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    posted a message on Hunter - Dire Frenzy. What can we target? (Dire Frenzy decks + other Hunter decks)

     

    Quote from A_Flagrants >>

     

    Quote from Ashaf306 >>

    The new Hunter card Dire Frenzy is the first spell buff for Hunters in the game. Yes, we had some others, but this one is a direct buff, with a twist never seen before in Hearthstone. The card design is such that you should be able to built a deck around it, or at least try to. 

    This got me wondering. What beast are suitable for such a deck? How will you draw said beast? And what will be your win condition? So I looked up some of the beast most suitable for Dire Frenzy and wanted to make a list and possible playstyles and outcomes along with it. 

    Hunter Minions:

    Scavenging Hyena - The first and most obvious choice for the buff. The advantage lies in the low mana cost as well the the potential for natural growth of the minion due to other beasts dying. With Dire Frenzy, the minion will be 2 mana 5/5, something your opponent will have major issue dealing with. With it's low mana cost, multiples can be played each turn. Mid-game 6 mana combo. 

    Cave Hydra - 3 mana 5/7 after Dire Frenzy. With extra 2 health and the ability to take out multiple minions all by itself, Cave Hydra is an interesting choice. It cost more and does't scale like Hyena but it has insane board presence, allowing Hunter to go full control mode, but also able to deal face damage when the opportunity arises. Early late-game 7 mana combo.

    Corpse Widow - An odd choice on the list, but the interesting bit is that it is a 7/9 after buff, while also having the ability to reduce cost of your deathrattle minions, mainly Savannah Highmane. Two 7/9s at turn 10 does't sound too shabby now. This one is a 9 mana combo, because your opponent will not be leaving it alive for you to buff it the next turn. 

    Tundra Rhino - A horde of charging minions that give other beast charge? Sounds awesome! The problem with Tundra Rhino was always the low stats it boosted. But now it can be a 5/8 and you can have an army. 9 mana combo. A bit too slow.  

    Savannah Highmane - The legendary, the king himself. 6 mana, 9/8 that summons two 2/2s. How many can your opponent remove? How many? The problem with Highmane is that you can only play one per turn, and that's where the limitation starts. The other issue is that it is a very late game play. Happening at the happy time of 10 mana crystal. Probably not feasible as Hunters. 

    Queen Carnassa* - Quest Hunter might be a viable deck after the release of Toxmonger and Wing Blast. Toxmonger turns those useless 1 mana minions into deadly killers. All the while you clear the enemy board with pesky minions, the Quest will be in progress. Once completed, you can buff the Queen herself and create a super fatigue deck. With 8 Queens, hilarity in ensured. The issue will be viable deck, lots of theory crafting will be done. Exciting times ahead!

    Neutral Minions:

    Swamp Leech**** - The new addition to the beast family, 1 mana 2/1 Lifesteal. The problem is early game it's too weak and dies easily. Midgame it's a very interesting choice since it provide Hunter's some crucial healing. 

    Dire Mole - The reason why this guy is on the list is because of Tol'vir Warden and to some extent, Quest. 1 mana 4/6 is a tough minion to beat. Not to mention the easy combo with Tundra Rhino. This combo alone might be able to make Quest Hunter work because Quest Hunter will not longer be drawing weak 1 mana minions. 5 mana combo. If you can hold your early game, you are in the driving seat with this guy at the stirring wheel.

    Stonetusk Boar - A 1 mana 4/4 with charge is scary. Eight 1 mana 4/4s with charge is terrifying. They can also be drawn by Tol'vir Warden and work towards Quest Hunter. Also creates the possibility of an aggressive mid-range Hunter deck. If we know anything from Paladins, buffed 1/1s can be very dangerous. 5 mana combo. 

    Young Dragonhawk* - I missed this guy, girl? In my initial list. But this one makes a lot of sense. It doesn't have charge like the Boars, but it does have widfury. Making it ideal for an OTK deck with Rhinos. It's better then Angry Chicken because you don't need to Enrage them. 

    Vicious Scalehide****: The second beast added in the last cards in the upcoming WW expansion. This one is an interesting choice with lifesteal and rush. When buffed with Dire Frenzy, it's 4/6 lifesteal and rush, this makes it a very interesting target to buff. The issue will be draw, but with an all minion Dire Frenzy, it make an interesting target. 6 mana combo. 

    King Mukla - I am not joking here. 3 mana 8/8 is crazy... You can apply a bit of a mill strategy too. 

    Vicious Fledgling - Forgot about this guy? 3 mana 6/6. The issue is that it's an exposed target. The opponent can remove it easily. But if it stays, just one of these will win the game by itself. 7 mana combo though. So it's late. 

    Arfus - ??? Naaa. 

    Stranglethorn Tiger - My favorite on the list. The stealth makes it so that it survives into the next turn. Almost all the time. The beauty of this card is that it doesn't need to have the combo played on the same turn. You can drop him and wait to buff him the next turn. 5 mana 8/8 with stealth. You can drop one and cube it, then play the deathrattle activator and still have the cube in play to mitigate AoE. Except Psychic Scream of course. With this strategy, you will bombard the enemy with stealth minions they can't do anything about. Add in Tundra Rhino for immediate effect of the Tigers. 

    Witchwood Grizzly****: Witchwood Grizzly will be an interesting beast to buff if you are going for a control Hunter deck. A proper control Hunter that is. 5 mana, 6/X (where X will be anywhere from 14-24 health) is an effing beast! This is a 9 mana combo, but due to the high health of the beast, you can expect it to live to the next turn. This will require some testing to understand the viability of the card. 

    So that is my list of suitable beast for Dire Frenzy. There might be a few I missed and the new expansion might add more, so I will update the thread as possible. Also come up with some suitable decks. 

     

    Possible Decks*:

     

    Secret Hunter****:

    Witchwood Midrange Hunter
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    The Secret Hunter deck with minions for WW, will be a decent deck for lower level of ranked play. 

    The deck will be good against aggro and zoo decks. Might even take out control decks if you get good draws. The Spellstone pushes the deck but it will surely miss the great Cloaked Huntress for tempo. 

    Swamp Leech will provide some necessary heals vs. a similar midrange deck or aggro deck. When buffed with Houndmaster it is a 4/3 with taunt. Providing some decent heals midgame. 

