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    posted a message on Option to ban a class

    In the current meta.

    Everyone but Shaman evolve would ban priest. So priests would either

    • ban shaman evolve (and be locked in some priest only league)
    • play only versus shaman (which is a 9.9/0.1 matchup for shaman , priest's gameplan consists in hoping for opponent to have an unreliable internet connection)

     

    Posted in: General Discussion
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    posted a message on Roping as a strategy?

    Usually, they calm very fast if you counter-rope them

    Posted in: General Discussion
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    posted a message on Should Blizzard unnerf these cards?
    Quote from HoraceWalpol >>
    Quote from episode63 >>

    I don't know if anyone remembers, but Nourish at 5 mana, wasn't even played all the time or all that often in classic hearthstone through several expansions. Sure, it had some use, but other things were more important at the time, and other cards were considered better inclusions. So I was very surprised when it was nerfed seemingly out of the blue, and couldn't understand why. Well, if I remember correctly, it was nerfed around the time the quest that gives both choose one's came out, so I guess it made some sense. But that wasn't Nourish's fault, that was the quest's fault. So yeah...it should be back to 5 mana, honestly. Wild Growth should be back at 2 mana honestly, as well. It's just a joke at 3 (maybe they want it to be a joke, but still, it's like...not good at all anymore)

    You don't remember correctly. The quest came out last year with Saviours of Uldum in August. The Nourish nerf was December 2018 right after the release of Rastakhan's Rumble, same patch that nerfed Wild Growth. 

    Both cards were nerfed because everyone was sick of druid dominating the meta with taunt druid/malygos druid/token druid. Earlier that same year, Jade druid had been driving people crazy. Maybe Blizzard realised that if they wanted to actually take druid down a notch, they needed to nerf the cards those decks have in common. One and a half year later, druid still haven't gone an expansion cycle without at least one viable deck, so it seems to me the nerfs were fine.

     At the time, Druid at 4 high tier decks that shared 15 to 20 cards. Hence Wild Growth and Nourish nerf

    Posted in: General Discussion
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    posted a message on What are your most hated cards in standard?

    By order of Brokenness

    1. Convincing Infiltrator : nerf this shit, maybe change the deathrattle to "a random ennemy minion takes 1 damage"
    2. Soul Mirror : Insane defense, insane value generation, should cost 9
    3. Priestess of Fury : overtuned, maybe it should be unable to attack like Ragnaros
    4. Plague of Death : should be legenday, so that it cannot be played twice
    5. Galakrond, the Nightmare : hero power is too good, it should cost 3

     

     

    Posted in: Standard Format
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    posted a message on Zephrys does not consider deathrattle effects?
    Quote from rasmusm20 >>

    Zeph knows the classic cards, but not anything else. It should be pretty easy to code "if deathrattle give Hex" "If multiple give mass dispel"

     This. Whene a big Deathrattle is on the board (such as Convincing Infiltrator or Bad Luck Albatros ) you want a polymorph or silence as an option.

    Posted in: Card Discussion
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    posted a message on Should lackeys be nerfed?

    Random spell would be pretty meh, whileandom dragon not very good, though  still decent.

    The only possible isssue with lackeys is that Galakrond Rogue generates too many of them and/or too cheaply, allowing for infinite value . Maybe Galakrond rogue power need a good smackdown.

    Posted in: General Discussion
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    posted a message on The weakest class cards from Ashes of Outland in standard
    Quote from HMcCool>>

    Here are my list of the worse class card from each class and why:

    Demon Hunter: Fel Summoner
    Druid : Ysiel Windsinger 
    Shaman : Vivid Spores
    Warrior : Bulwark of Azzinoth
    Rogue : Cursed Vagrant - A decent card, and very good arena card. But it doen't fit the rogue class, and "good value 7 drops" are not constructed material, except maybe for druid. 

    OK. Now go for the polite disagreements : cards that are not currently played but may be in the future.

     Warlock: Keli'dan the Breaker - a 6 mana hard removal that gives you a body is a decent control tool, and it may find its place in a future contorl warlock. Door to darkness or whatever its english name sounds like a much shittier candidate, as it is not reliable enough for a combo deck and not good for anything else.

    Mage :Imprisoned Observer- Due to extreme diversity of mage decks, most mage cards are good this one packs some punch. He may be a very solid card if some midrange mage deck shows up. On the other hand, I see the Solarian Prime as an opeless outgunned legend.

