• 8

    posted a message on From 10 to 5 in 1 hour! 80% winrate

    So much salt in this thread with Timmies and Johnnys. If the meta slows to the glacial pace it is at the moment with a ton of priest, then of course aggressive agro will overtake greedier decks. I hate pirate decks as much as the next person, but to say agro is mindless is plain ignorant and short-sighted. This deck is another variation on Agro druid that's more or less the same as other versions. Perfect for the 10-5 bracket at the moment.

    Posted in: From 10 to 5 in 1 hour! 80% winrate
  • 1

    posted a message on [S24] 1º Legend EU "GosuZoo"

    If you're going to criticize something, maybe do so constructively? What mistakes? Etc.

    It's a pretty standard zoo deck with some tech cards.

    Posted in: [S24] 1º Legend EU "GosuZoo"
  • 0

    posted a message on (TGT) DEMONFUSE IS GOOD: Ultra-Rush DemonLock

    This is good. I switched out Demonwrath with a Dreadsteed and Dark Bargin given I've played nearly all control decks. Works wonderfully and people don't expect the face.

    Posted in: (TGT) DEMONFUSE IS GOOD: Ultra-Rush DemonLock
  • 0

    posted a message on The Skeleton Knight

    I should be so happy should an opponent waste not 1 but 2 BGH's on him. Much less have both in his hand. This is a great card in a taunt/control deck.

    Posted in: The Skeleton Knight
  • 0

    posted a message on Fist of Jaraxxus

    I'd argue 3 mana would make it a must play and thus, too good. 4 for 4 isn't a terrible deal in a worst case scenario and ensuring it is one of the discarded cards is pretty easy to do most of the time. It's good enough to make Soulfire relevant in more types of decks again and maybe even Succubus.

    That being said, it'll see more play in a dedicated deck similar to mid range or a version of zoo. Turn 2 Succubus + 4 damage to clear something off board or even just face? Turn 5 - x Doomguard + 4 damage to something? That's a ton of value that rewards skillful playing.

    Posted in: Fist of Jaraxxus
  • 0

    posted a message on Dreadsteed

    People who are comparing him to a Wisp are barely make it to 20 each season, have never played another TGC, or are at a minimum short sighted.

    This card will create balance problems if not in this set then another.

    Posted in: Dreadsteed
  • 0

    posted a message on Lance Carrier

    I would say this card excels in mirror agro matches or midrange that is looking for a sticker minion than Abusive Sergeant. It's certainly more effective than Abusive Sergeant if there's a large amount of mage being played in the meta.

    Posted in: Lance Carrier
  • 2

    posted a message on New Warlock Card - Demonfuse

    And you are undervaluing forcing your opponent to make a decision and be reactive. Much less on sub-optimal threats. Demonfire is a much more middle of the road card. 1 more toughness and 1 more attack, while maintaining the minion on the board, is an attractive option for a more aggressive deck. It forces your opponent to play a reactive game, very early, which is valuable. For a demon deck, this spell is rarely situational. For most mid-range/demonlocks 2 drops are Eggs, Jugglers, and creepers. If the meta changes towards control/strong late game decks, this card will find a very competitive place to keep Mid-Range Demon Zoo relevant unless better 2 drops/spells are to be had.

     

     

    Posted in: Card Discussion
  • 0

    posted a message on Eadric the Pure

    If Taunt Paladin or a Buff Paladin finds a way, I think this card will be useful. It undeniably powerful, but it's quite slow. He feels more like a last ditch control option and the 7+ mana slot is fairly contested. He might be a good tech card against Druid/Patron, otherwise I feel Dr. Boom does a better job of re-establishing board control and helps bait removal.

    Posted in: Eadric the Pure
  • 5

    posted a message on Ancestral Knowledge

    Another draw card for Shaman is not a bad thing. Often you don't need the draw until mid-late game, where the effect's tempo loss is minimized. If you're going unbound elemental and lava shock route, then it's a very good mana investment, if somewhat clunky. It could find a place in an overload based shaman or even more conventional shaman decks. Mana tide is 3 mana for 1 card most of the time. With the amount of good removal in TGT, I doubt that is going to change much.

    Posted in: Ancestral Knowledge
  • 2

    posted a message on Druid of the Saber

    An decent, sorely needed, aggressive 2 drop for druid.  Bonus points if it ends up having beast synergy.

    Posted in: Druid of the Saber
  • 2

    posted a message on Anub'arak

    I think the point of this card's toughness being 4 is that you want to trade with it to gain advantage. Rogue rarely has great plays in the lategame, and this gives it some staying power if not silenced/mind-controlled/etc. An 8/4 that leaves behind a 4/4 is a lot of value in a control heavy environment.

    Posted in: Anub'arak
  • 0

    posted a message on New Warlock Card - Demonfuse

    And you just caused him to use 1-2 premium removal on a Voidwalker/Flame Imp. Meanwhile your Wilfred/Mal'gains/what-have-you has that much more a chance to stick. It's a deceivingly well balanced card, but will be dependent on the meta. If we're back to the hyper-agro, it's an extra point to face which is significant. If it's a control meta then it really depends on what turns 4-6 look like for everyone else.

    Posted in: Card Discussion
  • 0

    posted a message on New Warlock Card - Demonfuse

    This card will likely be good in arena. Especially if warlocks get more demons which is to be expected. In constructed, it's iffy, but I could see a place for it in some kind of zoo. A bigger benefit of this card, is if the meta becomes very control heavy. It is a very playable card, and gives tempo advantage in that environment. Let's use an example: A 6/5 flame imp turn 2, one of the better case scenarios. This has to be dealt with. If they burn a silence/whatever on this it lessens threats to your later minions. Short of Hex, that still leaves a 3/2 on turn 3 which was still a decent threat this early in the game and they just wasted that turn dealing with it. You will almost always break even, even with the mana advantage it gives your opponent, because it's far more important you get your Fizzle Wizbang/other disproportionately powered card out to swing the game. Having less hard removal in your opponents deck at this point is a good thing.

     

    Then again, it could be unplayable. 2 slots are for warlocks are generally bad. The drawback isn't inherently bad as there aren't a lot of 2 plays that force the "Deal with it now" mentality on your opponent in warlock. It may be far from optimal though.

    Posted in: Card Discussion
  • 1

    posted a message on Dr. Boom

    6/6 would actually be a significant buff as it would put him out of BGH range.

    Posted in: Dr. Boom
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