     

    Verdict: Lower Tier 2 but most likely Tier 3 deck. However, it will provide quick ranking in the lower ranks. 

     

    Young Dragonhawk OTK Deck:

    Flying Frenzy OTK
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    Comes with lots of draw and removal. The combo pieces are simple. Get your Young Dragonhawk and Tundra Rhino. Go face. With three Young Dragonhawk you can do 3x4x2 + 2 = 26 damage, 8 mana combo. With 4, you do 4x4x2 + 2 = 34 damage. An OTK, only with 9 mana. If all fails, Mr. Deathknight to the rescue. Might add another Cult Master for more draw.

    ***Removed Tar Creeper, Hunter's Mark and Loot Hoarder, adding in Spellstone and Secret package as well as Stitched Tracker for better early board presence and more flexible draw. Added the second Cult Master due to early board presence and more chances of card draw. Now only using one Young Dragonhawk, since buff one will give you more anyways and you can buff those to get even more if you wish. You most likely need three max and some cases two.  

     

    Quest Hunter: 

    Dire Frenzy Quest Hunter
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    Small minions. Removal. Draw. A buffed Queen. Charging broods. Fatigue deck. This one is very very interesting. Both the Queen and her brood can be buffed. Once buffed, you can start charging their face with Rhinos coming in. You don't need to worry about loosing minions with this deck. There just too many! Mr. Deathknight is here because he is only good Hunter legendary and probably one of the best legendaries ever. So I try to include him in every deck possible.

    **Removed Jeweled Macaw for Stitched Tracker.

     

    Jurassic Hunter****:

    Jurassic Hunter
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    The deck design is based around popping out big dinosaurs from your deck to eat your opponents face. But this time these beast will be bigger and more hungry with a certain frenzy spell casted on them. Dire Frenzy makes the deck viable since you will have multiple dinosaurs in your deck and potentially never run out of them (this is simply not true). With two Charged Devilsaur and King Krush, as well as 6 other buffed dinosaurs, you have a solid 9 dinos to recruit. Since you are recruiting them, they can all go face regardless of the limitations of the Charged Devilsaur. A free 10/10 hitting face doesn't sound too shabby. 

     

    Verdict: The deck's performance will depend if the meta has silence minions in it (which seems like it will have due to Cubelock's popularity). High potential deck. Initially it will be a lower tier 3 or tier 4 deck. But due to it's potential, it might end up higher in the ranking as the meta progresses.

     

    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------

    * The first update to the list. 

    ** Second update.

    *** Third update. 

    ****Forth update: Added WW beasts and two new decks Midrange Hunter and Jurassic Hunter.

     Hey! Looks like you are a really huge hunter fan :P   
    I have been trying a new deck, at first a thought of it as a meme deck, but it is performing better than expected. Do you mind giving it a shot to check how bad it is? Any advice or comment will be amazing! :3
     
    Haha! I am just a fan of creative gameplay and mostly play my own decks on the ladder. Reached rank 10 minimum with a lot of my decks and as high as rank 7 (this is where the player skill increases drastically and maybe why I don't do well :P. However, the highest rank I have reached is rank 2 with various popular decks!) I have a hard on for various classes during my time of Hearthstone but my favorites are Hunter, Warrior, Priest and Shaman (no particular order. Hint: I hate Mage). 
    Unfortuantely, I cannot try your deck. Because I don't have Emeriss and don't plan to craft it :P (yet). But I will give you a few comments regarding your deck.
    I do not like Tol'vir Warden. I believe it is one of the worst cards you can add to your deck and it not only slows down your deck but actually results in a turn that might turn the game around in your opponent's favor. Since you are running Unleash, as well as other small minions you don't mind trading with, Cult Master will do a better job. It comes a turn before and has a body worthy of challenging, plus the opponent need to prioritize it. I have found the card to do really well in CH. Look at the card like this. Its a 4 mana 4/2 high priorty target for your opponent and if it draws you one card its a 2.5 mana 4/2 (since draw a card is usually 1.5 mana in terms of Vanilla standard and 1 mana when it comes to the current level of game play). If you draw three cards, its a 1 mana 4/2 and three cards the card goes to -0.5 mana 4/2 and so forth. I hope you understand my reasoning behind why I look at the card the way I just explained. I have drawn as many as 8 cards from a single Cult Master. Also drawn 6 cards by playing two Cult Master, killing the opponents The Lich King and loosing a bunch of 3/2s in the process to counter for AoE. Solid deal isn't it? The opponent also had to deal with two high priorty targets that he botched.
    I would also advise using Harrison Jones instead of Corrosive Sludge, when it comes to weapon removal cards. I look weapon removal in the following order:
    Harrison Jones (Tempo, card draw, strong body) > Gluttonous Ooze (Tempo, survival, low mana cost) > Acidic Swamp Ooze (Tempo, low mana cost) > Corrosive Sludge (Tempo, strong body)
    You NEED outside sources of card draw as a Hunter. Harrison is very very good. I have been using him and it slows down Cubelock, all Paladins and the new nasty Odd and Quest Rogues. He is also good vs. Frostmourne, Warriors and aggro Hunters. Not to mention he breaks Tempo Mages. That's a lot of weapon removal targets, quite possibly the highest ever in any given meta. You have him work against a solid 6 out of 9 classes with various decks. A win condition all on his own atm. 
    Kobold Apprentice O.o Why God why? You should try out Cave Hydra. It is better in the current meta. High priority target that wrecks the opponent especially if you can buff it. 
    Emeriss, I believe is for OTK. Well, let me know how he does! 
    Posted in: Hunter
  • 1

    posted a message on 5 Cards that really need to get nerfed

    Agree with some of the nerfs. 

    The Silver Hand recruit "nerf" will actually lead to other problems. Since 2/2 is more difficult to kill, it means they have more staying power and therefor higher chances of buffs. Imagine you have 3 or 4 2/2s on the board and you play Unidentified Maul with divine shield. Congrats, now you have to face multiple Shielded Minibot.

    The Ballista Shot "nerf", should actually have been an ability for Hunters a long ago. They should have released a card that converts the hero power from deal damage to enemy hero to deal 2 damage. Steamwheedle Sniper should have made the ability permanent. But then, there might be concerns that Hunter can clear the enemy board while developing their own. 

