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    posted a message on Should I still be running Loatheb in (most of) my decks after Miracle/Hunter nerf?
    Quote from Scarly1 »

    I am happy that the meta is now steering away from using him, that way I can run Loatheb and win because I am using an OP card and my opponent's are not. Plus it's a 5/5 for 5 mana.

    uhhh... Have you not found that there are about 10-12 great 5 slot cards just cartwheeling outside Loatheb's door saying "Look at me! I am better than you! Noone loves you, ya mutated freak." He is just too situational, and I would honestly rather run a simple Spectral Knight.

    Posted in: Card Discussion
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    posted a message on Legendary Tier Crafting Guide
    Quote from boothman007 »

    Hi,

    I finally have enough dust to craft my first legendary.  From winning packs for playing a bunch of arena's i already won a few class specific ones (Archmage AntonidasLord JaraxxusEdwin VanCleef) and naturally i just now got the worst one possible for my first neutral in Nozdormu.

    I tend to play warlock, paladin and mage the most.   

    What should I craft?   I tend to be leaning towards either Ragnaros or Cairne. 

    PS: Why is tinkmaster "never craft"  that one sounded really good potentially.

    Because he is random. He is so situational, and while he has his moments, sometimes their Yeti is suddenly a Devilsaur, or your Ironbark Protector is a friggin' chicken.

    Posted in: Card Discussion
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    posted a message on Should Stalagg and Feugen go together in arena?

    No. 

    1) You would have to lose a pick for drafting 2 cards at one time.

    2) You would have essentially have filled the 5 slot, one of the hardest to get good cards outside of rare for.

    3) Honesty, Feugen will virtually always get value. A 4/7 vanilla is not as sticky as Sludge Belcher, but will sill be sticky. And a 7/4 in arena will finish a lot of games really fast if they have no burn left. As will an 11/11 Thaddius.

    Posted in: The Arena
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    posted a message on Legendary Tier Crafting Guide

    I lean toward Cairne, just because there is no real way to avoid him. With Syl, they can just do some careful planning and boom, they killed your 5/5, and you get no benefit. They both have their merits, but I feel like Cairne is just the more solid choice.

     

    Posted in: Card Discussion
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    posted a message on Legendary Tier Crafting Guide

    K. Thanks for the advice! So... BMT, then Al 'Akir, then Rag, then all of the other stuff?

     

    Posted in: Card Discussion
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    posted a message on Legendary Tier Crafting Guide
    Quote from Zequelz38 »

    I have, leeroy, Hogger, TBK, Malygos and Deathwing. I'm thinking about DE'ing Hogger for an epic cause I find him utterly useless right now.... opinions? Haven't followed through with it yet :$

    Shred Hogger, Malygos, Leeroy, and/or Deathwing. Then craft Cairne, Rag, and Alex. Afterwards, make a good cont deck. That's my take on it.

    Posted in: Card Discussion
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    posted a message on Legendary Tier Crafting Guide

    Prep, Soulfire, Sinister Strike, double Sorcerers Apprentice Frostbolt, Moonfire... There are some situations that Malygos is really good! Plus, he will always get a minimum of a 241, discounting Assassinate/Siphon Soul.

     

    Posted in: Card Discussion
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    posted a message on Legendary Tier Crafting Guide

    Ehhh... I am going solo Shaman Legend, climbing from rank 15, should I get Rag or Ally? BMT Would be nice, but... I already have a lot of SD al my disposal, what with Azure Drake and Wrath of Air Totems. Please advise!

    Posted in: Card Discussion
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    posted a message on Panzer 5.0

    Is there a sub for Bite? I'm a f2p, and haven't unlocked any of Naxx yet, so I don't have any of those...

     

    Posted in: Panzer 5.0
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    posted a message on Trump - F2P Shaman

    I have replaced Gad w/ Kodo and it works fine...

    Posted in: Trump - F2P Shaman
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    posted a message on Is a Fatigue Deck Possible?
    Quote from zelinda »
    Quote from PlayerKent »
    Quote from makak »

    well they are called Mill decks, and Blizz said they dont want Mill decs.

    Do you have a source on that? I don't think I've ever heard anyone mention it before, and I was under the impression that some of the test cards for the game were explicitly for milling.

    I can't find the quote, but there was a blue post back in beta or maybe early release about how they didn't want to add mechanics that forced the opponent to discard (like a traditional mill deck) because it wasn't "fun".

    You are correct sir! Blizz wanted HS to be more on the fun side, and losing options directly from your hand isn't "fun".

