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    posted a message on Harvest Golem Nerf Incoming?

    I personally think it's there as a balancing tool, universally used minions that help keep such one-sided matches in check. Faerie Dragon, I personally like to think, functions pretty similar to this. If they nerf cards like this to the point that it can no longer fulfill that role, then Hearthstone will be worse off as a whole.

    At the end of the day, nothing will survive if your opponent has a good early hand, any normal minion you throw out will be crushed with relative ease and you'll be chipped down in life before anything even happens. Single monsters will be removed in most cases, as they can survive a single spell and you have to just keep taking the damage if you have no removal of your own. Simply put, the game won't last long. Harvest Golem alleviates this rush down and gives a stop to the momentum the opposing player may snowball the entire game off of. 

    If Ooze is there to counter the opponent snowballing off weapons and Faerie is there for spells, Harvest is a more general card to stifle momentum.

    Posted in: Card Discussion
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    posted a message on Post Change Blood Imp= rise of the Crazed Alchemist?
    Quote from Branwarg »
    Quote from SergeantJezza »

    Just thought how awesome Equality would be against this :D

    pyromancer+equality works against warlocks now, let's all play paladins.

    To play against all the Warlocks that hopped off the class bandwagon? That doesn't make sense!

    Hopefully Paladins don't resurface too hard, I personally hate playing against them for one reason or another. Heals, heals, heals, full board wipe, heals, heals, Tirion! Ashbringer to the face. Gah.

    Posted in: Card Discussion
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    posted a message on Knives & Magic: A Spell Damage Rogue Deck

    (b' ')b

    There's always ideas I have running around my head, some of them fall flat on their face (Rogue Murloc for example), but it's always documented and revisited. You never know when something might come in handy.

    As for the deck, I think it's sitting at an incredibly comfortable spot. I ended up grabbing my last two Blade Flurry so I have the clear I wanted as well as a good foundation for direct damage. What I may want to explore next is a hyper-aggressive variant of Rogue, and maybe there is some space for Spell Damage in it. The most common question that often comes about when playing with any Spell Damage is finding the right amount of Spell Damage minions. Since these minions are nothing more than a vanilla monster if we take away the effect, we would find their stats lackluster more often than not, Dalaran Mage often gets the boot in favor of Ogre and Kobold, but sometimes I feel Kobold is much too weak and you don't need much more than Thalnos, Ogre, and Azure. Just something to think about.

    Not to mention the flak I get over Headcrack, but it's personally one of my favorite cards so I'm not going to remove it from the list. My advice is to keep a close eye on its performance and if you dislike it, swap it immediately for something else that helps push a game to close out.

    The other issue I need to look into is the nerf to Dark Iron Dwarf and Novice Engineer, it's a very slight one as it lasts only until the end of the turn for Dwarf, but I need to be wary of their uses regardless. This deck has always had a problem with control and heavy hitters, add that to the higher potential of a wiped board of Spell Damage minions and you have yourself a recipe for a loss. My first thought is to shove Legendaries in - Sylvanas, Leeroy, Tinkmaster, The Black Knight, but this approach is the brainless method and not all too classy. I want to keep this deck list from being half orange and an intermediary friendly step into the forays of spell-based play.

    In short, glad you enjoy the deck, keep an eye on Dark Iron + Novice post-nerf, if you have problems throw in more legendaries, you might want to reconsider the amount of Spell Damage minions sometimes, I'm looking into aggressive rogue decks at the moment cause they're probably the most viable of rush decks now.

    Posted in: Rogue
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    posted a message on The Druid's Force of Murloc

    At the end of the day, it's more of a fun deck to run, but I personally never know. Some of my other "joke" decks have been used as a basis for other competitively viable decks. Druid has always been my Murloc class of choice, Power of the Wild, Savage Roar, and Innervate are easily some of the best cards for burst and momentum aside from the cheap clear you get with Claw. Coldlight Oracle has a... natural place with Naturalize in the deck and finally Direct Damage will close out games.

    With the surfacing of cards like Tinkmaster and The Black Knight, I think taunts will be easier to bypass and grant you some potential against the big-hitters that will definitely rise as some of the more prominent rush decks fade away.

    I might craft my second Warleader and swap out Seer for Power of the Wild to go for a test run - I've never been a big fan of the +2 health and my threat is nowhere near the potential that a second Warleader can give.

    Posted in: Druid
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    posted a message on The Druid's Force of Murloc

    Why not give it a test run and tell me? It's a basic Murloc set and the only harder-to-obtain cards you may find are Starfire. You're still susceptible to AoE and the like, but the fact of the matter is you have leagues more direct damage to deal with the enemy compared to Warlock. I think it's a good trade-off alongside the inclusion of Power of the Wild as an offensive/defensive mix if you choose to remove something like the +2 health murloc.

    Force of Nature + Savage Roar wins games, so I'm always hesitant to try it remove it. 14 damage without counting other minions!

    Posted in: Druid
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    posted a message on Anyone buying packs now hoping to get Nerfed DE cards for the disenchant bonus?