    Carnivorous Cube should not exist in the game. Period. It is a card that people will always find a way to abuse. The effect needs complete alternation. People saying Cube is not the problem need to look at Cube Druid. No, it's not Taunt Druid. Its Cube Druid. The deck exists because of the Cube. If Cube didn't exist, the deck will be manageable. Since it will have two Hadronox combos and the combo pieces will be difficult to assemble. Right now you can face upto 7 Hadronox (I have faced 4 after silencing 1 Cube. That's four sets of taunt and 8 Lich King). Making the Cube silencing the minion before killing and summoning two minions doesn't solve anything. Silencing Doomguard does nothing. Silencing Voidlord does nothing, you still get two of back, only loosing 3 1/3s and that actually makes Bloodreaver better LoL! Silencing Hadronox does nothing because Druids can pop the Cube various ways and resummon two. As it turns out, Hadronox is easy to kill. 

    I do not like the proposed nerf here since Warlocks can just resummon the demons via Skull of the Minari. Druids can replay Hadronox and pop it. 

    CUBE IS THE PROBLEM. The power level is beyond any card before. As long as there are ways to resummon minions and kill your own minions, Cube will continue to be a problem. Another problem is that classes don't really have a way to deal will mass boards. If you can remove all the minions it will not be a problem. But but but, Hadronox and Voidlord are deathrattle minions and so is the Cube. Nevermind. There is no way out here, you're screwed. GG, WP. Just play Quest Rogue. The deck is so creative and requires tremendous amount of skill. 

    The remaining two nerfs, I agree with. 

    Posted in: Card Discussion
  • 0

    posted a message on Hunter - Dire Frenzy. What can we target? (Dire Frenzy decks + other Hunter decks)

     

    Quote from TheWhiteDelight >>

    I'm rank 4 with big recruit hunter, using seeping oozlings, silver vanguards, kathrena, lich king, charged devs, withwood grizzlies, and king krush. Secret package (spellstone and putricide) + tar creepers for early game. Play dead and dire frenzy for wombo combos. Dont run cubes because it screws up Oozlings.

     
    Playing a very similar deck to yours without the Grizzly and Putricide. I didn't add Putricide because I don't have him haha! Does your Spellstone double upgrade because of him?
    Posted in: Hunter
  • 0

    posted a message on Hunter - Dire Frenzy. What can we target? (Dire Frenzy decks + other Hunter decks)

     

    Quote from Apoc7 >>

     

    Quote from Ashaf306 >>

     

    Quote from toasty004 >>

    Deathstalker Rexxar can actually overwhelm an opponent over time, and most of the bad beasts rotated out. Dire Frenzy is pretty value-oriented, but a decent hit with it and a way to draw it, (like Witchwood Piper) it can be really powerful. Here's a list I made, definitely room for replacements in the traps. I might add Cult Master later for help drawing like you suggested. Let me know what you think

    Dire Dog Hunter
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    I am looking for Rexxar's new built a beast pool to make a fair judgement on the card because the results have been inconsistent. Most of the time I don't get a beast to answer my opponent. Maybe I need to show more faith in the beasts and just drop them on the board? All I know is that I am spending 2 mana to get a card that is sitting in hand and it messes up my plays. The health gain and AoE are beneficial from the card but I need to take some time to clear my head and make a fair assessment of Rexxar and other cards.
     
    Your deck looks too focused on buffing. I don't believe dinomancy is a good card. Look at it this way, you spend 4 mana to give a beast +2/+2, with Dire Frenzy you give the minion +3/+3 and add 3 more to your deck for the same mana cost. The board doesn't have a beast all the time, something that should also be considered. A better buffer is Houndmaster. You get the +2/+2 just like from dinomancy AND a 4/3 with cool sound effects for the same mana cost. The guy win games. With your deck, the card is very valuable. 
     
    I considered adding Piper and Hydra to my deck. The problem with Piper is the mana cost. 4 mana is loaded with Shaw, Strike and Cult Masters in my deck. Sometimes Houndmaster is also added. Hydra is something I might find room for. Seems good in a meta where Paladins are flooding the board. It is the best beast in build a beast right now, low cost and a heavy hitter. 
     Rexxar DK is a really slow card, the key to using him is in a deck that has other really high value minions and control tools (basically a control deck) to exhuast the opponents hand before you start building beasts. I find doomsayers work really well with the DK. Since the DK is fairly cheap, you can often drop the doomsayer on the same turn you transition into the DK to hopefully stall the opponent to give you the initiative to drop a zombeast on an empty board. If a control hunter deck is ever legit in standard, I presume doomsayers would be auto-includes.
     
     
    Yeah, I see the power of Deathstalker right now. Using it in my Quest Hunter deck. He is doing pretty good! The deck overall is doing good. I do have some issues and need to change a few cards here and there. It's one of the most fun deck I have played. 
    The deck does really well against the meta decks of Paladins. I am somewhat getting to control Cubelock too with the addition of Harrison. 
    The main issue I have is that current control Hunter decks are relying too much on DK. Decks like Cubedruid get out of hand really fast. Keeping the tools to control them is difficult due to lack of reliable draw. Cult Master's do the job but only if you have a proper setup. And even with draw you might lack the one drops for Toxmonger. Trying to find DK to stabilize is the main goal of my QH deck right now. Once the Queen comes into gameplay, things get interesting really fast. You can Toxmonger the entire brood. The quest gets completed around turn 7-8, which is fair enough I believe, as you go around controlling the board before that.
    Should I always keep DK in my hand if I get him? Especially against Cube builds?
    It's all very tricky atm. Trying to build a deck to counter all the meta decks. I mulligen the quest away when facing Paladins. You don't need it against them.
    I have Plated Beetles to fight aggro. I am thinking of changing them with Scalehide. Might be better. 
    I might try doomsayer but I feel Hunters need to be proactive, even with a control build.
    Mid-range actually causes the most trouble for me. That's the nature of the game and fine with it since I have decent chance against them. You can't beat them all!
    Posted in: Hunter
  • 0

    posted a message on Hunter - Dire Frenzy. What can we target? (Dire Frenzy decks + other Hunter decks)

    I will definitely try it! :)

    Posted in: Hunter
  • 3

    posted a message on Blizzard's bias class design needs to leave Hearthstone! NOW!

