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    posted a message on Cheater Paladin w/Secrets

    Fixed - There might be 1 or two other cards that do not quite match the actual deck I am running but it is pretty close now.

    Posted in: Cheater Paladin w/Secrets
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    posted a message on Ray of Frost

    does the second copy trigger quest?

    Posted in: Ray of Frost
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    posted a message on iMage: Small Spell Mage ft. Khadgar

    This seems like a hard loss to big priest - small minions are not a threat and there is no reach with over the top burn.  

    We are in the most big-cheat meta ever and this deck feels way too fair.

    Flamewaker hasn't been a thing for a while.  I don't see him as a threat against mech hunter.  

    Deck needs a faster and reachier wincon that doesn't depend on a board  presence.  Antonidas could be fun, if slow.  Maybe thaurisan an antonidas and some 1 mana spells for fireballs?

    Posted in: iMage: Small Spell Mage ft. Khadgar
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    posted a message on So team 5 how about that Barnes fix??
    Quote from RavenSunHP >>

    The original problem is indeed how the copy/graveyard system is handled.

    Since i doubt they plan to correct the whole mechanic (but they should), the problem shifts to cards and their synergies.

    The removal/stall arsenal of Priest is already insane, and grows stronger every year.

    The old Resurrection cards are extremely efficient.

    The summoning cards (Barnes but also Shadow Essence) come incredibly early (also considering the removal arsenal).

    Crucially, without summons, Resurrection is useless, however efficient.

    So nerfing the summoners package, possibly hard, will fix the deck forever, and let REAL Priests emerge in the Wild meta (and they do have a couple of solid meta decks already). 

    Given the arsenal again, nerfing only Barnes could be insufficient on the long run.

    But i repeat, the original problem is the silly graveyard system of HS.

    Voidcaller is also problematic, eg it shatters the rules of the Mana Curve as much as Big Priest, but it is DR, and requires further synergy with Hand. Surely Warlock can consistently fix that...

    _____

    But indeed, breaking the limitations of the Mana Curve (before t10) is the largest part of why Wild feels broken, instead of just very powerful.

     This is the correct answer.  The way the deck is built it just isn't especially vulnerable to early aggression.  It has amazing clears, amazing spot removal, amazing healing.

    A tip - freeze mage/ Aluneth mage absolutely wrecks big priest and control warlocks.  The recent nerfs to tempo and aggro have also helped the deck a lot.  

    Play lots of freeze aluneth mage and BM the hell out of big priest players.

    Posted in: General Discussion
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    posted a message on The Dead Game Debate, With Actual Numbers

    Dying fast.

    Brode was great - not that he has that much to do with the game living vs dying.  He was a great mouthpiece and had lots of charisma and enthusiasm.  He also seemed genuine and pro-transparency on the part of development.

    HS's failings IMO are due to unwillingness to embrace greater complexity in mechanics.  MTG lets you play on other people's turns (instants)- secrets are the closest that HS gets, and outside of mage secrets these are severely lacking in interactivity.  I am not saying that HS needs and instant-type mechanic, but the game needs more solid answers and good tech cards.  The simplicity of play feels like they are afraid to take the kid gloves off.

    Players need to be more encouraged and rewarded for correctly anticipating and reacting to the opponent's deck.  There are just so few MEANINGFUL ways to adapt your deck to the situation at hand and matchups degenerate into very predictable and linear contests.

    There is far too little emphasis on play modes outside of ladder and arena.  HS needs a new killer playmode to draw more attention.  The co-op battles are an example of this.  Co-op campaigns might be a good place to explore.  Built in tournaments would be another avenue to explore.

    Innovation is just not happening in these periodic expansions, and single-player sucks.  Nax was a cool single player campaign, explorers was pretty good too.

    Posted in: General Discussion
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    posted a message on Easy 10-12wins Shark-Nado Rogue

    SHields are clutch esp in the mirror match.  anoy-o-s survive a board wipe and drain serious resources from opponent.

    Posted in: Easy 10-12wins Shark-Nado Rogue
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    posted a message on Easy 10-12wins Shark-Nado Rogue

    deck needs at least one charge minion

    Posted in: Easy 10-12wins Shark-Nado Rogue
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    posted a message on Easy 10-12wins Shark-Nado Rogue

    YES - the deck can function without allie, but a number of matches will be decided based on who gets allie out early

    Posted in: Easy 10-12wins Shark-Nado Rogue
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    posted a message on Easy 10-12wins Shark-Nado Rogue

    mossy horror sounds scary good, I am a fan of argent commander for the charge/taunt otk potential + utility.

    also, barron geddon is basically a 3rd primordial drake for the mirror.

    the deck runs too much draw as-is.  I sometimes discard to hand size swap out the 3rd and 4th novice engineer

    Posted in: Easy 10-12wins Shark-Nado Rogue
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    posted a message on Griftah

    Balanced effects are always balanced right?

    I don't see why this gets hate.  You will know your opponents deck and what they want to do and make sure not to draft any of that.  Also, an overstated neutral minion that draws a card cant possibly be bad.  

    Maybe this just isn't overstated anymore b/c of power creep.

    The effect seems strong for a type of mid-range deck that values some randomish card draw.  You would also want to be playing a deck where you feel like you are more likely to run out of cards than the opponent.  With the advent of even-odd aggro decks that don't seem to run out of cards as fast as the aggro decks of old, maybe that is a dying breed, but I just look at overstated plus cards and I think it can't be as bad as people are making it out to be.  

    Also, against combo-y decks where they may not even be able to play the card you give them this is great - think wild big-priest, or kingsbane rogue or a cycle heavy deck getting stuck with an overcosted card that would cost them a turn of cycling shenanigans to actually play out.  Niche use cases to be sure. And as a wild player I can say this will NOT be seen in wild.

    Posted in: Griftah
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    posted a message on Zul'jin

    WTF a more mature Yogg!  This is gonna be cool.

    Posted in: Zul'jin
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    posted a message on HUGE Rotation in 2019

    a 3 mana (usually) 4/4 with stat upside is not game breaking.  It is a great card for the class and happens to be perfect given that odd rogue WILL have a weapon on turns 2 and 3, but theres no way that a 3 mana 4/4 is the problem.  Hench doesn't warrant a nerf.  

    Odd rogue is extremely beatable by 'fair'  midrange decks.  The problem is that fair midrange decks are not viable with the wacky control tools that are pushing ridrange out as a super-archetype.

    Posted in: General Discussion
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    posted a message on Card Nerf - Mana Wyrm

    The wurm was fine.

    It enabled fast mage strategies.  move to wild would have been fine for design space in standard.  The wurm was no stronger than cleric, just more effected by new cards (since cleric depends mostly in hero power).

    Cleric is certainly a 'better' 1 drop.

    Posted in: Card Discussion
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    posted a message on Card Nerf - Mana Wyrm

    Aviana isn't druid card?

    Standard is always fluid and wishy washy.  The only real 'balance' is found in wild and Aviana is breaking druid there.  

    Who cares is standard is a little tilted.

    Posted in: Card Discussion
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    posted a message on Card Nerf - Mana Wyrm
    Quote from SinFFX >>

    finally about time, no more broken 1 drop which snowballs.

     Like Northshire Cleric?

    Posted in: Card Discussion
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