    I've picked up the habit to selectively dust things these days, usually avoiding anything that may change in the future based on my own judgment. Unless I desperately want a Legendary, I won't do the auto-dust optionthingy

    It'll net me a couple hundred extra, which is nice. Not like I've hit the jackpot with an extra Sylvanas or something, but it's nice to have a little more.

    Posted in: General Discussion
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    posted a message on Played for 30 days. Where did the fun go?
    Quote from professorryze »
    Well, my current favorite class is Hunter.  Most people say its the weakest class and the cards are trash.  But I'm out to prove them wrong and show that Hunters can have fun and win at the same time.  I dusted a lot of mage cards and shaman cards for some of my deck and I don't regret it one bit.  Mage is my least favorite class because it was spammed so much and very op from the start.  It doesn't mean I still won't play all the classes one day, just today I'm having fun with my class with the cards I wanted and that's all that really matters right?

    Of all the classes in the game, I believe Hunter can reach a higher tier cheapest. The base set of Hunter cards are simply fantastic, you just need to find a few cards to compliment that and it doesn't take a single epic to do that. I tend to find my chats with Hunter's I've met in the higher tiers of play incredibly insightful and mutually beneficial as we both learn something. If you come across another player who has an interesting deck, I would encourage more players to add each other and talk a little, you might will learn something!

    Keep at it. I dusted half my collection once for my first legendary and I wouldn't mind doing it again given the same situation, whatever keeps you moving along.

    As for the topic on hand, Hearthstone stands as an anomaly at the end of the day, some players follow the hype/buzz and hop on to try it out. It's very short lived for some players, and some people find out they just don't like it, that's the way most games work. Luckily, there's no cash-exclusive content that dynamically affects the game outside of promo cards, and they're named/balanced respectively. Heck, my SO tried playing Hearthstone and she hated it because it "made her feel stupid", even as a bright young lady-gamer with my own help, it's not a game for her and accepts that she needs to put in more effort to understand the genre itself rather than a singular game.

    Some people just lack the rhythm to play certain games. Some players come from other card game backgrounds and the transition will be smoother than those who have never played a card game, but you can't say that stepping into a completely new genre is expected to be easy. Same deal with any other game, but that doesn't make the game "unfriendly" to new users, they'll lose and they'll learn. Whether or not this disparity is worsened by a payment model, possibly, but not to such an extent in my eyes, and it'll get better with time. There are a strong amount of resources to check up on for the new player, relying on third party/player-made support may not be the best, but it does in the context of treating it as a card game rather than another MMO.

    Entry-level play is not at its finest moments, there's a small pool of players who are selected to be in the closed beta and generally these players are by nature interested in the game and have watched and read up on it. As player pools expand you'll get more diverse pool of new players that can foster a better lower-level of player. That's natural, but what I've said before is that the price of the packs and gold generation is pretty fair at the moment. You can't grind it out, but that's what burns you out of the game quickest and campaign modes that other card games often do to help introduce the player will come up with more rewards.

    Sometimes, I tend to forget that this game is in closed beta, but it's a pretty big deal relative to the player pools. Open beta is a completely different story and I believe that making the game mechanically sound is higher on their list. New User Experience is always a big deal, every beta goes through it, but some games make the mistake of not have fundamentally sound mechanics first.

    /bigedits

    Posted in: General Discussion
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    posted a message on Paladin Template Deck

    I definitely think two Stormwind Champions are too much, I wouldn't run that many and often times, I just tell the player making the deck to replace him for an epic. I just included a pair of him as it looks much cleaner on the OP. Pyro + Equality definitely should go under "card to consider", but it changes the dynamic of the deck slightly. I haven't touched up the opening post in a while, so I might as well go do that. Feel free to check back in about 10 minutes. Done.

    Changes:
    -1 Stormwind
    +1 Blessing of Kings
    Added Pyro, Equality, Faerie Dragon under "Cards to Consider"

    Sunwalker is simply an amazing card, it's a card for single-target removal, but you need late game and Sunwalker can seal the deal on a board quicker than most cards for the simple cost of a rare. If you aim to buff tokens and trade then off, then you reach late game without a strong minion pool due to an assumed limited amount of cards. For this reason I prefer Dark Iron Dwarf - especially with the stats of a 4/4 minion. Paladins have a very difficult time playing control without a high amount of legendaries and epics, they tend to give way to aggro instead and I think these cards support that role better.

    All your advice should be taken into consideration, as it does provide some insight into trying cards that may be more efficient for your level of play, Frostwolf Warlords are a new player's favorite because lower leveled games don't pack so much single target removal and can win games - there's not many Warlock running around with Siphon Soul, you don't expect Warriors to use Brawl, you get the idea. Later on, the second a 6/6 hits the board, it's going off. You need to take one or two removals before you can keep a strong creature on the board.

    As for other cards games, I've only played Yu-gi-oh and messed around with my friend's Damnation deck in MTG, nothing big. I just like to theorycraft, crunch numbers, and help out others, so here I am.

