• -2

    posted a message on Forbidden Healing

    Heal for 20, do literally nothing else your turn, take another 20 damage next turn because you didn't even interact with the board. Zzz. If I'm going to spend my turn doing nothing, give me 8 health and 3 cards instead. Hmmmm... I think there miiiiight be a card for that.

    Posted in: Forbidden Healing
  • 9

    posted a message on Battlecry Shaman

    - 2 [card]Draenei Totemcarver[/card]

    - 1 The Mistcaller

    - 1 [card]Defender of Argus[/card]

    - 2 [card]Stormforged Axe[/card]

    - 1 [card]Al'Akir the Windlord[/card]

    + 1 Antique Healbot

    + 1 Sir Finley Mrrgglton

    + 2 Fireguard Destroyer

    + 2 Crackle

    + 1 Hex

    Posted in: Battlecry Shaman
  • 0

    posted a message on New Card - Eerie Statue

    Everyone is seriously underestimating how good this is in an aggressive deck. If you play this on turn 4 on an empty board it's great. You attack, then you play your turn 5. Or even if you still have shit alive from turn 3, just play this shit on turn 4. What's your opponent going to do? Not kill your shit? Fine, you kill it off for them, then you attack face for 7. Then you play a Fel Reaver. So are they not going to kill off Fel Reaver? Are they not going to kill off Eerie Statue? No matter what your opponent does, you win. This card is insane in aggro.

    Handlock is only a passing thought on this card-- and no you wouldn't replace Watcher with this; you'd replace Voidcallers and demon stuff. You don't need gimmicky silence crap to make this work either. There's no reason to play that gimmicky silence stuff-- it's nice to have, but far from necessary.

    Posted in: Card Discussion
  • 0

    posted a message on New Card - Eerie Statue

    Most insane card in the expansion. Absolutely insane in aggro, even playable in Handlock.

    Posted in: Card Discussion
  • 0

    posted a message on How good is Thunder Bluff Valiant, REALLY?

    @OP: you're probably not playing it right. I assume you're one of the people who thinks you need to play it as a 7-drop all the time, but you really don't. Since it has 6 health it's perfectly fine and safe to slap down as a 5 drop if you're aggressively controlling the board early game, and it forces the opponent to deal with it (which is often hard). Worst case scenario it's a Fen Creeper (or Druid of the Claw depending on if the extra +1 attack is relevant--4 health minions are rare so it often isn't). Best case scenario your opponent doesn't have an answer, and you can do some crazy stuff on turn 6. You need to be playing aggressively for tempo with decks that run stuff like Thunder Bluff Valiant; the hope is that if you keep slapping stuff down, eventually your opponent will run out of answers and whatever sticks will win you the game.

    Posted in: Shaman
  • 0

    posted a message on Crafting fel reaver is worth it ?

    Fel Reaver is an insane card, don't listen to the haters.

    However I'm not sure it's worth crafting most epics. You have a decent shot at opening one eventually. I think the only time I'd say craft an epic is if you literally need one or two epics to have a complete deck (e.g. Mountain Giants for Handlock). But even though Fel Reaver is great in Mech Mage, it's not totally necessary. 

    Posted in: Mage
  • 0

    posted a message on The 2 BEST legendaries to craft in TGT?

    I crafted Gormok the Impaler. No regrets.

    Wouldn't bother crafting any other TGT legendaries until the dust settles.

    Posted in: General Discussion
  • 1

    posted a message on Mistcaller totally worth it

    Have fun owning the inefficient post-expansion rank 10 meta with a slow 6 mana 4/4.

    Posted in: Shaman
  • 0

    posted a message on Murloc Knight is strong

    Murloc Knight is so stupid strong. I've run two copies of that card in literally every single Paladin list I've built. I can't justify not playing it.

    Posted in: General Discussion
  • 0

    posted a message on Murloc Knight viable?

    This card is insane. God I can't believe we missed this!

    I'm running a standard ultra-aggro eboladin with the following to top the curve: 1x Gormok the Impaler, 2x Murloc Knight, 1x Defender of Argus, and 2x Truesilver Champion. (No Consecration). Murloc Knight is just insaaaaaaaane. You get so many bodies on the board quickly for synergy with all the other cards that like the flooding. Also it's a pretty good win condition in the late game.

    Posted in: Paladin
  • 0

    posted a message on TgT legendary crafting tiers

    Lol Mistcaller over Gormok

    Posted in: Card Discussion
  • 3

    posted a message on New Mage Card - Polymorph Boar

    Good card, not insane but certainly playable. Also it's one of a very few aggressive cards pushed in this expansion along with Argent Horserider, Gormok the Impaler, and Totem Golem (if you even want to call Totem Golem "aggressive"), so I'm a bit stoked for this card just for that reason.

    But here's what really gets me: Polymorph: Boar easily wins for my favorite card design of the expansion. The person who came up with this is pretty clever. It's so cool how for 1 mana less compared to Polymorph you get something that you can't ping off with your hero power, but it also has all this other insane utility to go along with it.

    Posted in: Card Discussion
  • 0

    posted a message on Amaz's Review of Bash...not quite on the mark.

    hah well I don't really play or follow modern and I haven't seen a good mono black control in standard in a while `~`

    I think the major difference is that red decks can just burn straight through the opponent but Warriors can't. So I guess if you're playing an aggro deck Bash is fine, but it's probably not suited for control when Fiery War Axe is usually just way better.

    Posted in: General Discussion
  • 1

    posted a message on Amaz's Review of Bash...not quite on the mark.

    Hearthstone isn't MTG though. Control decks in Hearthstone work differently than in MTG. Board presence matters more. In MTG, 3 burn damage often translates to lethal in a tight spot especially if you're playing red (Lightning Helix is a good comparison I guess). In Hearthstone, Control decks win when they seize the board (control decks? playing CREATURES!?!?), and the 3 damage is more likely to be irrelevant.

    If you want to translate Bash from Hearthstone to MTG terms, imagine that everyone is playing green devotion decks (or any other creature-focused deck that consistently deals the majority of its face damage over 1-2 turns at the end of the game) and Bash is 3 mana deal 3 damage and heal for 3, AND ALSO there's a 2 mana deal 3 damage card that exists (kinda like Fiery War Axe).

    Still in MTG terms: do you really want to run the 3 mana card since you already run 4 copies of the 2 mana one? Wouldn't you rather just play the 2 mana Fiery War Axe, forget about the 3 mana Bash, and just stuff more creatures into your deck? Put another way, in red terms: would you ever run Lightning Helix over Lightning Bolt?

    Posted in: General Discussion
  • 1

    posted a message on #1 Legend Midrange Hunter [TGT]

    Any tips for ranks 16-10? I keep getting to rank 14 and then losing over and over.

    You're not playing the deck remotely correctly. Mulligan aggressively for a good curve, play a strong early game with emphasis on tempo, make good trades but around turn 7 start going face, make sure your Freezing Traps off Mad Scientist get good value, and you shouldn't struggle at all to get to rank 5 at the very least. Midrange Hunter is an insanely powerful deck; it's insanely hard to tech against it outside of Kezan Mystic because it plays so aggressively but also has big threats that your opponent can't always just heal their way through.

    Posted in: #1 Legend Midrange Hunter [TGT]
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