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    posted a message on New Neutral Minion - Guild Recruiter

    The issue with Overload Shaman is that you actually want to play the cards in order to reduce the cost of Snowfury Giant. I'm trying to make it work since that specific giant has been released, but I keep running into the same old problems: unreliable card draw, poor early game and constant loss of tempo. Against Control you'll be eventually outvalued (e.g. Priest will just play Shadowreaper Anduin or Dragonfire Potion after your big swing turn) and vs. faster decks you're better off playing Midrange Jade/Elemental Shaman. Apparently the days of Tunnel Trogg/Totem Golem are still haunting us. Also, this card competes with Earth Elemental or Hallazeal the Ascended. Not sure about it, but let's see.

    Posted in: Card Discussion
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    posted a message on New Shaman Weapon - The Runespear

    E I G H T f*cking mana. Unless Shaman doesn't get completely broken spells saying "Discard your opponents hand" or "Destroy your opponents board" which require this weapon to be played, it will be just the equivalent of 400 dust.

    Posted in: Card Discussion
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    posted a message on New Mage Spell - Lesser Ruby Spellstone

    Pretty good card, even when you only get to upgrade it once and Cabalist's Tome will rotate in a few months so I think it's a decent replacement.

    Posted in: Card Discussion
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    posted a message on New Priest Legendary - Temporus
    Quote from Razzagod >>

     It's a win more card... if you control the board you'll be fine. If your opponent controls well probably a loss.

     This. If you are already ahead on the board, why would you even consider giving your opponent an extra turn to make a comeback? And if you are behind, you might as well concede. This card could be playable if it had taunt since it's also understatted for a 7 drop but not this way.
    Posted in: Card Discussion
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    posted a message on New Shaman Legendary - Grumble, Worldshaker
    Quote from Cardstone >>

    People are getting way too excited about this card.


    You need a board for this to do anything and a lot of times getting "rid" of your own board is not a good thing.
    Not to mention that a lot of those fancy combos only works in a class with good and reliable card draw, and so far that's not shaman.

     So much this. As long as Shaman doesn't get any sort of reliable card draw (please don't come up with Mana Tide Totem or, god forbid, Far Sight) plus viable 1-2 drops to make up for the loss of the strong early game presence back in the TGT/MSoG era, any kind of slow Shaman deck is literally unplayable. This is because Midrange is very much reliant on a good curve while being unable to put up a substantial amount of pressure due to the Elementals and Control variants are simply getting outvalued in the late game. My fear is that Shaman - my favourite class next to Druid - will be dead after Evolve (bah) has gone to Wild.
    Posted in: Card Discussion
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    posted a message on Shadow step hall of fame

    It will eventually receive the same treatment as Soulfire or Hunter's Mark. That way it's still playable but doesn't allow for borderline broken combos anymore (no, please don't come up with The Coin + Prince Keleseth + double Shadowstep).

    Posted in: Rogue
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    posted a message on The Pepper Thread - Share your good vibes!

    Just logged in for the first time in five weeks only to notice the recent event. Opened my two WotOG packs (mind you, I've only pulled quite useless legendaries from them until now) to unpack the following: worth it!

    Posted in: General Discussion
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    posted a message on Why everyone and their mom play hunter?

    The usual Midrange Hunter requires about 3.5 - 4 k dust and sometimes even less, whereas decks like Tempo Rogue or Control Priest cost three times as much.

    The classes strategy is simple due to the hero power (which also makes for quick matches) and very effective against slow decks. 

    In short: cheap to build, easy to learn and especially good at the lower ranks. 

    Posted in: Standard Format
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    posted a message on What is the Rogues class designed to do?
    Quote from finnaggann >>

    rogue is the jack of all trades. Hearthstone shows that by letting them take other peoples tricks, and giving them very unique cards that do stuff no other class does, they have more resources through draws that copy and they have a lot of cheap powerful effects. But the class is limited by it's need to use all of it's resources faster than other classes. It has more options, but it has to use more to achieve any one thing. The new rogue deck works off of rogues ability to return things to hand and reduce cost, which was always good with chargers and on play effects, but now there is an aggressive card that compounds off of everything rogue can do, Suddenly rogue can play aggro because it has a way to use resources to make all other resources more valuable. Basically they printed a neutral card that does something they did not want rogue to do. Because rogue was supposed to need to use up resources faster to do as much, but keleseth uses up 3 cards to make every other card 2 times as powerful. Most rogue things use 2 or three cards to do one cards worth but add back resources to your hand to continue to do such things. Basically rogue is consistently what it is, but neutral cards screwed that up.