    Posted in: General Deck Building
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    posted a message on Introducing: The Death Knight...

    Read battlecry carefully: When this card is PLAYED FROM YOUR HAND, something happens. Hand.

    Posted in: Fan Creations
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    posted a message on Introducing: The Death Knight...

    75% of these cards are terrible, broken, both, and altogether unplayable. There is no way Blizz would make you discard things. It is "Un-fun".

    Posted in: Fan Creations
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    posted a message on Introducing: The Death Knight...
    Quote from Kaiyuni »

    I would tone down a handful of these cards. But I like the whole "Frozen" concept. It would encourage a handful of neutral minions that almost never see constructed play such as (I hope i'm saying the right card here) Frost Elemental. That 5/5 minion that freezes target minion. A few of these cards seem to be ripping off of other classes though. Such as the Lich King card clearly working JUST like Jaraxxus with a different hero power which I am not a fan of. I think Sindragosa is the best Legendary here and the most fair. I would debate even making it an 8/8 for 8 mana instead of 9 mana.

    I also like how your cards encourage controlling the board and not some ridiculous cheese gimmick where you dump like 5 cards and win that turn (aka no OTK stuff).

    Cards I would adjust and why:
    -{All Secrets}- I won't lie when I say a card costing 0 mana is just too much. Make them all 1 mana. Fixed.

    -Strangulate : Make this silence the minion that gets buffed. Making the buff essentially wasted and whatever effects the card innately has. For 1 mana; this is fair. Otherwise that's simply too good for quick removal because there's almost no way to play around it without losing at least 1 card.

    -Shadowmourne : Make this a 3/1 with the same effect. 2 damage just isn't enough. The card seems fine in concept but that power just isn't enough. I personally would skip over this card entirely if it were actually in the game since I wouldn't want to sacrifice my own creatures to buff up a weak weapon. This thing won't be like fiery war axe on warrior. Playing it is a risk without immediate reward.

    -Vampiric Runeblade: I'm sorry but this card doesn't work in Hearthstone mechanics. Change the card to say "Gain health equal to minion's attack that was slain.". And it'd be fair somewhat. To make it a tad less ridiculous I would make it a 2/3 instead of a 3/2. But that's just me.

    -Shatter : Make this 2 mana instead of 1. Too easy to combo early on. Pushing it back a turn for the potential combos would make it far less annoying. In reality; the amount of freeze (I would personally run) would make this such easy removal while retaining total board control. Potentially making such a high value trade I almost want to laugh at how easy it would be. Like when a warrior does any form of 1 damage to your massive minion and then executes it. Yea. Like that.

    -Corpse Explosion: Keep the mana cost but make it 2 damage to adjacent minions. It's direct removal for 7 mana on top of dealing 3 damage for free to both minions next to the target? It's like a better but slower version of Explosive shot. It has to be toned down. Or you could potentially make it this:

    -Corpse Explosion: 6 mana - Destroy target minion (not enemy minion, any; including your own) and deal 1 damage to all minions on that side of the board. I see heavy potential combo with the token-buffing cards.

    The rest of the cards are relatively fair and not annoying. There are no "ultra-cheap" cards that are utterly devastating and the deck style I'm looking at here encourages board control and comboing your cards together in a clever way to maximize cards such as Frost Wyrm.

    I personally think the Hero power is... too much like paladin's, but it's different enough for it to be okay. I'm assuming this would count as a token unit.

    In short I appreciate the style you took to death knights in how they should be played. I think this took a lot of work and I appreciated and enjoyed looking at each of the cards and I hope someone from Blizzard themselves notices. This deck type would actually be balanced and I don't see anything devastating that would have to be addressed.

    To conclude, this is actually a deck I would play myself. I love control decks and constantly fighting for the board and would drastically change the meta off of this all-aggro crap since enemy minions would be easily taken care of or frozen. And that's coming from someone who plays aggro warlock like it's Black/Red rush down from MTG. The way death knight feels is like Blue/Black from MTG. It has removal and control that have synergy instead of some stupid gimmick involving saving all of your cards for one big turn. It promotes CONSTANT back and forth between you and your opponent fighting for control. And seeing the direction blizzard clearly wishes to take this game (outright nerfing any form of OTK and so on) that this would fit right in.

    Well done sir.

    Who said that it is a buff? What about, say Novice? Or ERF?

    Posted in: Fan Creations
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    posted a message on Introducing: The Death Knight...

    ????? You need a lvl 60 character to play as a Death Knight..

    Posted in: Fan Creations
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