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    posted a message on Popular Decks of the Week, Versus Series - JamesHugs vs Jonpi

    Interesting to see Grinder Mage in the mix for sure.

    Posted in: News
  • 2

    posted a message on nerf Doomguard?
    Quote from Balthier21 »
    Quote from modded »
    Quote from Balthier21 »
    Quote from Plastikfish »

    Even the downside of Zombie Chow's deathrattle happen rarely.

    Injured Blademaster's battlecry can be nullified by a zero cost spell by priests or shamans.

    The randomness of battlecryes like the ones of the Bomb Lobber and the  Stampeding Kodo is rarely random. 

    An argument can be made even with Arcane Golem, because by the time they give you the free mana crystal you are usually dead.

    As a player you must try to play around those downsides, that's why you don't play a kodo on a bunch of 1/1s or a Flamecannon facing a board full of minions.

    If someone play a Voidcaller you should paly around it's effect, or be prapared to face the biggest threat; (that, by the way, are not even Doomguards).

    the problem about the cards you posted and the situation i described is that these downsides in the cards you mentioned are always paid. zombie chow will always heal your opponent blademaster will always come to game injured arcane golem will always give a mana crystal. it doesnt matter if those downsides were actually downsides in the game THEY WERE FUCKING PAID.

    Wrong. Auchenai makes zombie chow's heal a mindblast.

    Arcane golem doesn't give a mana crystal if your opponent is at 9 mana already.

    blademaster if resurrected enters as a 4/7.

    Millhouse Manastorm's drawback can be countered by Loatheb.

    Brawl can leave your own minion alive and kill all enemy minions.

     

    Costs not getting paid is not something unique to Doomguard or Warlock for that matter.

    youre wrong it doesnt matter if auchenai make zombie chow into a 5 damage the effect thus the cost has happened (paid)

    you describe situations when the downside is countered by other cards im talking about playing directly doomguard from your hand with discarding only 1 card or none at all. doomguard is way different from all those situations you described

    Let's look at core-rager. a 4 mana 7/7 on empty hand, and jeeves which is a 4 mana 1/4 that draws you 3 cards on an empty hand. Blizzard has made it abundantly clear that if you can successfully dump your hand you can get a cookie.

    Either way, all examples are of drawbacks being mitigated/nullified.

    Posted in: Card Discussion
  • 2

    posted a message on nerf Doomguard?
    Quote from Balthier21 »
    Quote from Plastikfish »

    Even the downside of Zombie Chow's deathrattle happen rarely.

    Injured Blademaster's battlecry can be nullified by a zero cost spell by priests or shamans.

    The randomness of battlecryes like the ones of the Bomb Lobber and the  Stampeding Kodo is rarely random. 

    An argument can be made even with Arcane Golem, because by the time they give you the free mana crystal you are usually dead.

    As a player you must try to play around those downsides, that's why you don't play a kodo on a bunch of 1/1s or a Flamecannon facing a board full of minions.

    If someone play a Voidcaller you should paly around it's effect, or be prapared to face the biggest threat; (that, by the way, are not even Doomguards).

    the problem about the cards you posted and the situation i described is that these downsides in the cards you mentioned are always paid. zombie chow will always heal your opponent blademaster will always come to game injured arcane golem will always give a mana crystal. it doesnt matter if those downsides were actually downsides in the game THEY WERE FUCKING PAID.

    Wrong. Auchenai makes zombie chow's heal a mindblast.

    Arcane golem doesn't give a mana crystal if your opponent is at 9 mana already.

    blademaster if resurrected enters as a 4/7.

    Millhouse Manastorm's drawback can be countered by Loatheb.

    Brawl can leave your own minion alive and kill all enemy minions.

     

    Costs not getting paid is not something unique to Doomguard or Warlock for that matter.

    Posted in: Card Discussion
  • 3

    posted a message on nerf Doomguard?

