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    posted a message on TidesofTime's Shaman - Americas Spring Prelims 2016v

    If you drop Ysera you'd have to drop Chillmaw As well since Ysera is the only card in the deck that activates It's deathrattle, and it also reduces the amount of value you get from playing N'Zoth, the Corruptor. If you're looking for weapon removal I'd suggest dropping Yogg-Saron, Hope's End or Ancestral Knowledge for Harrison Jones Since Yogg is a highly situational card that you never want to play when you're winning, and Harrison can replace the draw that Ancestral Knowledge gives you for 1 more effective mana.

    Posted in: TidesofTime's Shaman - Americas Spring Prelims 2016v
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    posted a message on Beast Hunter finally works again!

    I think running Brann instead of Gladiator's Longbow would work, it would take away a lot of your ability to clear late game minions but the potential for double Elekk jousts can give you insane value along with Ram Wrangler giving you 2 Beasts and Houndmaster giving you +4/+4 and taunt. I'll have to experiment with this and see how it goes.

    Posted in: Beast Hunter finally works again!
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    posted a message on Why hasn't control Paladin come back into the meta?

    Where did I make the comparison that Nat Pagle is the same thing as a warlock hero power? Nowhere did I make any comparisons between the two. He made a statement, I provided a reply. If you're looking for inaccurate comparisons, look at the one you made. Shieldbearer has no potential other than exactly what it is, meanwhile Nat Pagle has a 50% chance to draw a card every turn for 2 Mana. The only spells that can instantly remove it are Soulfire which you're getting a 2 for 1 trade for it even if you don't get any card draw out of it, and Flamecannon sure you may end up not getting any value out of it, but the odds are just as likely that you'll get value out of it. Randomness of a card has never been a reason to not include a card in a deck, look at cards like Unstable Portal that are used in the current Tempo Mage deck. You could get a Wisp out of it, but you could also get a Ragnaros the Firelord . And even that card in itself that is the epitome of random and still sees play in many decks.

     

    There are plenty of cards in the history of hearthstone that everyone has stated was a useless card, until somebody thought to put it in a deck and try it, and it turned out to be amazing. Dr. Boom is a prime example of that. People said that the other GvG neutral Legendaries were going to be better than Dr. Boom, and yet he's an auto-include in pretty much every deck somebody makes while the others are not. Sometimes people can be wrong. Sure Nat Pagle may give you 0 card draw by the time it dies, but the card still has value in that it forces your opponent to deal with it as soon as they possibly can or they take the risk of you getting multiple cards from it and establishing a card advantage that they cannot come back from. The same cannot be said for the Shieldbearer you mentioned.

    Posted in: General Deck Building
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    posted a message on Why hasn't control Paladin come back into the meta?
    Quote from Sherman1986 >>
    Quote from Benederption >>
    Quote from ponk87 >>

    There is one of two things you need to be currently a tier 1 control deck. Either you have a reliable card draw like handlock or the ability to have more than 30 health like control warrior and control paladin has neither of that.

    I've been putting Nat Pagle into the Control Paladin decks I've experimented with and It's been really helpful in assisting with card draw that Paladin desperately needs. He's an 0/4 body that a warrior can't just Win Axe to clear on turn 2, granted It's a roll of the dice on whether you'll get any value from him but I find most of the time he'll survive for 2-3 turns and you'll get at least 1 draw from him, and it forces your opponent to spend a lot of effort into clearing it.

    What? Nat Pagle is trash man, you can't compare it with the Warlock Hero power, what the hell... Also, Paladins have a lot of other card draw tools at their disposal, no need to use terrible bad cards...

    I never compared it to a Warlock Hero Power, where in my message did I state that? Also care to explain why a card is "trash" as you said? It's an early game card that your opponent has to deal with as soon as possible. Sure there's a chance you can get nothing from it, but there's the same odds that you'll get great value out of it. It's a card that your opponent cannot just ignore and more than likely will have to use multiple weapon charges or a spell to remove it.

    The only other card draw options in terms of class cards a Paladin has is Divine Favor Which doesn't have a place in a control deck due to not emptying your hand as quickly as possible, and Solemn Vigil which is either a feast or famine card that gets extreme value, or just a very expensive version of Arcane Intellect and Lay on Hands Which has always been an auto include for many paladin decks.