    There is no update from Blizzard regarding the meta. They said they will release some information early this week. How much data do you need to make a simple decision of nerfing some cards? 

    Just nerf Carnivorous Cube, Unidentified Maul and a couple of other cards. Make life easy for the players. It is so stupid to face the same cards, not even decks, over and over. 

    You have a decent winrate with a deck you made? Its doing good? Well here, meta shit in yo face!

    They also need to end their retarded bias designing style. Give ALL classes a set of cards to make interesting decks. Not just a couple classes. If I remember correctly, Warlock is the only class that had a 3 card set reveled this expansion. Hunter got no synergy cards. They released Toxmonger and completely skipped a decent 1 drop for Hunters to actually make the card work, knowing Hunters are loosing 1 drops. Yeah You have Elven Archer and freaking Stonetusk Boar. But how about Hunter specific 1 drop for the synergy. Like you do with every other class you idiots. Hunters need reliable removal. It goes well with the Quest too. Or how about card draw?

    They gave Hunters two dragons. And they don't even work like the other dragons. They have a completely new mechanic in place. At least be consistent with a tribe. All other freaking dragons and dragon synergy cards work with if "you are holding a dragon", here is this numbnuts, Carrion Drake works if a minion dies on the board on your turn. Whatever the hell happened to "holding a dragon?" Is this also oppressing the players in rank 25? That when it comes to Hunters you completely alter the theme of dragons that has been part of the game for 4+ years?

    The other dragon is just because Blizzard simply isn't interested in Hunters. Because yawn Hunter. They did because they wanted to make a Hunter legendary and didn't want to repeat the boring beast theme that has been part of Hunters. 

    There is a third card related to dragons released for Hunters. Because it has a dragon picture on it and the name is Wing Blast. Get it? That makes it a dragon related card. I mean. You can literally call it "Fart: Deal 4 damage to a minion" and nothing will change. Nothing. I mean give the card a new animation unique to Hunters, you literally recycled the Warrior cards animation. That's the level of interest in Hunters. This card also has that theme of kill a minion. It makes sense here and I actually like the theme. I find it interesting and something Blizzard should work with in the future. Oh wait. It's a Hunter theme. Nevermind. Next expansion they will make a Hunter Elemental, 7 mana 6/7. It will read "Random Hunter Card we made because yawn Hunter: If you played a Mech two turns ago, gain +1/+1 and do nothing else". Now Hunters have a 7 drop they have been whining about for years and its an ELEMENTAL, 7 mana 7/8!!! Boulderfist Orge counter we all have been waiting for.

    Hunters are the rush mechanic experts of the game, just like Warriors. Gets two rush related cards. 1 doesn't even have rush. The other is unplayable and makes a freaking depressing weird sound when played. It feels like even the card is asking the player "why are you playing me dude???" 2 mana deal 2 damage to a minion you don't want to deal damage to. Repeat for 4 mana and so fort. Such an expert of the rush mechanic. Houndmaster Shaw actually breaks your opponent if he stays on the board. What synergy card he got? Nothing. Because, yawn Hunter. Oh Yeah there is the 5 mana dragon we talked about earlier. You can kill an enemy minion with Shaw, get the dragon on the board with poisonous and remove another minion while Shaw and Carrion Drake contest the board on your next turn. You kill an enemy minion with Shaw and plan to play Carrion Drake to proceed with your plan. Oh wait. Shaw died because Spiteful Summoner Summoned "Grandpa,  12/12: Win the Game". You had to run Shaw into Grandpa to give the Drake poisonous, since that's the new Dragon theme. You play your Drake because it has poisonous and contest Grandpa. Your opponent plays a taunt. Grandpa goes face. Spiteful goes face. You are down to 10 hp. GG WP. Because yawn Hunter. Stay rank 20. Because that's where your competition is. Against newby players who can deal with your hero power. Here, have Baku, now you can kill them noobs faster and LoL HARDER.

    The Witchwood expansion having very little effective on the game goes on to show Blizzard's designing of classes is rigged beyond imagination. Pick up the cards and the top cards are for classes that got top cards for the past 4-5 expansions. Kazakus is a thing in Hearthstone, an answer to all your problems at all turns. Didn't get an answer from Kazakus? No worries. Here have a 3 mana 2/2 "give you the answer to your current problems". Then you had the freaking Jades. You know what I realized playing those decks? I didn't even had to bother. Just play whatever. Because I got so disinterested with it. While the Grimmy Goons got Don Han'Cho. How can you compare the three legendaries? Hunters got "give a minion in your hand +2/+2". Warriors got "+2/+2" and "+3/+3". Paladins got "give all minions +1/+1". Guess which one feels better just by a simple look at the mechanic? Granted none of them worked, but Paladins got the favor even in that design. 

    They are so invested in Warlock they spent about 7 expansions trying to make Discardlock work. They failed but succeeded in discarding other classes. Dragon Priest got so much love, it got AIDS. This is what happens when you make the same class have an orgy over and over again. Paladins have started to have orgies with itself. Everywhere a Paladin goes, all they see are Paladins, resulting in some serious Dude on Dude action. How many Dudes you got? 4? I got 5, oh yeah baby! Come at me! But Druids got the best love, their Dudes grow every time you summoned one. But yawn Hunters.

    I honestly tried to make this post as user friendly and civil as I could but I cannot stop myself. Whenever I think about the game on the micro level it just pisses me off so much I turn to sarcasm, uncivilized comments. I actually want to sit down with the Devs and make them hate themselves. I actually want them to feel shame. I will outline each and every failure they made regarding the game. Make them walk naked from their Headquarters to their home, chanting "SHAME! SHAME! SHAME!" 

    RNG was a problem in this game. But RNG was a problem EVERYONE FACED. Now you have quarter of the population playing Cubelock swearing at Aggroladins and Cubedruid, quarter of the population playing Aggroladins swearing at Cubelock and Cubedruid, quarter of the population playing Cubedruid swearing at Aggorladins and Cubelocks and the remaining quarter wondering "How long can this go on?"

    Why can't Blizzard give equal attention to every class and come up with interesting mechanics and play styles for all the classes? Is it really that difficult? You are honestly telling me, that Pirate Warrior was not as oppressive as Hunter ever was in the lower ranks? Or the current Paladins does not do the same? A strong deck like Cubelock, etc. does not oppress players at lower ranks? You will find the deck at rank 25. Seriously. Go, see it. And it is not oppressive for the new players? 