    Is Voidcaller OP? IMHO it is a crazy card, but then again every other class has crazy cards. Paladin has Aldor Peacekeeper, which for 0.5 mana can remove 3.5 mana worth of stats from a giant. Don't even get me started on Equality. Shaman has Hex, the strongest hard removal card in the game. Druid has Wild Growth and Innervate, the strongest mana acceleration cards in the game. Also, Ancient of Lore anyone? Warrior has overheal of all things in addition to stupidly good cards like Brawl. Mage has the biggest single-card AoE in the game (Flamestrike) and the best burn spells (Frostbolt + Fireball). Hunter has the only deck sieve in the game (Tracking), plus it has Savannah Highmane as a RARE. Priest stomps aggro, how many AoEs do you priests need? Light bomb, Wild Pyro shenanigans, Auchenai + Circle, and Holy Nova. Also, Cabal Shadow Priest just adds insult to injury. And Rogue? Blade Flurry singlehandedly keeps the combo Rogues in business. It also have faux-mana acceleration through the combo effect which makes stuff like SI7 and eviscerate so good.

    Also, Doomguard is overpriced. Each discard being worth 2 mana, a full cost Doomguard is 9 mana converted mana cost. A 5/6 is worth less than 6 mana, and assuming charge cost is equal to attack (5 statpoints), Doomguard has 17 statpoints. The vanilla test states that a minion's stat points should be at least equivalent to ( 2*(mana cost) ) + 1. This means Doomguard is an 8 mana creature, that with full discard people are paying 9 mana for! If you only discard one card (which happens frequently actually) you're only underpaying by 1 mana! Not as crazy as you're making it out to be.

    The fact that you can play around drawbacks is also NOT exclusive to warlocks. Priest can turn zombie chow's drawback into a free Mind Blast with Auchenai. Paladin can get around equality with wailing soul. Priest can play around Lightbomb by running low attack minions. Heck, priest has resurrect, a card that can pull back cards like sylvanas, belcher, and a 4/7 blademaster for only TWO mana!

    This is a TCG, learning to mitigate drawbacks is part of the game. Every Rogue card with Combo has a drawback and an advantage. Learn to build decks that handle what frustrates you, instead of complaining about strong cards that aren't breaking anything.

    PS, I run only Doomguard in my Zoo, Doomguard is no where near as troublesome as something like Bladeflurry, a card that singlehandedly make Flurry Rogue viable. I win at least half my games without even DRAWING my doomguard.

     

    Posted in: Card Discussion
  • 2

    posted a message on Flurry Face Rogue [Budget]

    10

    Posted in: Flurry Face Rogue [Budget]
  • 1

    posted a message on Rattlegore

    Way OP, 4-5 mana is better. Remember Dr. Boom spawns 2 minions with deathrattle. Deathrattle hunter could have this out on turn 4 against slow opponents.

    Posted in: Fan Creations
  • 3

    posted a message on Flurry Face Rogue [Budget]

    I'd drop a Wolfrider to make room.

    Posted in: Flurry Face Rogue [Budget]
  • 3

    posted a message on Flurry Face Rogue [Budget]
    Quote from KawaiiMaster »

    Nice deck. I win in Casuals like 60-70% of my games. But i'm afraind to jump on ladder. Modded, you tried it on ladder? I just want to know if i can do something at rank 15+ or not. Thanks for sharing!

    I tested this deck to rank 10, won't have the highest winrate but that's okay since the games are fast.

    Posted in: Flurry Face Rogue [Budget]
  • 1

    posted a message on Hearthcards (by dnikko)

    *slow clap*

    Posted in: Fan Creations
  • 3

    posted a message on Flurry Face Rogue [Budget]
    Quote from OnyxWarden »

    +1 nice deck. I really enjoy it.

    Isn't Assassin's Blade a bit to slow? also isn't Ironbeak Owl and 2x Sap to much?

    Did you try Conceal in this deck? I think it would be good to secure lethal.

    1. Assassin's Blade is really your only way to beat Warrior and Priest, it's also a fast killer against decks without weapon removal.

    2. Ironbeak owl is in there as it's better than Sap against taunters in the early game, later game you use Sap to destroy your opponent's tempo and/or remove taunts. Turn 5 I'd rather silence a belcher instead of sapping it.

    3. Conceal deals zero damage and is useless against AoE. Sap is only in this deck since taunts exist, if they didn't I'd drop Sap in a heartbeat (at least one) as they don't deal damage.

    Posted in: Flurry Face Rogue [Budget]
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