    Posted in: General Deck Building
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    posted a message on Why hasn't control Paladin come back into the meta?
    Quote from ponk87 >>

    There is one of two things you need to be currently a tier 1 control deck. Either you have a reliable card draw like handlock or the ability to have more than 30 health like control warrior and control paladin has neither of that.

    I've been putting Nat Pagle into the Control Paladin decks I've experimented with and It's been really helpful in assisting with card draw that Paladin desperately needs. He's an 0/4 body that a warrior can't just Win Axe to clear on turn 2, granted It's a roll of the dice on whether you'll get any value from him but I find most of the time he'll survive for 2-3 turns and you'll get at least 1 draw from him, and it forces your opponent to spend a lot of effort into clearing it.

    Posted in: General Deck Building
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    posted a message on Why hasn't control Paladin come back into the meta?

    To me it seems like Control Paladin would be very strong at countering the most popular "meta" decks that are currently being played.

    Cards like Equality and Wild Pyromancer and even Eadric the Pure and Aldor Peacekeeper are great for nullifying Patron Warrior, being able to efficiently remove a board of Grim Patron or provide a hard reset on the attack of their Frothing Berserker . Not to mention the great synergy of Stampeding Kodo with Peacekeeper. Paladins have even received their own version of Brawl with Enter the Coliseum to board clear.

     

    Control Paladin was always considered a strong deck against Handlock due to Paladin being able to turn their bread and butter cards like Molten Giant and Mountain Giant that they love to taunt up into a glorified Mogu'shan Warden .

    Even against the popular Druid decks that are reliant on being able to get you to 14 life for the Force of NatureSavage Roar OTK can struggle to get you that low with Paladin's powerful late game healing cards like Guardian of KingsLay on Hands , the risky Tuskarr Jouster or even the Neutral Antique Healbot . Not to mention them being forced to hold onto a Keeper of the Grove the entire game just in case you play Tirion Fordring

     

    Just from my own theorycrafting I haven't been able to think of any real downside or terrible matchup a well put together Control Paladin deck would have.

     

     

    Posted in: General Deck Building
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    posted a message on flame leviathan synergy

    Iron Juggernaut Is by far my favorite Legendary for GvG even more so than Dr. Boom. For those saying It's a terrible card I think you're just looking at things the wrong way.

    You're getting a 6/5 minion for 6 Mana. That alone isn't great, but It's not terrible either. However you're also getting a random Pyroblast at some point during the game, and with how easily control warrior takes games to the late-late game or to fatigue the odds are good that they're going to end up drawing the mine before the game is over.

    Iron Jugg also makes control Warrior less reliant on needing to get Alexstrasza in play in order to get their opponent's life total down to the level where you can think about killing them. If you get your Grommash Hellscream and your enrage activator but you haven't gotten their life low enough to combo for the win or drawn Alex you can sit back and just keep stalling until they inevitably draw the mine.

    There's also a lot of value in the card that it gets in your opponents head that at any time they may take a Pyroblast to the face, which can cause them to not try and board clear with weapons as much, or cause them to keep their life total higher than where they would normally feel comfortable.

     The face value of the card might not be amazing, but It's value intangible value in that it forces your opponent to play around it is huge. Much like you holding on to your silence keeps a Paladin from playing Tirion Fordring All card games are as much mental and mind gaming your opponent as they are just physically dropping cards on a board.

    Posted in: General Discussion
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    posted a message on How often is it for people to add you after a match just to insult you?

    I've actually never encountered someone like that, which surprises me given the large amount of people that use the internet to act like children... But most of the times where I've had people add me after a match was after a very close game that could have gone either way and that was just to say good game or discuss the match.

     

    Overall I've been pleasantly surprised with the decent manner of the Hearthstone community with the exception of dropping their entire hand when they have lethal on board just to waste time or the Threaten emote spamming.

    Posted in: General Discussion
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    posted a message on Is King of Beasts an under appreciated card?
    Quote from Mamizou »

    I think it's mainly because of the Deathrattle flavor of the month is very aggro heavy and not very beastlike or cares about their defense.

    If the beta includes snake trap and unleash the hounds maybe things will change. Yet it's also why Houndmaster is not in the meta as well.

    I always thought Snake Trap and Unleash were staples for Deathrattle Hunter... The problem with Houndmaster is that It's a weak 4 drop against agro decks and doesn't have any board impact unless you have a board. At least if you play King of Beasts on an empty board you get a -1 attack Fen Creeper which isn't terrible.