    How about giving classes all sorts of play styles. Wanna play aggro, mid-range or control with a class? Sure, you can do all three. So this by printing class cards. So, even if the game is aggro vs. aggro, it's different. Not Pirate vs. Pirate or Keleseth vs. Keleseth. Make class cards more impacting and not stupid cards like Carnivorous Cube, that a very strong bias towards one class because of how they can pop it on their own turn. Now you have two who can do it. And if you want it to be a mechanic, then give all classes the same type of play style. HOLD ON, HOLD ON, HOLD ON! Do you really think I want another freaking Patches vs. Patches crap or Keleseth vs. Keleseth crap. If you do this, I will twist your nipples and step on your nuts at the same time. 

    I can honestly go on for days about how stupid the game design philosophy has become in Hearthstone. And how it needs to be changed and changed fast. But I won't. You really think I want to deal with this crap all the time? Hell freaking no!

    Just nerf the Goddamn oppressive cards so we can have a different freaking meta already. 

    BECAUSE!

    YAWN!

    HUNTER!

    Posted in: General Discussion
  • 10

    posted a message on taunt druid is the best deck

     

    Quote from Sillyraptor >>

    This deck actually stomps most tempo decks and is only really countered by aggro decks that'll finish the game before turn 7ish, I just went up against 3 of this EXACT same deck with my Tempo Rush Warrior and was doing great until turn 10 Hadronox/Naturalize Combo; then Witching Hour and Cube.

    No salt at all, I honestly love this deck, it's ingenious and is finally making Taunt Druid a thing and its extremely powerful; losing to it sucks but then again losing to any deck sucks. However I will say I think this is the last straw for Carnivorous Cube, Blizzard knew there was a problem with Cubelock and now that another deck has become extremely strong with it as well I think that a nerf to the cube will be coming; which is upsetting the card is extremely fun and interesting; just makes for too many overpowered swing turns.

     
    The issue is not summoning back a set of minions that die during the game. We saw that effect before with N'Zoth. It was fine. A perfect win condition. Hadronox summoning back the minions is not a problem. Its a win condition. You getting Hadronox back and killing it with your second Naturlize, to summon that same set of minions again, during the same game is also not an issue. You have two win conditions. The problems arises when you can do it over and over and over again. Hadronox is summoned back, you Cube it, you get your taunts back. You can deal with the second set of taunts summoned just like the case where you kill Hadronox with Naturalize.
    Now you have dealt with the second set of taunt of minions. But you need to kill the Cube. You kill the Cube and you get 2 MORE Hadronoxs. That's FOUR sets of taunts. Then your opponent plays his second Witching Hour and Cube it. Thats the fifth set. Then you need to deal with 6 and 7 sets too. Talk about freaking overkill. If you want to have decks with such power, then give other classes the means to deal with it. No wonder people just play aggro and the community asks stupid questions like "why does every play braindead aggro all the time?" Because you are playing a braindead control deck. Play a bunch of taunts on curve, resummon them. You won? No? Do it again. Didn't win yet? Do it again.
    Cube was never a good idea. It was stupid from the start. Cards like Cube should not exist in the game. The power level is beyond uncontrollable. People will ALWAYS find a way to abuse it. 
    The funny part about all this, is that I have a golden Hadronox, I got from my Arena Pack early during KotFT. Plus the entire deck is already available when I went through my collection. And pretty much the entire deck is golden when I make it. It just feels so wrong. But I wanna try it, since I haven't played a soul crushing deck in ages. Trying to craft my own decks and succeeding takes it toll (my decks are doing good, but they are nowhere near the power level we are seeing right now). 
    Posted in: Druid
  • 8

    posted a message on taunt druid is the best deck

    Great. Another infinite loop deck...

    With Blizzard releasing low cost summon/resurrect/recruite cards, Cube will be a pain to deal with for the next two years. 

    This will be the new cancer once Lock and Pala are nerfed. Can't wait to face it 9 out of 10 times. 

    You faced 6 taunts in a game? Well how about 50? That also heal and generate cards. 

    And you thought Jade's were bad.

    And you thought Cubelock was bad.

    I think it's better to stop trying at this point and just exit the game.

    Who came up with the idea of the cube and low cost resummon cards. All of those people should be fired.

    Posted in: Druid
  • 5

    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place! V2

    Both Paladin and Warlocks need a nerf. The tools they have are stupid right now. Every class lost most of their OPness if not all. The thing is Blizzard focused too much on making Paladin aggro and Warlock control that they completely counter their flaws now. Warlock has too much healing and stupid taunts as well as a way to resummon them. Paladin has too much board presence, killed 5 minions? No problem, here have 5 more to deal with, you deal them? Ok, here, 5 more. And guess what, both classes are based around recruit. Yes, you have Odd Paladin who doesn't recruit but they generate so many tokens it can be regarded as recruit. 

    Paladin's Unidentified Maul turns their board from deal able to hahahaha you're so screwed. Aggro decks should exist, but not to the point of Undertaker Hunter, Pirate Warrior (or any Pirate deck once Patches got popular, and surprise surprise, the mechanic was RECRUIT!) and now Odd Paladin. Aggro should be manageable. With the lack of board clears across the game in Standard, minion based decks are bound to become popular, but it should be about intelligent trading, not "hurpdurp face ma army of 1/1s, some of them have divine shield and some have divine shield AND taunt".

    Even Paladin is difficult too, but it can be handled if you clear their board, which is much easier then Odd Paladin. It's a midrange deck, so control obviously find it difficult to deal with. 

    Warlock's 6 mana combo is gain 8 HP summon a "5/7 charge minion" or "3/9 deahtrattle summon 3 1/3s". It's just stupid. Even if you silence Voidlord and try to deal face damage to bring them down, they just play Cube and oh guess what, two more Voidlord. Next turn, spellstone. I cannot imagine people call Cubelock a skill based deck. Where is the skill? Its just as braindead as any aggro deck. The deck has literally no unique plays whatsoever. Every game is a repeat of the previous one. Giving dejavu a bad name. 

