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    posted a message on Blood Bloom + Spellstone

    Did not work with other spells so shouldn't work with Contract either

    Posted in: General Discussion
  • 0

    posted a message on New Rogue Card Reveal - Captain Hooktusk

    Watch the animation closely and read FROM YOUR DECK. It does take out those cards. Weirdly, they did not name this action "Recruit". But the idea is the same.

    Posted in: News
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    posted a message on 15-0 100% winrate DMH Warrior

    I hope we will see nerf to cube because that card has been another culprit of why cubelock and deathrattle hunter were/are so busted. And this deck just like any other deck struggles against those

    Posted in: 15-0 100% winrate DMH Warrior
  • 1

    posted a message on Need Help at Rank 8

    Upload your collection

    Posted in: General Discussion
  • 0

    posted a message on need advice on good tablet for Hearthstone

    Well, I think Nvidia Shield K1 is like the best tablet for the buck (It is also super powerful). I mean we all know iPads are super expensive unless you buy an older used one. 

    Others are just way more expensive and do not deliver on the promises imo.

    Posted in: General Discussion
  • 2

    posted a message on Deserts of Kalimdor - Fan Made Expansion (94/145 Cards)

    Great work! You should definitely let Blizzard know about your work or just go ahead and apply for a job there. Your ideas are crazy cool and I am in love with the cards shown so far.

    Posted in: Fan Creations
  • 0

    posted a message on Tyrion is not good anymore?

    Tirion once silenced is just too slow. The meta is faster than that and I mean the ability to put up multiple threats at once. Obviously, he is big and divine-shieldy but whatever if your opponent has that silence.

    Posted in: Paladin
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    posted a message on I don't think the issue with cubelock is the minion cheating/cubes

     

    Quote from HackFin >>

     

    Quote from Aspect >>

     

    Quote from HackFin >>

      Very much this!
    The combos are exactly meant to be that way, but the way the deck works its early heals have to be limited. Nerf to heal 3 or make it 2 mana should do it.
    That would make e.g. the tempo mage and baku hunter matchup unfavourable already and stabilise the meta.

      It is already unfavorable against both of those decks. I mean if you draw most of the heal you might survive provided that you establish pressure as well but all in all, you typically die to burn or hunter's hero power.
     Well, in my grind to legend yesterday it didn't feel that way:
    https://imgur.com/GOrsl19

    Okay, I only faced two hunters but the mages were tempo besides one control mage.
     
     I guess lucky you. Happy you made it to 70% over those matches. My own experience was like how the hell you draw so well. Fireball into glyph into pyro into other BS. Hunters are dead right now so there is no actual way to reflect again on the face hunter matchup. If you are able to put up the wall then you significantly reduce their damage potential limiting it to hero power and KC which is meh if you have pacts'n'stuff. But overall, mages and priests are the banes of warlock as they surpass the wall. (Spoiler: unless you have the doomguard army and they can't remove it)
     
    Posted in: General Discussion
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    posted a message on New ideas - New decks

     

    Quote from Ch4ce >>

    I kinda had an idea of a Shutterwock-less OTK Shaman, that used 10 mana in the following way:

    1 mana Leeroy Jenkins or Al'Akir the Windlord (courtesy of Grumble, Worldshaker)

    2 mana Rockbiter Weapon

    7 mana Greater Sapphire Spellstone

    I fall at the first hurdle, though, by not owning Grumble - But the other issues I anticipate are: Not being able to stack the spellstone when drawing it too late; Playing against Cubelock (or any other taunt heavy decks); Keeping the Al'Akir/Leeroy alive for the grumble turn. So I don't think it's gonna be workable - But if I ever get grumble in a pack, I'm definitely gonna give it a good go.

     
     I tried it before and it worked a couple of times actually. But you are more prone to die before you are able to do anything. Now that maelstrom portal is gone...
    Posted in: General Deck Building
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    posted a message on I don't think the issue with cubelock is the minion cheating/cubes

     

    Quote from HackFin >>

     

    Quote from batanete >>

     

    Quote from craigrs84 >>
    (...)
     If you nerf the deck's healing, you make it weaker against aggro. By making the best deck in the game weaker to aggro, aggro decks will become more common. This means anti aggro control decks like warrior become better.
    People need to start looking more at the bigger picture. (...) In the long run, making cubelock weaker to aggro would actually make other control decks more viable.
     Very much this!
    The combos are exactly meant to be that way, but the way the deck works its early heals have to be limited. Nerf to heal 3 or make it 2 mana should do it.
    That would make e.g. the tempo mage and baku hunter matchup unfavourable already and stabilise the meta.
     
     It is already unfavorable against both of those decks. I mean if you draw most of the heal you might survive provided that you establish pressure as well but all in all, you typically die to burn or hunter's hero power.
    Posted in: General Discussion
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    posted a message on Aviana Combo Druid Decksperiment

    I wish this deck was more consistent as it is in wild (with Aviana + Kun). That deck easily wrecks other decks as it has the type of combo which is harder to disrupt. Here you can kill Duskfallen Aviana, get a tempo swing alongside/or kill the twig before it is supposed to go off (1-1). This way this druid deck is much weaker. I have Ixlid and the twig but I just don't see how they will work in standard so far. Kun is just a better activator for the combo.

