• 1

    posted a message on New Priest Card - Penance

    Because warlock have the best hero power in the game by a large margin. Blizzard have always had to be very careful about the power level of all warlock class cards because by default warlock's hero power puts them at an immediate advantage over any other opponent from another class.

    Another potential reason is that healing is unusually good in warlock because so many of their cards (and also their relatively very powerful hero power) are balanced against HP loss. Many pros and streamers have said that whenever warlock gets strong healing tools, they dominate the meta (or some have said in the past that if warlock gets strong healing in future, they will almost certainly be a top meta contender). We can see this has been arguably proven correct with the reign of cubelock while Kobolds and Catacombs was in standard: Blizzard eventually nerfed Dark Pact from 8 healing to 4 healing.

    Posted in: Card Discussion
  • 2

    posted a message on New Warrior Card Revealed - Livewire Lance

    It's hilarious how you think just making up a story about me which is entirely fictional and has nothing to do with reality is a valid way of presenting an argument.

    It's sweet that you're trying to mimic my format but you haven't quite got it. If you say "second" then you should have said "first" at some point previously.

    You're really struggling to remain coherent so I'm going to stop replying to you now.

    Posted in: News
  • 2

    posted a message on New Warrior Card Revealed - Livewire Lance

    Ok, first, why do you feel it was warranted when unprovoked to be rude to a stranger who simply stated their opinion reasonably?

    Second, don't call me kiddo.

    Third, you stated it's shit then told me to "assume" it, or, more specifically, you told me to guess without proof and/or confirmation that it will be good. You realise that's all you and me and anybody assessing this card are doing? We're guessing how good it will be. Your guess is as good as mine, but mine is also as good as yours, so don't try to make factual statements rudely to people you disagree with when all you have is a guess, just the same as them.

    Fourth, I don't think a four word appraisal would constitute "over-hyping".

    Posted in: News
  • 6

    posted a message on New Warrior Card Revealed - Livewire Lance

    This card is insane. I can't believe how many "meh" or even negative reviews I'm seeing.

    Posted in: News
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    posted a message on New Druid Card Revealed - Anubisath Defender

    In other words:

    Blizzard: "We realise nerfing Wild Growth and Nourish was a mistake and bad for the Druid class in the long term and we should have nerfed Ultimate Infestation and possibly Branching Paths instead. Now that Druid has been gutted and now requires overpowered expansion cards to make up for its core cards being gutted, let's just repackage an old OP combo for them. I know - how about Ultimate Infestation into Arcane Tyrant?"

    Posted in: News
  • 1

    posted a message on New Druid Card Revealed - Overflow

    To be fair, Druid does need more card draw. Druids haven't had good class card draw for a while now, which is a big part of why the only deck Druid has at the moment is token (and that is far from a top tier deck anyway).

    In my opinion (and many others think the same), the nerfs to Wild Growth and Nourish destroyed both the identity of Druid and two of the essential pieces that kept the class from falling to pieces. It was an awful mistake to nerf them, which they made at a time when Druid was too powerful, admittedly, but the real culprits were cards like Ultimate Infestation and Branching Paths. It was those in combination with Druid's pre-nerfed ramp cards which made Druid a problem, not the ramp cards themselves.

    Now Druid is too weak at a base level to do what Druids are supposed to do (ramp up, draw cards, play big things and combos/also alternatively play token, board-flood decks + savage roar), and finally we're seeing the problem swinging back in the other direction: druid is too weak at a base level to do Druid things, so Blizzard have forced themselves into a situation where they have to print overpowered expansion cards to balance the class, and oh look - we're right back at the exact same problem of Druid having overpowered draw tools.

    It's funny how Blizzard's "solution" to previous overpowered cards has (arguably) been what caused this overpowered card to be printed.

    Posted in: News
  • 0

    posted a message on New Warrior Card Revealed - Hack the System

    ... but then you have to replace two good cards in your deck with two very bad cards (Heroic Strike).

    2 x Weapons Project alone gets you there, and control lists might considering running a Fiery War Axe for early activation and/or a Gorehowl for full quest completion in one card.

    Posted in: News
  • 0

    posted a message on New Neutral Card Revealed - Generous Mummy

    Very insightful point. I think that's a bit of a niche reason to print this card, but still that must have been one of the first thoughts Blizzard had when designing this. It's for sure possible that that is the reason they printed this card at all.

    Posted in: News
  • 0

    posted a message on New Priest Card Revealed - High Priest Amet

    Technically it depends on whether the resurrect effect resummons the minions simultaneously or in a particular order (even if it appears simultaneous, it's possible the game codes simultaneous resummons as being in a particular order). If the resummons are coded to happen in a set order, then obviously the game would need to summon High Priest Amet first for the health modification to apply.

    Having said that, I would imagine that the game does just code the resummons as happening simultaneously, because resurrect effects which resummon random minions (i.e. not a set, named minion) will obviously therefore summon those minions in no particular order, and it would be weird and undesirable for you to randomly sometimes get a big health buff and sometimes not depending purely on the RNG on which minion is summoned when.