    Current decks are finding it hard to add new cards since the power level of old cards is beyond the roof. MSoG should have been a prime example of overpowered cards, but Blizzard never learns. 

    I have commented on their design philosophy many times. Their give 3-4 cards in an expansion to a class for a specific playstyle, along with some neutral cards. This spawns a deck. Then they add a couple more cards in the next set, making the deck stronger. Which is fine. The problem is they do this with ONLY a few classes. Paladins, Warlocks and Priests get this type of treatment. Rest of the classes get 2 cards max to design a archetype around them. Nothing next few expansions. Hunter, Warrior and Shaman are prime examples of them. Look at the kit of Hunters, Warriors and Shaman and tell me this is not true. 

    Blizzards has favorites. Nothing wrong with that. Sure some people enjoy designing one class more then others. Like I enjoy Hunter and Warrior more then other classes, sometimes Shaman and Priest. But this means you need to have a fair number of people who enjoy designing a class. Right now their team has a very very heavy bias towards some classes. They completely banned Spell Hunter after just one expansion. Deadman Hands Warrior? On the other hand, Priest got so much favor they were able to do ANYTHING before the rotation. Warlock has been extremely powerful for years and has now reached unmanageable levels, same with Paladin. 

    A meta should have at least 4-6 tier 1 decks. That is a healthy meta. When was the last time this happened? They just don't care. Sometimes players whining is unjustified, but stats do not lie. Decks having more then 60% winrate should be nerfed immediately. That's more then what Undertaker Hunter had and the class is still suffering from what happened more then 4 years ago. Other classes do it? No problem, players aren't skilled enough to find an answer. 

    Stupid design philosophy has been part of Hearthstone for a long long time. Its about time it should end.

    Posted in: General Discussion
  • 0

    posted a message on Nerf Paladin

    Both Paladin and Warlocks need a nerf. The tools they have are stupid right now. Every class lost most of their OPness if not all. The thing is Blizzard focused too much on making Paladin aggro and Warlock control that they completely counter their flaws now. Warlock has too much healing and stupid taunts as well as a way to resummon them. Paladin has too much board presence, killed 5 minions? No problem, here have 5 more to deal with, you deal them? Ok, here, 5 more. And guess what, both classes are based around recruit. Yes, you have Odd Paladin who doesn't recruit but they generate so many tokens it can be regarded as recruit. 

    Paladin's Unidentified Maul turns their board from deal able to hahahaha you're so screwed. Aggro decks should exist, but not to the point of Undertaker Hunter, Pirate Warrior (or any Pirate deck once Patches got popular, and surprise surprise, the mechanic was RECRUIT!) and now Odd Paladin. Aggro should be manageable. With the lack of board clears across the game in Standard, minion based decks are bound to become popular, but it should be about intelligent trading, not "hurpdurp face ma army of 1/1s, some of them have divine shield and some have divine shield AND taunt".

    Even Paladin is difficult too, but it can be handled if you clear their board, which is much easier then Odd Paladin. It's a midrange deck, so control obviously find it difficult to deal with. 

    Warlock's 6 mana combo is gain 8 HP summon a "5/7 charge minion" or "3/9 deahtrattle summon 3 1/3s". It's just stupid. Even if you silence Voidlord and try to deal face damage to bring them down, they just play Cube and oh guess what, two more Voidlord. Next turn, spellstone. I cannot imagine people call Cubelock a skill based deck. Where is the skill? Its just as braindead as any aggro deck. The deck has literally no unique plays whatsoever. Every game is a repeat of the previous one. Giving dejavu a bad name. 

    Current decks are finding it hard to add new cards since the power level of old cards is beyond the roof. MSoG should have been a prime example of overpowered cards, but Blizzard never learns. 

    I have commented on their design philosophy many times. Their give 3-4 cards in an expansion to a class for a specific playstyle, along with some neutral cards. This spawns a deck. Then they add a couple more cards in the next set, making the deck stronger. Which is fine. The problem is they do this with ONLY a few classes. Paladins, Warlocks and Priests get this type of treatment. Rest of the classes get 2 cards max to design a archetype around them. Nothing next few expansions. Hunter, Warrior and Shaman are prime examples of them. Look at the kit of Hunters, Warriors and Shaman and tell me this is not true. 

    Blizzards has favorites. Nothing wrong with that. Sure some people enjoy designing one class more then others. Like I enjoy Hunter and Warrior more then other classes, sometimes Shaman and Priest. But this means you need to have a fair number of people who enjoy designing a class. Right now their team has a very very heavy bias towards some classes. They completely banned Spell Hunter after just one expansion. Deadman Hands Warrior? On the other hand, Priest got so much favor they were able to do ANYTHING before the rotation. Warlock has been extremely powerful for years and has now reached unmanageable levels, same with Paladin. 

    A meta should have at least 4-6 tier 1 decks. That is a healthy meta. When was the last time this happened? They just don't care. Sometimes players whining is unjustified, but stats do not lie. Decks having more then 60% winrate should be nerfed immediately. That's more then what Undertaker Hunter had and the class is still suffering from what happened more then 4 years ago. Other classes do it? No problem, players aren't skilled enough to find an answer. 

    Stupid design philosophy has been part of Hearthstone for a long long time. Its about time it should end.

    Posted in: Paladin
  • 2

    posted a message on Cancer Paladin

    Both Paladin and Warlocks need a nerf. The tools they have are stupid right now. Every class lost most of their OPness if not all. The thing is Blizzard focused too much on making Paladin aggro and Warlock control that they completely counter their flaws now. Warlock has too much healing and stupid taunts as well as a way to resummon them. Paladin has too much board presence, killed 5 minions? No problem, here have 5 more to deal with, you deal them? Ok, here, 5 more. And guess what, both classes are based around recruit. Yes, you have Odd Paladin who doesn't recruit but they generate so many tokens it can be regarded as recruit. 

    Paladin's Unidentified Maul turns their board from deal able to hahahaha you're so screwed. Aggro decks should exist, but not to the point of Undertaker Hunter, Pirate Warrior (or any Pirate deck once Patches got popular, and surprise surprise, the mechanic was RECRUIT!) and now Odd Paladin. Aggro should be manageable. With the lack of board clears across the game in Standard, minion based decks are bound to become popular, but it should be about intelligent trading, not "hurpdurp face ma army of 1/1s, some of them have divine shield and some have divine shield AND taunt".

