• 0

    posted a message on Which one is better? Quest or Twig Druid

    Of those 2 I'd probably say Twig druid is better (but does depend on player ability). That said taunt druid is just generally better than both of these imo, cube and oakheart abuse are real strong right now.

    Posted in: Druid
  • 0

    posted a message on Is it worth crafting warrior's quest?

    It's ok. Had a lot of fun with it back in Un'Goro but right now it's pretty frustrating to play since so many bad matchups for it are popular.

    Posted in: Card Discussion
  • 4

    posted a message on Tess Greymane is Not Disenchantable for Full Value, Clearly a Mistake, Right? [UPDATE]

    Blizzard utterly unconcerned with consistency, terrible at communicating, and unwilling to fix their mistakes.

     

    In other news water is wet.

    Posted in: News
  • 1

    posted a message on [Post Nerf] 80% Winrate Azalina Togwaggle Control Lock

     

    Quote from Marega >>

     

    Quote from Battenberg >>

    Play paladin, have double Rebuke in hand when they Togwaggle, swap your deck back the next turn and play both rebukes to make your opponent's Ransom 15 mana, draw your own Azalina next turn (can't have drawn it beforehand or your opponent will have another one) and then play it to get a copy of the Ransom in your opponent's hand thereby making their one useless.

    Easiest thing in the world.

     
     I dont get it. When they toggwagle and azalina u are left with shitty cards. Uunless u include azalina in ur deck u dont have her and rebuke are pointless as they will use ransom just later.
     
     They play their combo and switch decks and get a copy of your hand, that takes their whole turn. On your turn you switch decks back then play the double rebuke you already had in hand preventing them from switching back on their next turn (as Ransom costs 15 mana). Then you have your deck back on your next turn, top deck Azalina (which you have in your own deck) and play her. Now you have your own deck, they have their garbage/ empty deck and both of you have a ransom card in hand. Now they can deny you 2 draws at most with deck switches (by playing ransom and the double rebuke they got off you) before you just play the extra ransom you picked up and get your deck back for the second time.
    Like I said before, easy peasy way to hard counter the Togwaggle, Azalina combo.
    /meme
    Posted in: Warlock
  • 2

    posted a message on [Post Nerf] 80% Winrate Azalina Togwaggle Control Lock

    Play paladin, have double Rebuke in hand when they Togwaggle, swap your deck back the next turn and play both rebukes to make your opponent's Ransom 15 mana, draw your own Azalina next turn (can't have drawn it beforehand or your opponent will have another one) and then play it to get a copy of the Ransom in your opponent's hand thereby making their one useless.

    Easiest thing in the world.

    Posted in: Warlock
  • 1

    posted a message on Quest priest

    What deck are you playing that has you getting beat by quest priest?

    More importantly why are you complaining about playing against netdeckers when that actually helps you? If people are mindlessly playing the exact same deck you know exactly what they have and what to play around. Presumably you're playing something of your own creation (since otherwise this post would be very hypocritical) meaning your opponent will have no idea how best to play against you.

    Posted in: General Discussion
  • 0

    posted a message on 3 simple *Improvements* Id like to see in Hearthstone

    All good changes, very reasonable and seemingly quite simple to implement. I predict one year from now none of them will have been implemented.

    Remember how stupidly long it took to get extra deck slots? Remember how long it took to get anything other than GvG packs from arena? Or how long it took for the reward: time spent ratio on dailies to improve? Or how long it took to stop people getting duplicate legendaries? Remember how long it took to address animation times being an issue (that one hasn't even happened yet excluding like 2 cards).

    Point 2 in particular seems like something we wouldn't see unless the game started losing a lot of players. The dailies change only happened after signs of decline became too obvious to ignore and that's like 10 extra gold a day if that. 50 extra is probably unthinkable.

    Posted in: General Discussion
  • 0

    posted a message on Glinda Crowskin potentially broken card

    Solid clickbait title. 