    And now the "are you serious" disagreements

    Paladin : Lady Liadrin - She looks awfully weak, but it turns out that getting a hand refilled with 0 cost +1/+1 buff librams is actually a powerfull move. She is one of the win conditions in Pure Paladin

    Priest :Imprisoned Homunculus - A fantastic Turn 1 play for control decks, or a great way to throw one mana. Great defensive card, played in some priest control decks.

    Hunter : Nagrand Slam - In standard, it gets some playtime in some highlander hunter. In Wild, it is very great with Spiteful Summoner and allows for a playable hunter deck. Meanwhile, Helboar or Imprisoned Felmaw sit on the shelves

     

    Posted in: General Discussion
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    posted a message on Am I the only one who HATES facing a priest, and feel like the fun of the game is being dragged down by this class?

    Roping priests is funnier than conceding against them. You can't rope face decks even if you dislike them, as their game is 6 turns long at most. But a respriest getting roped each of the 20 turns he plays is usually unhappy.

    Posted in: Priest
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    posted a message on Priests are killing the game for me more than Demons hunters.
    Quote from TyrantrumRex >>
    Quote from AssumedNewb >>

    Agreed. I type this while roping a res priest every turn.

    Hope this fucktard dies from ****

     Yeah... Because Rez Priest is in a big hurry to finish the game...

     I was browsing the internet, playing videos and Alt-tabbing to play some cards when I heard the rope sound. As an occasionnal control player, I know it is extremely infuriating for her.

    Doing this at every respriest player will send some of the annoyance back to them.

    By the way, Res Priest is not overpowered, it's ust overboring. A good nerf to Convincing Infiltrator would be appropriate. Alternatively, introduct a few combo decks in Standard. Nothing more fun than facing a respriest in Wild while playing Exodia Mage.

     

     

     

    Posted in: Priest
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    posted a message on Priest changes when?

    Unfortunately doing this, your eward them. Roping them every turn is much more appropriate.

    Posted in: Priest
  • 1

    posted a message on Priests are killing the game for me more than Demons hunters.

    Agreed. I type this while roping a res priest every turn.

    Hope this fucktard dies from ****

    Posted in: Priest
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    posted a message on Big priest is getting out of hand

    A Big nerf to Big priest would be more than welcome.

    Not sure which one, though, but it has to be big. Removing "rezzed" minion from the graveyard when they are rezzed, and from the game when they die would be a good option.

     

    Posted in: General Discussion
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    posted a message on Nerf Warrior suggestions?

    I think that Discover a mech should become get a random Mech, or give no armor when played (so that he becomes an investment instead of a no-brainer T7 play).

    And, due to Boom's chaotic nature, he should take 1 dmg everytime a mech dies.

    Omega devastator should become an non-mech exoskeleton, like other Omega cards.

    As for Death Knights, they were so broken that as long as they were in standard Boom was not played at all :(

     

     

     

    Posted in: General Discussion
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    posted a message on Assumed Newb's highlights

    Riso of Shadows will change the Standard metagame. There is zero doubt of the most impactfull card for change of meta : Rexxar gets out, as well as Baku, Genn, and the other death knights. Good riddance, say hello to a new meta. Speaking of a new meta, here IMHO the 10 MVPS of the extension, in no particular order:

    • Proud Defender 4/6T for 4 ? Sign me in !
    • Hench-Clan Hogsteed. For 2 mana, 2/1 rush with a "summon a 1/1" deathrattle is decent. Now that is a Murloc ...
    • Sunreaver Warmage. For 5 mana 4/4 and deal 4 battle cry, is +2 DMG and + life to Stormwind commando.
    • Omega Devastator: Vanilla stats + kill a minion for free ? Meta defining
    • Underbelly Fence 3/4 rush for 2 is just THAT good
    • Convincing Infiltrator : The card costs only five, yet I would put two copies of it in every deck even if it costed 6. Hello Drakonid OP 2
    • Catrina Muerte : an insane value card with zero drawback
    • Keeper Stalladris : Will make Jade Druid a dominant Wild T1 deck. No potential in standard for now, though.
    • Scargil Standard is debatable. But wild murlocs gonna be brutal !
    • Unseen Saboteur : At last, a solution against MecTuhn Warlock in Wild. Mmmmh, Cataclysm

    I think that hunter has good new agro tools, but looses too much with its DK. 

    IMHO Priest, Rogue, Warrior and possibly shaman are going to be tthe top classes of the new meta.

     

    Posted in: Card Discussion
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    posted a message on New Druid Legendary - Keeper Stalladris

    Very good in Wild with Jade Idol

    Posted in: Card Discussion
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