    Even Paladin is difficult too, but it can be handled if you clear their board, which is much easier then Odd Paladin. It's a midrange deck, so control obviously find it difficult to deal with. 

    Warlock's 6 mana combo is gain 8 HP summon a "5/7 charge minion" or "3/9 deahtrattle summon 3 1/3s". It's just stupid. Even if you silence Voidlord and try to deal face damage to bring them down, they just play Cube and oh guess what, two more Voidlord. Next turn, spellstone. I cannot imagine people call Cubelock a skill based deck. Where is the skill? Its just as braindead as any aggro deck. The deck has literally no unique plays whatsoever. Every game is a repeat of the previous one. Giving dejavu a bad name. 

    Current decks are finding it hard to add new cards since the power level of old cards is beyond the roof. MSoG should have been a prime example of overpowered cards, but Blizzard never learns. 

    I have commented on their design philosophy many times. Their give 3-4 cards in an expansion to a class for a specific playstyle, along with some neutral cards. This spawns a deck. Then they add a couple more cards in the next set, making the deck stronger. Which is fine. The problem is they do this with ONLY a few classes. Paladins, Warlocks and Priests get this type of treatment. Rest of the classes get 2 cards max to design a archetype around them. Nothing next few expansions. Hunter, Warrior and Shaman are prime examples of them. Look at the kit of Hunters, Warriors and Shaman and tell me this is not true. 

    Blizzards has favorites. Nothing wrong with that. Sure some people enjoy designing one class more then others. Like I enjoy Hunter and Warrior more then other classes, sometimes Shaman and Priest. But this means you need to have a fair number of people who enjoy designing a class. Right now their team has a very very heavy bias towards some classes. They completely banned Spell Hunter after just one expansion. Deadman Hands Warrior? On the other hand, Priest got so much favor they were able to do ANYTHING before the rotation. Warlock has been extremely powerful for years and has now reached unmanageable levels, same with Paladin. 

    A meta should have at least 4-6 tier 1 decks. That is a healthy meta. When was the last time this happened? They just don't care. Sometimes players whining is unjustified, but stats do not lie. Decks having more then 60% winrate should be nerfed immediately. That's more then what Undertaker Hunter had and the class is still suffering from what happened more then 4 years ago. Other classes do it? No problem, players aren't skilled enough to find an answer. 

    Stupid design philosophy has been part of Hearthstone for a long long time. Its about time it should end. 

    Posted in: General Discussion
  • 0

    posted a message on Hunter - Dire Frenzy. What can we target? (Dire Frenzy decks + other Hunter decks)

     

    Quote from toasty004 >>

    Tbe main benefits of Dinomancy are that, once it's online, you can buff every single turn if they don't clear your board immediately. And since your newly buffed Vicious Scalehides have rush and can be buffed again and again, it's difficult to answer. It's true I may need more beasts (a more consistent taunt, perhaps,) but rexxar really does help. I think I'll add Houndmaster on top of everything else and see how well it works out. Piper is good for me because, even if it's slow, it ALWAYS draws scalehide, which is either buffed already or can be at a moment's notice. 

    Thanks for the feedback! I love making creative decks and just playing stuff to see what works. I'll try your other list as well to see what it's like and compare for myself

     
    No worries! 
    The decks I am playing right now are different from the ones posted in the OP. My QH have a 50% win rate right now, but since it's in the lower ranks I am not too satisfied. Lets hope the deck can help me climb the ladder and have staying power. I will update the list once I am done with more testing.
    Got 3 Hunter decks running right now: Quest Hunter, Big Hunter and Hero Power Hunter with Secret/Spellstone package. Quest Hunter and Big Hunter are not easy to pilot, but they have shown some tremendous potential! Hero Power Hunter is a straightforward deck, haha. Typical Hunter. 
    I strongly believe Control Hunter has reached a point where it is not the best, but it has enough tools to force itself over the finish line. 
    Posted in: Hunter
  • 0

    posted a message on Hunter - Dire Frenzy. What can we target? (Dire Frenzy decks + other Hunter decks)

     

    Quote from toasty004 >>

    Deathstalker Rexxar can actually overwhelm an opponent over time, and most of the bad beasts rotated out. Dire Frenzy is pretty value-oriented, but a decent hit with it and a way to draw it, (like Witchwood Piper) it can be really powerful. Here's a list I made, definitely room for replacements in the traps. I might add Cult Master later for help drawing like you suggested. Let me know what you think

    Dire Dog Hunter
    Export to BBCode Export to Cockatrice Export to MarkDown Export to Html Clone this deck
    Minion (12) Ability (13) Weapon (4) Playable Hero (1)
    Loading Collection

     
    I am looking for Rexxar's new built a beast pool to make a fair judgement on the card because the results have been inconsistent. Most of the time I don't get a beast to answer my opponent. Maybe I need to show more faith in the beasts and just drop them on the board? All I know is that I am spending 2 mana to get a card that is sitting in hand and it messes up my plays. The health gain and AoE are beneficial from the card but I need to take some time to clear my head and make a fair assessment of Rexxar and other cards.
     
    Your deck looks too focused on buffing. I don't believe dinomancy is a good card. Look at it this way, you spend 4 mana to give a beast +2/+2, with Dire Frenzy you give the minion +3/+3 and add 3 more to your deck for the same mana cost. The board doesn't have a beast all the time, something that should also be considered. A better buffer is Houndmaster. You get the +2/+2 just like from dinomancy AND a 4/3 with cool sound effects for the same mana cost. The guy win games. With your deck, the card is very valuable. 
     
    I considered adding Piper and Hydra to my deck. The problem with Piper is the mana cost. 4 mana is loaded with Shaw, Strike and Cult Masters in my deck. Sometimes Houndmaster is also added. Hydra is something I might find room for. Seems good in a meta where Paladins are flooding the board. It is the best beast in build a beast right now, low cost and a heavy hitter. 
    Posted in: Hunter
  • 0

    posted a message on Hunter - Dire Frenzy. What can we target? (Dire Frenzy decks + other Hunter decks)

    Update!

     

    I tried Dire Frenzy in Big Hunter and Quest Hunter.