    Just because a card gives you an infinite deck does not make it broken and in the vast majority of games it will be insignificant (since almost all decks aim to win before fatigue is an issue).

    Posted in: Wild Format
  • -2

    posted a message on Hearthstone's Next Balance Update Goes Live on May 22

    For the cards listed, yes. Not so much other cards made significantly worse by these nerfs.

    Posted in: News
  • 1

    posted a message on Shudderwock - Kalimos interaction bug

     

    Quote from nocontrol1111 >>

    Humans just aren't good at understanding the idea of randomness and variance lol. Understanding probability and results over large sample sizes is something Hearthstone players need desperately.

     
     That feels like a patronising response to a simple question.
    The odds of hitting the same Kalimos effect 7 times in a row is about 1 in 4000. It seems totally reasonable, should that happen, to double check you understand how the card works with a quick post on here.
    Posted in: Card Discussion
  • 2

    posted a message on How High Can I Climb? May Ranked Season: Part 1

    Congrats on hitting rank 10 and well done on a very solid article.

     

    That said I don't think this reflects well on the ladder experience, particularly for newer players and those who can't afford to spend £100+ per year on HS. You had a pre-existing collection to work with (even if it was a long way off complete), bought $50 of packs, got super lucky with no. of legendaries from those packs, had to spend literally all your dust, netdeck a tier 1 deck, and then get even more lucky getting exactly the legendary you need from an arena reward. All of that equates to just rank 10 after nearly 100 games (going off your average games/day and how far we are into the season). 

    That's a lot of expenditure AND good fortune to only get halfway up the ladder (particularly with rank 10 rewards being so poor). More importantly the cubelock deck which you invested so heavily in is getting a serious nerf that may well kill it but only give you back dust for 2 commons and 2 rares (i.e. not enough to craft core cards a for a replacement deck).

    On an individual level it's always fantastic to see someone beat their own record and do something new. On the other hand getting there required far too restrictive a route and gives back far too little.

    On a bit of a side note I have a question - did you enjoy playing to win compared to playing for fun? I know you said you got into the deck but how enjoyable was the overall experience of making a concerted effort to rank up compared to how you previously approached the game?

    Posted in: News
  • 0

    posted a message on If you had to make a deck with 100 cards, which one would it be?

    Step 1: Fill the deck with 3 cost or lower cards

    Step 2: Put Hemet, Jungle Hunter in the deck

    Step 3: Draw Hemet somehow ???

    Step 4: Profit

     

     

    Posted in: General Discussion
  • 1

    posted a message on Card Nerf - The Caverns Below/Crystal Core

     

    Quote from M0byFish >>

    I absolutely HATE Quest Rogue... but this nerf doesn't feel right. It should have been "Make the minions in your deck and hand 5/5". It would prevent bounce shenanigans with chargers, which is the real problematic part of the quest reward.

    While they are at it, they should do away with the aura B.S. so that the 5/5s can be silenced.

     I would have preferred a change like that as well. Or possibly "at the end of each turn set your minions attack and health to 5" so that the bounce cards aren't dead draws once quest is completed but you also can't hurl 1 mana 5 attack charge minions at your opponent's face.
    That said at least they actually made a change. Wasn't at all convinced they do anything  having already tried to re-balance quest once.
    Posted in: Card Discussion
  • 0

    posted a message on Card Nerf - Call to Arms

    Decent change but given control and cubelock will both almost certainly be dead really doesn't seem like enough to keep paladin as a class in check.

    Posted in: Card Discussion
  • 0

    posted a message on Card Nerf - Spiteful Summoner

    How many classes can answer turn 7 Tyrannatus (+ a 4/4) that can't answer it on turn 6? Bear in mind this deck isn't like control lock where it's just trying to survive until it gets a big minion defensive minion out, this is a deck built out of minions which constantly add pressure to the board and uses spiteful as a finisher.

    In the context of the other nerfs I don't think this change will bring spiteful druid down in winrate at all.

    Posted in: Card Discussion
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