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    posted a message on Rag vs. Boom: What's the best closer?

    Ragnaros the Firelord is a much cooler and old-school card, but Dr. Boom is just much better as a late game threat... much less vulnerable to hard removal and costs 1 mana less. Dr. Boom fits almost every single non-Aggro deck and it is the most versatile/most played legendary currently in the game. Easy choice, I think.

    Posted in: General Deck Building
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    posted a message on Angry Chicken: Possibly Not Horrible?

    I'm not angry lol. I'm just trying to improve your deck in competitive terms without taking out the fun aspect of it. I just think that Truesilver Champion, Mad Scientist, Echoing Ooze and Argent Squire would be good additions. 

    Posted in: General Deck Building
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    posted a message on Angry Chicken: Possibly Not Horrible?

    I'm sorry but... this deck COMPLETELY sucks. You run secrets but you don't run Mad Scientist... you run Hobgoblin but you don't even run Echoing Ooze, which is the best card along with him. Angry Chicken is still bad... Argent Squire is much better than the chicken. You don't even run Truesilver Champion... but you run Seal of Light? That card is complete garbage. One thing is to use underused cards and make viable decks, other completely different thing is to use subpar cards and try to make a good deck. The first case is possible, the second isn't by definition. It must be a fun deck to play... so, congratiolations, you made a very interesting fun deck! But a terrible competitive deck...

    Posted in: General Deck Building
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    posted a message on Favorite underused card in Constructed?

    Pretty cool deck! But I have a love for Druids and I still someday I can pull out the Onyxia + Cenarius combo!

    Posted in: Card Discussion
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    posted a message on Control Hunter impossible?

    I have attempted to make a Control Hunter... it is actually a version of Feign Death Hunter that is more control-oriented. In Casual, it is at least decent, but I don't think it would be good enough in ladder because it is quite bad against Mech Mage. It basically consists of value deathrattle minions that are good enough to win the game on their own if left untouched - like Webspinner, Haunted Creeper, Loot Hoarder and Harvest Golem in the early game. In the mid and late game this deck becomes more spicy: combos with Piloted ShredderPiloted Sky Golem, Cairne Bloodhoof, Sylvanas WindrunnerSavannah Highmane and Sneed's Old Shredder begin to appear.  It runs Sludge Belcher and Steamwheedle Sniper as anti-aggro measures but they aren't enough to stop Mech Mage. It runs Dr. Boom... not a big surprise. It is a very fun deck to play and can wreck many slow-paced decks like Taunt Druid, Priest, Control Warrior, among others so... if you want to play Control Hunter, give it a shot!

    Posted in: Hunter
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    posted a message on Favorite underused card in Constructed?

    Onyxia

    Even before GvG, Onyxia had almost no Constructed play. Now, with Dr. Boom around, you have kind of no incentive to play Onyxia as 1) people run BGH all over the place 2) Dr. Boom provides kind of the same thing that Onyxia does but from a much lower mana cost. Even though quite inferior to Dr. Boom in terms of mana efficiency, she is still better than Dr. Boom in raw value.

    I think people underestimate this card A LOT, like people did in the beta with Al'Akir the Windlord, which now is a staple in most non-mech Shamans. Onyxia puts a lot of pressure on your opponent suddenly and, if the opponent doesn't have a board clear, too bad, he is dead. And even if it has, good for you, as the board clear will be wasted on one single card and not on lots of your cards. Apart from Brawl (and Twisting Nether, but people don't use this card), Onyxia always require at least 2 cards to remove her: a single damage removal and an AoE.

    In Arena, this is one of the top top legendaries: I rank it at the third position for neutral legendaries (I rank Tirion Fordring and Vol'jin over her), just behind Dr. Boom and Ragnaros the Firelord, respectively. At least to me, she is better than Ysera and Sneed's Old Shredder IN ARENA because 1) she is much less vulnerable to single target removal 2) she puts a lot of pressure instantly 3) not silenceable .

    In Constructed, though, many combos can kill her, like Death's Bite + Execute or 2x Swipe, making her not that good compared to other legendaries. Someday, though, I want to make a Druid deck with Onyxia which abuses the combos with Cenarius, Savage Roar and Power of the Wild. That would be a Dark Wispers deck... it would be really fun!