    Having said that, though, Call to Arms was a popular example of random summon order resulting in different effects on board, i.e. if you summon Knife Juggler first then you get two free pings from his knives, or if you summon Dire Wolf Alpha second then it gives its buffs to both neighboring cards instead of just to one. My point here is that this set the precedent that RNG-based outcomes are ok to have in the game as a side-effect of random summon/resummon order.

    You probably didn't need an essay lol, but hopefully that helps or at least I hope that's some food for thought.

    Posted in: News
  • 2

    posted a message on New Priest Card Revealed - High Priest Amet

    Oh God, thank you for reminding me that card exists. I have spent so much time in the past trying to make star aligner work in bad/meme decks. Looks like it's back to the drawing board again.

    Posted in: News
  • -3

    posted a message on New Neutral Card Revealed - Neferset Ritualist

    Lmao, this card will not see competitive play apart from in janky decks as a weird, suboptimal choice, for example in lucentbark druid or in some deathrattle combo priest deck where you want to kill your own minions with Auchenai Phantasm.

    It absolutely won’t need to be nerfed. Its effect is reasonably good, but we all know from endless past experience that neutral cards that do something non-specific, i.e. that don’t significantly support the overall aim or gameplan of your deck, do not see play, unless their effect is just so strong that it is worthwhile to sacrifice some deck synergy for the raw power of the effect (e.g. pre-nerf Corridor Creeper). This card is nowhere remotely close to that required power level.

    Posted in: News
  • 7

    posted a message on [66%] ODD Gonky

    The hero power is a downgrade. Why pay 7 mana to change your hero from "get +2/+2" to "get +3/+0" or "get +0/+3"? Either malfurion option is only 1 point better than one half of your odd hero power.

    Posted in: [66%] ODD Gonky
  • 1

    posted a message on Odd Warrior vs Exodia Paladin
    Quote from Muxtar >>

    I defeated exodia paladin with my odd warior (w/o quest) just yesterday. You just have to be sure to have 60+ hp when he uses his 2*25dmg cards in the end, and have some removals for his loa. Its not that hard. Priest or hunter match up is much harder for odd warrior now imo.

     We're talking about DK OTK. Shirvallah OTK is not an exodia OTK because it does not have either a "destroy the enemy hero effect" or infinite damage effect.

    Posted in: General Discussion
  • 0

    posted a message on Why is control warlock tier 4 deck?

    Control decks automatically lose against combo decks unless they are able to adapt their gameplan early enough to a tempo/midrange gameplan once they've realised they're up against combo. Control Warlock finds it very difficult to do this because its control tools are primarily focused around removal spells. Compare this with for example any variant of odd control warrior, which uses more minions, or quasi-combo control decks like quest warrior, which has a clear win condition (Sulfuras) against slower decks. These kinds of decks are able to a) scrape wins through tempo, or b) win with their clearly defined win condition (respectively), neither of which control warlock can do very well. Arguably Bloodreaver Gul'dan at least partially falls under point b), and this card very commonly single-handedly wins games on the spot. I would suggest hard-mulliganing for it if you suspect you're up against a combo deck, or draw lots (try to weave in taps wherever possible) if you only realise later that you're up against combo.

    If you're losing a lot, try to work out why, and adapt your deck accordingly. Are you dying to aggro decks every time you face one? Add cheap taunts (Tar Creeper if you don't already run it - I assume you're already running Stonehill Defender) and more early removal (I assume you already run Doomsayer, and you could also experiment with things like Drain SoulMortal Coil and Shriek). Losing to combos just sitting back and eventually pulling off their combo? Control Warlock has the best hard-counter package in the game to counter combo decks: 2x Gnomeferatu + 2x Demonic Project. Wait as long as you feel you can before playing project to maximise your chances of removing one of their combo pieces.

    Or, as others have said, try Cubelock, which is essentially a control warlock shell + the cube package. This gives you far more board pressure and will often allow you to win in the mid-to-late game with Doomguard. If you play cubelock against a control or combo deck, it can be a tactic to try to avoid playing (or at least avoid cubing) voidlords, and to try to play and destroy as many doomguards as possible, so that your gul'dan will have the best chance of summoning as many doomguards as possible, which will give you a win condition and potential OTK against high-health control/combo opponents.

    One final point: you say you've got a 14k deck as if having lots of expensive cards should allow you to win more. This is bad and simply incorrect logic. A variation of zoolock has been viable in almost every meta since the beginning of hearthstone (and zoolock decks are always very cheap), and you can build a probably tier-2 budget version of the current midrange hunter for anything between around 100-1000 dust - see Kripp's 24 winstreak 960 dust hunter below. The point is that card synergy, cohesive deck-building, adaptation to the meta and good mechanical skill and forethought - and not necessarily card cost or rarity - will allow almost any deck to find success.

    Kripp's deck:

    Posted in: Warlock
  • 0

    posted a message on Midrange works in Brawl too

    Obviously not, lol.

    Posted in: Midrange works in Brawl too
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