    Posted in: Aviana Combo Druid Decksperiment
  • 0

    posted a message on I don't think the issue with cubelock is the minion cheating/cubes

     

    Quote from ManThighs >>

    I think dark pact should be changed to "destory a friendly demon restore 8 health". This way lackey and cubed can't be dark pacted making cubes more interactive and slowing down some crazy combos.

     This is just sacrificial pact. Voidcallers will appreciate it in wild.
     
    Posted in: General Discussion
  • 0

    posted a message on I don't think the issue with cubelock is the minion cheating/cubes

     

    Quote from scout1515 >>

    The real issue here is dark pact.

    It reminds me of the interaction between Tunnel Trogg and overload back in the heyday of aggro shaman. A mechanic that's supposed to be a downside suddenly becomes an upside. I can't even count the number of games I've won because lava burst and lightning bolt was 7 and 4 damage because I had a trogg on board.

    Dark pact is supposed to have a downside by destroying an own minion, NOT an upside in exchange for such a powerful heal. It should read "Silence and then destroy a friendly minion, restore 8 health to your hero."

    The issue dark pact currently causes is it makes it so you can't interact with lackeys and cubes since they're destroyed the same turn they're played. Without dark pact being able to trigger the deathrattles, the opponent has an opportunity to silence the minion, or just avoid destroying the minion for a while.

     People will just use sanguine revelers or dark possession to kill of lackeys/cubes. They will still cheat out big demons. But then by destroying dark pact, warlock loses heal. It is hard to win against aggro decks even with dark pact let alone having only amethyst and siphon or drain soul besides gul'dan (given that they are too slow and ineffective).
    Dark pact is a necessary card for Warlock. Killing the dark pact might remove warlock from the meta as aggro decks are even more aggressive (ubiquitous) than ever.
    Posted in: General Discussion
  • 0

    posted a message on Thoughts on Dark Pact for 1 Mana?

    I was thinking about what others said above and here is what I think. Lackey is a fine card on its own. It was partially underestimated during the initial reviews and so was the skull. Both do similar things. One pulls out demons out of hand, another out of your deck. And a player can easily interact with the cards: you can destroy the weapon and silence the lackey. This is pretty clear. I do not think lackey needs to be nerfed (bump up his cost - if that solves the cubelock/control warlock problem than I am in but I highly doubt that is the nerf we need.  

    There are a few other pieces. So, pact, cube, and doomguard/voidlord. All of these are gross when players encounter them. No one wants to be left behind in just a turn of a few magical tricks. And obviously it is a huge tempo swing as a player invests little to obtain a great benefit of overtaking the course of events. Pact - the combo will not be gone at all if we bump up the cost to 2 or change the wording to "Silence and destroy a friendly minion. Restore 8 health". People will just run sanguine revelers to kill cubes or dark possessions to kill lackeys. And pact provides the healing warlock needs in order to survive against aggro which never fades away. Cube - some pointed out and I agree - this card is really strong. It can be nerfed. Should it be? The card can lose its essence if we change the text and become another Warsong Commander (exxageration). Maybe bumping up its cost could see benefits to it. 7 Mana could be alright. Or some text change like deathrattle give 2 of the destroyed minions to your hand or whatever (I guess you can give better ideas for now). Does this make a cut into a deck then? Allegedly and this eradicates the meaning of Cube Warlock deck. Voidlord cheat-out is a biggie as well, but that is what blizzard intended and did balancing around. The problem here then is Cube... Or doomguard? So some of the ways I thought we could get rid of the nasty 5 doomguards you can potentially cheat out with umbra is 1) to change charge to rush which obviously is super bad for the class identity which loses its core card (mainly zoolock). But hey, let's not forget about warrior nerfs. Or, 2, we could remove the tag "Demon" from him. Is it good? That will definitely prevent the Cube Warlock idea. But, that will make it awkward as Doomguard can't not be a demon.

    P.S. Wild has voidcaller (your old lackey) and people run sacrificial pacts to get demons out as early as turn 4. Mal'ganis and cubes are gross there and combine this all makes up for some pretty bad experience. So, overall - cube and doomguard are the offenders in my opinion provided that cube is safer to nerf as it does not destroy warlock class. 

     

    What do you think?

    Posted in: Card Discussion
  • 0

    posted a message on Queueing in Standard

     

    Quote from jeepers1704 >>

    I wish I could hook every "blizzard is intentionally putting me into bad matchups" thread directly into my veins. They nourish and sustain me.

     Lul, what is that you just puked? I was asking how frequently you end up playing unfavored matchups and that is it. I did not whine something is not right for me.
     
    Posted in: Standard Format
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