    Posted in: Card Discussion
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    posted a message on How do you Warlock?

    rickj-star said it all but there's still a third way - apart from playing agressively or using demon synergy with Voidcaller - which is to play Control. This might sound strange but it is actually a very strong deck in Arena. If you manage to draw either Twilight Drake or Mountain Giant, then your deck suddenly becomes much stronger but... the secret is just to draw a decent curve and good minions, often valuing tempo over value, so Doomguard is a very good card to get. Molten Giant can be a very very strong card in Arena if you can control your life total or have ways to lower your life total, like Flame Imp and Hellfire for example. Warlock is very good in late game scenarios because it is always ahead in the top deck mode scenario...

    Posted in: The Arena
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    posted a message on New Monk Class - featuring New Mechanics

    I love the idea of the class and some of the cards but... there are lot of things wrong in here in terms of balancing and mechanics.

    • Choose One. This is Druid specific... that's all. No reason to even say how absurd it is to have a class-specific mechanic in another class. Versatility is what makes Druid so strong and if you add it other class, then Druid is no more Druid... You already have roll, which is your class specific mechanic, so why steal one from another class?
    • Hero power. Insane power creep over Druid's hero power. Is this class Monk or OP Druid? I don't know... The value you're getting is so huge, specifally considering the huge amount of minions with valuable battlecries or that can now be played for free or almost for free. Make it read: Return a friendly minion to your hand. It costs (1) less. Much more balanced this way.
    • Complexity. The class is too complex compared to the other ones... The text is too big and the effects are too powerful. Make the cards simpler and the class will become much more fluid and balanced.
    • In-hand buffing. Even though in theory seems a great mechanic, this is way too powerful because it allows plays that shouldn't be possible due to mana limitations. It works like a reverse overload, meaning that you pay some mana a turn earlier to have a huge play the next turn, which suddenly become way too powerful.
    • Balancing itself. I will probably have to be really rude on this one so I already apologise but... your cards make no sense if compared to cards that already exist in the game. When you create a card, one of the best things to do is to compare it to other cards that fit similar roles and see if the card is not much better or much worse than the card you are comparing. You didn't do this... your cards aren't even close to balanced as many of them are insane power creep over other cards. Let me just say a few:
    1. Shado-pan Assault. Have you ever heard of a card called... Charge? It doesn't seem so... you card costs 2 less and gives charge TO ALL MINIONS IN HAND... this by itself should cost about 4 mana. But no... they COST 1 LESS! So basically this card means that even if you have only 1 minion in hand, it is already strictly better than charge as it gives charge for 1 mana... which, for anyone that played HS during its beta, know it means OP. But being strictly better than Charge isn't enough... if you have more than 1 minion in hand, this card gets insane value. It basically means that all of your one drops are now free and have charge... do you even realise how op that is? Now all of your big cards have charge... now you can play your hand very fast and with charge... now this card is the most broken card I've ever seen in my entire life.
    2. Veteran of Pandaria. Have you ever heard of two cards called... Shattered Sun Cleric and Pint-Sized Summoner? Now your card is guaranteed to get the summoner's effect and the shattered's effect, all packed with a body that's already very good for the cost... vanilla 3 mana 2/5 is already very good, but a 2/5 that gets both shattered's and summoner's effect EVERY TURN is too op to be a a card... You play this card and then a random minion in your hand suddenly becomes a value beast, this without you sacrificing anything as you get an above average body for the cost. Compare it to Iron Sensei for a second... but this one is a 2/2 and only affects mechs, while this panda is a 2/5, affects anyone and the cost (1) effect is arguably much better than +1/+1. So this card is basically strictly better than those 3 cards, which are already quite good cards... no need to even say how good this one is.
    3. Golden Lotus Warrior. Have you ever heard of... Stormpike Commando? It is a 5 mana 4/2 that deal 2 damage... HOW THE FUCK YOUR CARD IS A 4/5 DEAL 4 DAMAGE? OMG OMG OMG! But no... the insane power creep doesn't stop there. You can arguably say ''...but Fire Elemental is a 6/5 that deals 3 damage''... then why does your card deal 1 more damage for 1 less mana and even has a better stat distribution...??? But no... this card would be run in every single deck if it was just this but NO THE OPNESS DOESN'T STOP HERE! When you return it, it deals 2 damage to whatever you want... so by returning it you get a Holy Smite without spending a card... do you know how op that is? You deal 4 dmaage and then 2 damage... and then THE CARD COSTS 4 LESS! Then you can deal 4 damage for 1 mana and again get the 4/5 body... THIS IS SO BROKEN... Comapre it to even Bomb Lobber... -1/-2 stats and the damage is random... in which world do you live in which this card is balanced????????????????????????????????