    Posted in: Paladin
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    posted a message on Druid Template Deck

    Yes, you need to rely on making favorable trades with your cards. Wrath does this, Starfall does this, Swipe, your Hero Power. You want to remove minions as efficiently as possible. You have a viable amount of direct damage and charges so your game-ending power is strong. I personally play it safe and seldom overplay my hand and try to push for the huge win. If the opponent has an empty board and I have 3 minions on the field, I don't push the envelope. I make sure the second that AoE hits, I have three more minions lined up to keep the pressure on the opponent as much as possible. Druids have some pretty frightening late game and the more you play into that, the better off you may be. The key to beating counter-tempo board wipes is to bait it out and not play too hard into it. They more often than not take up their entire turn doing it, if you can get a strong minion out alongside one or two of your weaker ones, you'll close out the game.

    The nerf to Defender of Argus didn't devalue his buffs, but his attack is a bit dismal now. In my opinion prior to testing, the nerf of Argus under a class with a 1 damage hero power and plenty of cheap removal isn't going to merit his removal.

    Your first choices to upgrade your arsenal are going to be Ancient of War and Ancient of Lore. These two cards seal the deal for the opponent more often than not, as they create a strong board presence and keep you going into later rounds. I would in turn, look to remove two Starfire first. The single target damage is very hefty for the price and only provide game-ending presence for a weaker deck. The stronger your deck's minion pool gets, the better off you play without Starfire. The next cards you may want to remove are Chillwind Yeti, which follow the same reasoning that Starfire does, the better minions you have, the worse a vanilla monster like Chillwind Yeti can be. It is without a doubt, an amazing card, but with your strong set of spells and early game, Chillwind Yeti can go for better late game. 

    For rares, you have a good amount of them in the deck. You can try to mess around with a single Nourish or add more late game and use the card Innervate. My two preferred legendaries are: Sylvanas Windrunner, Ragnaros the Firelord. They offer fun and strong presence. If you have a strong enough minion pool and you want more support-orientated legendaries to round out your collection, Tinkmaster Overspark and The Black Knight are the two you want. Bloodmage Thalnos is a good one if you like your spell damage decks.

    Posted in: Druid
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    posted a message on Warlock Low Mana Rush

    No plan, testing first. Lots of it.

    Blood Imp isn't necessarily a linchpin to the deck, but it sure as hell is important. Even worse, we need to look at Defender of Argus, and they also hit Dark Iron Dwarf with the bat. Blizzard seems determined to squash any "cheese" gameplay while pushing the game towards control. We'll see where that takes us.

    Posted in: Warlock
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    posted a message on Played for 30 days. Where did the fun go?

    The packs in Hearthstone are dirt cheap, which was one of the reasons why it drew me into the game. This is of course, besides the fact you can grind out the packs by just playing, free of charge. No dust system either, which is a lifesaver!

    An average-tier Yugioh deck costs about 150$-200$ to make whereas competitive decks can nearly double to triple that number. I wanted to make a Lightsworn deck at some point, turns out a key card was running @ 150$. A while later, they reprinted it down to 15$ a card, but it's a single example of a card out of thousands. I looked into the current meta with all the XYZ cards along with their prices and I dipped quick.

    Posted in: General Discussion
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    posted a message on Malygos and Soulfire?

    Malygos is fully viable in a Druid deck that utilizes Moonfire, I would love to put him into a miracle-druid style of deck using Gadgetzan and Pyromancer as another way to win with direct damage.

    Now if only I could pull one!

    Posted in: Warlock
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    posted a message on [Pre GVG] Jaraxxus Giants Test Deck

    The deck is still strong, but it does fall to some pressure by early game decks - your first line of defense & is still going to be taunts on a big card that requires a delay in your playstyle to bring out early. The Black Knight and Tinkmaster are still running around as well, and they're quite dangerous. The deck will usually serve you well, but there are pretty standard methods of counterplay running around.

    Lord Jaraxxus is a very fun card, and this is an equally fun deck to play, if you enjoy a style of control, I think he's a great card to pick up.

    Posted in: [Pre GVG] Jaraxxus Giants Test Deck
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    posted a message on Knives & Magic: A Spell Damage Rogue Deck

    No real difference, the meta feels pretty stagnate from what I've seen and the common Druids & Warlock & Rogue decks are pretty abundant. The deck is about the same, with a snowball effect that takes place once the opponent has no clear for the spell damage minions.

    All in all, it'll always be a solid deck that has answers to quite a few styles of play, but when it meets a good deck with high value cards to replenish hand count and beefy minions, you'll have your work cut out for you.

    This can be remedied with TBK and Tinkmaster, when in doubt, add more legendary-based control. The deck is pretty solid all-in-all.

    Posted in: Rogue
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    posted a message on Aishi's Deck Building Videos & Stream - Some Evenings EST

    Long time no see guys.

    Stream's up for a while

    Posted in: Streams and Videos
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