    Big Hunter:

    In Big Hunter, I die to aggro or own control without buffing any of my beast. I remember using the spell three times. Won me the game 2 times, the third was me bming. Deck lacks in consistency but it has potential. The support set I am running right doesn't suit vs aggro (more on support sets later). Dire Frenzy and Beast combo is just not possible unless and until you buff the beast next turn. This RARELY happens. Playdead is not performing well, most of the times it just sits in my hand doing nothing, I have lost games because of it. Might try Terrorscale Stalker and see how it performs or alter the deck a bit more. The deck is fun and testing out different decks is fun, but Hunter is lacking in couple of departments. 

    Quest Hunter:

    Quest Hunter you simply don't need Dire Frenzy. You are overwhelming in value with the brood and DK. At times I had so many cards I had a headache which one to use. The deck works, sometimes, magnificently. The built I have, I either steamroll or get owned and I mean get owned hard or I best my opponent so hard it gives me chills. I have had 20-25 mins games against some control decks. Those are fun, but loosing isn't fun after such a long game. I think some alterations will make the deck work better. Will try a different QH in a few days. I need to make a few changes and try again. Thinking of removing DK. It is just getting in the way when I need to do more damage to my opponent. And a lot of times the cards didn't give me the answer I needed. I believe DK has gotten worse after the expansion. So many useless minions. It is missing Kodo for the big removal or heal or both. Poison is good, but it's slow. 

     

    Hunter Support Sets:

    Ok, this is the interesting part. Hunter now has a few support sets to go with each deck. You obviously have the Baku Hunter and the midrange archetype. Both are good. But both lack vs. other aggro or heavy heavy control decks. These decks are your typical deck built around the classic aggro and midrange style.

    The decks I am playing BH and QH have their core. BH with Kath and crew. QH with 1 drops. 

    Now to help you reach the goal of both decks, you have some decent support sets and I will talk about them now.

    1) Secret/Spellstone

    This is your first support set. The 4 secrets you add in are Wandering Monster, Snake Trap, Venomstrike Trap and Freezing Trap as well the Spellstone. It gives you a control aspect and the ability to tempo your opponent. With the control having tremendous AoE, aggro having unlimited minions and tempo being tempo, it helps you fight around and maintain board superiority. It lacks vs big drops sometimes.

    A total of 10 cards. You can add these in both QH and BH. Can add Explosive Trap if you feel like it. Rat Trap is still experimental but early assessment shows it is pretty strong later in the game. 

    2) Toxmonger + 1 Drops

    The second support set. It's your typical single target control setup very Rogue like. Elven Archer, Stonetusk Boar, Toxmonger, Hunter's Mark and Crackling Razormaw. 10 cards again. Contest the board and remove big minions. With the rise of Spiteful Summoner and quick big drops entering the game, this set is pretty cool since it takes out those big minions. Those decks don't run removal so your Archer stays on the board and can take out another big minion. The set lacks vs. aggro. Not very damaging for the opponent's face, but that's why you have the other part of your decks. 

    3) Elementals

    Yup, I tried it. It's not bad. Helps you fight aggro well. If you have Shaw on board, it's amazing. Not very damaging and focuses on value and aggro battles. You need to like the set ofcourse. Elementals in Hunter doesn't fun too fun. 

    4) Dragons

    I love this set. You will have around 10-14 dragons or dragon related cards depending on your preference. But man they do a great job. I tried it with QH only and I was overwhelmed, had too much going on at the same time. DK, Cult Master, Toxmonger Set, Dragons. I couldn't believe I had it all in one deck. Was crazy. And as you can imagine, it was confusing as hell. Carrion Drake is such a tourist attraction for the opponent. They keep mousing over it. The card can break your opponent all by itself. The new 7 mana taunt is not bad either. 

     

     

    Now a review about some individual cards.

    1) Cult Master

    This card is beast in Hunter right now. I know you shouldn't trade as a Hunter but as control you need too, sometimes.

    2) Tol'vir Warden

    Don't run this card. Just use Cult Master. If the word disappointment need meaning, this card fits the bill. 

    3) Deathstalker Rexxar

    I am disappointed with this card. Most of the time it is filling my hand with garbage. 6, 7, 8, 9 mana cards that do nothing. I would recommend not running this card for now. Any other impactful card is better. You already have draw with Cult Master.

    4) Wing Blast

    Another disappointment. As a Hunter you need minion on the board to contest the enemy, since you lack other forms of control. Flanking Strike is better.

    5) Houndmaster Shaw

    Seriously, if this guy stays on the board, you win most of the times. The enemy attracts to it like flies on a candy. Solid legendary. 

    6) Ravencaller

    It has performed well. I think I might remove a couple of 1 drops from my QH because of this card. You can Stitched Tracker it. You need to have a strong set to support it. Guess a 3 mana 2/2 draw two 1 drops was too strong. 

    7) Tracking

    Man I hate this card. It is pretty good for aggro and midrange when you need an answer or whatever. But in control I ended up loosing my combo cards so many times. Removed it and the deck has gotten better.

    8) Stitched Tracker

    Man I love this card. Giving the right minion a lot of times. With this and Cult Master, you draw problems are solved. 

     

    And finally, the talk of the thread

     

    9) Dire Frenzy

    Not a bad card. It works well. Unfortunately, no deck needs it. The effect is control and value oriented. QH doesn't need it since there are no fatigue wars going on in this meta. BH just needs to pull out one or two big minions max to end the game. The card sits in my hand most of the time. I replaced with more impactful cards. 

     

    I need to streamline both decks, QH and BH. Both decks are lacking and performing at the same vs. different decks ofcourse! I am hovering around 45-50% winrate with them and the decks are not in their final stages. With some careful tweeks they can be Tier 2 decks. I am not the most skilled player, so any top player will provide a better view of the deck. I am hoping the decks can be around 52-54% winrate decks. Invested a lot of time, effort and dust into all this. 

     

    There it is. My thoughts on Hunter so far. Control Hunter lacks in either health regeneration or AoE. Either of the two would bring CH decks very close to Tier 1, even solid Tier 1 and definitely Tier 2. However, we need to work with what we have. And what we have are bits and pieces. We need to put the puzzle together. But that is the fun part :D! 

     

    Thanks for reading! Hope you all enjoyed reading all this. Your feedback is very important, so please comment! 

    Posted in: Hunter
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