     Well written.
    Back then, Tempo Rogue was associated with archetypes like Oil which made perfect use of Rogues ability to buff up their hero power or external weapons while also utilizing the many Tempo tools. It didn't rely on a neutral legendary minion to multiply the strength of every other minion in the deck. The current form of Tempo Rogue basically goes against what Blizzard tried to revive by adding cards like Runeforge Haunter or Shadowblade.
    Prince Keleseth on its own appears to be well-balanced, but it often reduces the game to a coinflip as being able to play it on curve greatly affects your winrate. Also, the interaction with Shadowstep is just stupid and may eventually be fixed by setting its mana cost to 1 (see e.g. Soulfire).
    Posted in: Rogue
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    posted a message on Why is shaku played in tempo rogue?

    Before the release of Prince Keleseth many players considered Shaku, the Collector an overpriced Undercity Huckster. While still being true, Tempo Rogue nowadays abandons the usual 2 mana cards such as Eviscerate or Huckster in favor of Dr. 2. In case you don't have Shaku or the dust to craft I'd replace it with a copy of Mimic Pod for additional fuel.

    Posted in: Rogue
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    posted a message on keleseth rogue?
    Quote from TomaFett >>

    Im just asking about patches bcs the deck seems really fun and i could dust some stuff for one legendary, but for two i really cant im f2p and id have to dust too much of my collection, especially since patches rotates in April. Feelsbad

    If you want to craft legendaries to play the current form of Tempo Rogue the order of priority would be: Patches the Pirate, Prince Keleseth, Edwin VanCleef, Leeroy Jenkins, Shaku, the Collector. Xaril, Poisoned Mind is nice to have, but not necessary.
    You should bear in mind that the deck lacks AoE, thus making it susceptible to opponents going wide like Evolve Shaman and runs zero card draw so you may run out of gas vs. Highlander Priest or Jade Druid.
    Posted in: Rogue
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    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place!
    Quote from Hopelo >>

    33 games and Keleseth once in starting hand. When I watch some pro streaming this deck they get it like at least 50% of the time. I think blizzard is promoting this game by adjusting RNG on popular streamers.

    Same here, which is why those "If your deck has no X-cost cards..." are IMHO terribly designed. If you queue into e.g. Aggro and can't play Prince Keleseth on turn 2 you're pretty much screwed. If you're Rogue and hold both Prince + Shadowstep at the start the same goes for your opponent. What a wonderful experience...
    Posted in: General Discussion
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    posted a message on Best choice after nerf

    Probably...

    Evolve Shaman (strong vs. almost any archetype), Jade Druid (wasn't hit as hard as the Aggro Token pendant), Highlander Priest (inconsistent, but with a good start it's literally impossible to beat), Midrange Hunter (cheap and fast as usual and its biggest enemies took a hit) or Midrange Paladin (the Warleader nerf changed little to nothing).

    Also, some people are surprisingly successful using a mix of Elemental/Tempo Rogue, but it's quite expensive for an aggressive deck and has a very bad matchup vs. Evolve Shaman.

    Posted in: Standard Format
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    posted a message on Discuss the Nerf - Fiery War Axe

    Pointless nerf. Pirate Warrior can still curve out with N'Zoth's First Mate => Bloodsail Raider => Bloodsail Cultist or Upgrade! + Dread Corsair. Meanwhile any sort of slow Warrior FeelsBadMan - but I guess Jade Druid approves of this.

    Posted in: Card Discussion
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    posted a message on Discuss the Nerf - Murloc Warleader

    Terrible decision. If they actually wanted to nerf Murloc Paladin then Vilefin Inquisitor would've been the way to go. Other than that, there is not a single deck using Murlocs which justified such a balance tweak. Now, when your board gets wiped you might as well concede.

    Posted in: Card Discussion
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