What do I replace the Blazecaller, Mountain Giant, and Book of specters in the deck for
- Ambrosius5c
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Member for 9 years, 10 months, and 24 days
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H1NXX posted a message on (BUDGET) | ELEMENTAL MAGE | JULY 2018Posted in: (BUDGET) | ELEMENTAL MAGE | JULY 2018 -
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Chimera posted a message on Swift Jade RoguePosted in: Swift Jade RogueYeah i would probably use two of those....if i was playing Wild...lol
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Ravensir posted a message on Force of the Mrlrgrlgrg!Posted in: Force of the Mrlrgrlgrg!Yikes, no no no, do not use Naturalize. There's a world of difference between giving your opponent a random minion and letting them draw two cards from their deck. There's no easy substitution for Mulch's removal power, but you'd be better off with a random minion than Naturalize
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Zorn_ posted a message on [HEROIC] Silverware Golem (+VIDEO)Posted in: [HEROIC] Silverware Golem (+VIDEO)Can't beat it with this deck. He constantly gives them 4 attack and charge and I die by turn 3.
Have played over 15 times now, there is no such thing as getting to turn 4 with anything above 5 HP. The fucker charges up the plates and gives them 4 or 7 attack and destroys you. This is beyond horrible and frustrating.
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NaziDesu posted a message on [Heroic] Magic Mirror budget deckPosted in: [Heroic] Magic Mirror budget deckCame here to thank you for this deck. Somehow mirror was the toughest boss for me, tried several decks, a lot of tries, but won with this deck, awesome
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Foghorn755 posted a message on [HEROIC] Silverware Golem (+VIDEO)Posted in: [HEROIC] Silverware Golem (+VIDEO)This deck is way too slow, no idea how you managed to beat the boss.
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rongchoi posted a message on [Heroic] Magic Mirror budget deckPosted in: [Heroic] Magic Mirror budget deckLol, I agree.
I actually crafted Slam × 1, Frothing Berserker × 2, Ravaging Ghoul × 2, Bash × 1 , Acolyte of Pain × 2. Though I did not craft them for this adventure boss, I crafted to make an OTK warrior deck.
But yeah, I have no regret spending dust on these cards.
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rongchoi posted a message on [Heroic] Magic Mirror budget deckPosted in: [Heroic] Magic Mirror budget deckI think the AI is coded to not use Finley. They only use in certain situations. Even though, 2 copies of unusable cards on his hand will help locking his hand if he has 10 card.
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messy0ne posted a message on [Heroic] Magic Mirror budget deckPosted in: [Heroic] Magic Mirror budget deckFirst try, got the win. Tried different other decks as well. Eater of Secrets is a good deal in my opinion. Replaced one Blood To Ichor withArmorsmith due to lack of it. But did not draw both of them. I got him to have Sir Finley Mrrgglton in his hand, but he did not play him.
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Alkharim posted a message on The Card Backs of HearthstonePosted in: GuidesHaven't updated this page in like 3 months, get your shit straight hearthpwn. Plenty of volunteers willing to do it for you.
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This is a pretty cool deck and a lot of fun. Also, in less than 5 games with this deck, it earned me pack that pulled a golden Velen. I give this deck a 7/7.
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I've been fortunate enough in that I haven't played many bots. Given the game requires a fairly significant time investment it's not surprising that there are a lot of bots. That's what sucks about bots, while honest people are working hard to progress the the game, there are people who do what they can do accomplish the same goal with the minimum amount of effort required. It makes it unfair for the players who work hard for their accomplishments, and it undermines the system when botting is a significant problem. It can be a hard issue to deal with, as there's almost always someone willing to make bots that are more effective and resilient.
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Basically what I'm saying is that improving your deck with multiple rares/epics as apposed to one legendary will most likely have a more significant boost to your win/loss ratio, which means you'll be getting gold at a faster rate. Then because you'll be earning gold faster, you'll be earning packs/arenas faster, so you'll be earning dust faster.
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Fair enough. Still, I wish you the best of luck. Look forward to watching the rest.
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Having numerous cards that are important to your deck is better than having a single card that's important. Getting the rares/epics should help you rank up faster, and thus earn dust faster. So they should pay for themselves eventually.
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Malygos, followed by faerie dragons.
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I think part of the problem is that some of the new effects just need standard wording, I believe it'd help rake and frost tomb.
Proposed rewordings:
Gnomish frostmage: Battlecry: targeted enemy is frozen until this minion is destroyed.
Unholy blood rite: Return the last destroyed friendly minion to the board with +2/0.
As for tranquility, I think it's actually okay. The meaning I get from it is that you restore 2 health to all friendly minions, and then all friendly minions receive a +2 health buff, followed by a card draw. If that's what your intended affect is, I think it's okay. Although, I will say the name makes me think more of a reverse equality where all minions have their attack changed to 1, but maybe that's just me.
Overwhelming energy: I can see the concern, +4 spell damage is a lot, and 6 mana is pretty good given that Malygos is +5 and costs 9 mana. I think it's warlock style though, it's powerful effect cheaper than how most classes would replicate the effect, but to balance it it comes with an *almost* immediate downside. Perhaps it would be better if it were 5 mana +3 spell damage, 4 damage to all friendly characters (including the hero)?
Spirit walkers grace: I'm not really a huge fan of cards that affect an opponent's hand, so I can understand the possible issue. Given that's a shaman, perhaps it could be tweaked to some sort of secret that causes the next card played by the opponent to receive an overload of 2. I like to keep certain abilities restricted to certain classes, but I think every class should have a few secrets, and this would employ the shaman's overload ability.
Stoneskin totem: To me it seems that the issue is that it's really similar to sunfury/argus, except random. How about a reverse flamtongue that gives adjacent minions +2 health? That itself would synergize well with taunts, so it's a somewhat similar effect I'd think.
Sentry totem: Again, I'm not a huge fan of affecting opponent's hands, so that's the issue I see with it. I still like the idea of it being a sentry totem in the sense that it prepares other minions for an attack, so it debuffs either the attack/health of an incoming minion. Once per turn, debuff the attack of the first enemy minion to attack a friendly minion (only once per turn) or debuff the health of the first enemy minion played (also once per turn).
Enrage: I actually don't think enrage is OP at all, it's +3 attack on the condition the minion has to be attacked first, which risks it being killed, so you might never even see the +3 damage, especially in the earlier game.
Ether Wraith: I agree, pretty spooky. Perhaps 3 mana but remove spellsteal? Or it could be changed so that all stats changes are doubled, so a -1/-1 would be a -2/-2 for example.
Also, I'm in no way trying to say these aren't good cards, I just want to help you improve them if I can :D
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Interesting. So it seems like it'll be more of a finisher, something you play turn 10 then dump 9 mana worth of spells.
I really like the cards, they're pretty innovative (and the cards themselves are well designed, nice job) and Hearthstone really needs more innovation and a larger card pool. There'd probably be unforeseen balance issues, but that's expected, and probably fixable. I'm curious to know what you think of the possibility of someone playing a charge and then phasing it. Also, what's the reasoning on changing the mana tide function from drawing cards to refreshing?
Other than that, my only knee jerk "I really don't like the sound of that" is the sentry totem. I think it would be a pretty demoralizing addition.
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Can you explain destructive terminus? How does a 1 mana overload 8 work?
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I still go by the notion that luck favors the prepared, and in Hearthstone luck doesn't mean any where near as much if you don't prepare for it. You may win if you get a 1/10 topdeck Leeroy or what have you, but you may still lose even with that 1/10 Leeroy if you made a decision last turn that means you would've had enough damage, but don't anymore.