteed if it draws the right cards and plays them in the right order. The pilot of a pure combo deck always starts out in control mode, trying to drag the game out and stall the opponent while he draws into the combo. This involves using traditional control tools, like big board sweeps, but it also usually involves cards that play for immediate tempo gain but sacrifice long-term card advantage, which a control deck would never use (e.g. Sap, Frost Nova). Freeze mage is the purest combo deck in the current meta (it can really only win by using the full combo in the "correct" order). Patron warrior and oil rogue are also fundamentally combo decks, but they play enough decent-sized minions that they can sometimes grind out a control game without unleashing the full combo (patron warrior can even go aggro sometimes). Something like combo druid or old-school control warrior (with Alexstrasza into Grommash Hellscream as the finisher) leans heavily on a combo element, but isn't built to reliably draw it and set up for it and isn't a combo deck in the strict sense.
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TabbyNat posted a message on Midrange or Tempo? What is it?Posted in: General Deck BuildingTempo is actually really badly defined as a term in CCG. This has been a question since the days of MTG. http://archive.wizards.com/Magic/magazine/article.aspx?x=mtgcom/academy/12
I like to think of it this way. Midrange is getting a 4/4 for 4 mana. Tempo is getting a 3/4 with battlecry: "Deal 1 damage". Both cards can be valued the same, but tempo goes "faster", at the expense of "burning out" quickly as well. If that battlecry didn't do any lasting damage, the faster card was worse in the end. Think of Rogue, which gains tempo by spending cards. Backstab is zero mana, and "combo" is like a battlecry that doesn't come at the cost of stats, but they both exhaust your hand very quickly. So you either kill them with your burst, or you peter out and get outvalued by midrange.
Innervate is also another card which is pure tempo, it trades card disadvantage for stats (ideally), letting you get more stats on the board quicker, but also making sure that you run out of cards in your hand faster as well.
It's the difference between pouring a bucket of water on a fire, either all at once (tempo) or at a constant rate (midrange). If the burst worked, great! But if it didn't, you're empty and screwed.
Midrange would play 1/1, 2/2, 3/3, 4/4, 5/5 (almost the definition of midrange). Tempo would play nothing, remove your stuff + 2/2, nothing, 2/2 + 5/5, you're out of gas.
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"I, Gamon, will save us!"
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Snipes cannot stack however.
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Great deck. Got it on first try. You just have to trade efficiently.
I also added Murloc Tinyfin , Young Priestess , Lowly Squire , Tournament Attendee