    Posted in: Card Discussion
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    posted a message on What does your Legendary collection look like?

    Golden Classic:

    Tirion Fordring    Gelbin Mekkatorque    Hogger    The Beast        

    Baron Geddon    Gruul    Alexstrasza

     

    Regular Classic: All 

     Naxx Golden:

    Loatheb

     Regular Naxx:

    All

     GvG Golden:

    Dr. Boom     Vol'jin     Gazlowe

     GvG Normal:

    All

     

    I have spent way too much money on this game...

     

     

     

    Posted in: General Discussion
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    posted a message on Is King of Beasts an under appreciated card?
    Quote from Kahgro »

    Beast hunter isn't a thing yet. There's no way this would replace Sludge Belcher in Deathrattle hunter.

    I don't see why it couldn't viably replace the Belcher even in a Deathrattle Hunter deck. In the average Deathrattle Hunter Deck you have 2 WebspinnerSnake Trap at least 1 Unleash the HoundsHaunted Creeper 2 Animal Companion and 2 Savannah Highmane. That's 10 cards that either are Beasts or provide Beast creatures. There are plenty of Beasts to synergize King of Beasts with and the only synergy a Sludge Belcher has with the deck is Undertaker which is usually dealt with by Turn 5 when you can play the Belcher. The possible upside seems a lot better with King of Beasts, when at the most you can get is +2/+2 on an Undertaker if you can get both of them out and keep the Undertaker on the board. Along with that since King of Beasts is a beast, it gives you the possibly game winning bonus of getting the extra 2 Damage from a Kill Command that a Belcher cannot

    Posted in: Card Discussion
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    posted a message on Is King of Beasts an under appreciated card?

    I have yet to see anyone put any value on King of Beasts in hunter decks, which really surprises me because I thought it would be a staple for hunter decks once GvG launched.

    I've heard people say that It's a "Win more" card and that its not worth using, but it doesn't seem that way at all to me. It's a 5 drop that has 1 more health and 1 less attack than a Sludge Belcher and trades the 1/2 Taunt Deathrattle for a Battlecry that pumps up it's attack for every beast you have in play. And it has the added bonus over a Belcher of being a Beast.  It has extreme synergy with cards like Unleash the HoundsSnake Trap, and even Savannah Highmane

    With 1 Beast on the board when you play it, it has better stats than a Sludge Belcher (Being a 3/6) and with 2 Beasts in play It's a Druid of the Claw in Bear form and also making it not vulnerable to Shadow Madness or Shadow Word: Pain like the Belcher is. It serves the same need as a Sludge Belcher does giving you a durable taunt even without any beasts in play while also having the upside of possibly being a big heavy-hitter if you have an Unleash or if your opponent triggered a Snake Trap the turn before.

    Now I know some people may say something like "It takes at least 2 attacks/spells to get through the Belcher and the Slime, you would only need 1 for King of Beasts" However if you're that far behind on board control as a Hunter where you're desperately needing the 1/2 slime to save you then odds are you're going to lose anyways due to it being so difficult to regain board control as Hunters lack the AoE/removal that many other classes do.

     

    Thoughts?

    Posted in: Card Discussion
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    posted a message on No love for Malorne?

    I kind of understand some of the points that people are making like that Druid's are already 7 drop heavy in class cards... But it still seems like he's a good enough card to include in Ramp style decks. Dr. Boom Is the Loatheb of this expansion and is played in pretty much every deck but I wouldn't see why you couldn't include Malorne and Dr. Boom solely because of Innervate. Being able to drop Malorne on Turn 5 (Or turn 4 if you've used Wild Growth can at the very least eat a Big Game Hunter or a hard removal, and make Dr. Boom a lot safer to play later in the game.

     

    Maybe I'm just biased because I was lucky enough to get a golden malorne and I love the good ol' stag

    Posted in: Card Discussion
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    posted a message on No love for Malorne?

    I've been looking through several of the Druid decklists and I've noticed that nobody plays Malorne in any of their decks.

    His stats are great for his mana cost, being a 9/7 for 7 Mana, and his deathrattle makes him playable multiple times throughout a long game. The card doesn't really have any downside yet he's hardly ever played, anyone have any ideas why?

    Posted in: Card Discussion
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