    I think I got too exhalted but... those cards are cancerous. And I mentioned just the 3 most OP ones... Song of Xuen, Shado-Pan Trainee, Li-Li... just to mention some. I think you should rework your class...

    Posted in: Fan Creations
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    posted a message on The good state of the Druid class.

    The process is not that hard to undertand. It turns out that Taunt Druid is very good against Aggro decks, which are pretty popular nowadays (Zoo, Hunter and Mech Mage), and it doesn't suck against most Control decks as Wild Growth and Innervate still allow some big plays to happen... it just turn out to suck completely against Handlock, which isn't exactly popular with some many Big Game Hunters around...

    About Ramp Druid, it just remains popular. It is slightly good against Aggro and has currenly the most devastating finishing combo that doesn't require previous setup (like Archmage Antonidas does). No secret regarding this one... just good old Ramp Druid.

    However, if Druid becomes THAT popular again, then people will just start running again that little guy that hasn't seen much play since a lot of time ago... called: The Black Knight. That cards still scares me... luckily, peope have more things to worry about as Dr. Boom is still a thing.

    Posted in: Druid
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    posted a message on where to spend mana and gold on?

    Before I start, I noticed you are using the word ''mana'' incorrectly... I think you mean ''dust'',  which is used to craft cards. Mana is a resource in matches... it's that thing that increases every turn, starting at 1 at turn 1. And it writes ''better'', not ''bether'' haha.

    Well, the best way by far to spend gold is on Arena, but that really depends on how good you are at it. Consistently achieving 3+ wins is enough to get Arenas over packs as it is much more gold efficient... however, the GvG packs are a bit worse for new players than the Classic packs as the Classic cards are overall strong cards that don't purely rely on synergies to work as the whole Mech subtype does. If you can get 5+ wins consistently, then you can on average make an Arena run per day. Finally, if you can get 7+ wins consistently, then you can do ''infinite Arena''... which is very desirable if you can do it. However, as a new player, you're probably not that good at Arena so play as much as you can to improve your Arena skills. Watching/reading guides or videos help a lot as well. Buying Classic packs is a fine option too if you can't do well in Arena.

    About dust, as you're a new player dust is very rare to get as most cards you get are new, which is quite good as you don't have to pay a lot of dust to get them. However, if you're missing specific/staple cards, then it becomes a problem as you're short on dust. A good advice for new players is: try to avoid crafting commons, as they will be gotten from a pack eventually, and focus on rares, which are not as expensive as epics and legendaries. For new players, neutral rares with overall good utility are very good options... Azure Drake and Argent Commander are very good options if you can't craft a legendary instead. Class specific rares can be very good too if you plan to main a class... Lightning Storm, SI:7 Agent and Keeper of the Grove are staples in about every deck of their respective classes. Sometimes, though, it's worth saving up some dust to craft an epic... Big Game Hunter is certainly a very good option.

    PS: That rumour is false. The contents of a pack are decided at the time of the purchase, not when you open them, making opening packs all at once equally as good as opening them each at once.

    Posted in: General Discussion
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    posted a message on The [Enchanter] Class Concept (Naga Class) <Update 1>

    Very nice to see a post from you again, my friend. I really apreciated the class concept and it seems much more balanced than the Blademaster class you did some time ago. However, you know how I'm picky so... let me add somethings about balancing.

    • Sisters of Seduction: Too good for the cost... for 8 you basically get a 4/4 with taunts (4 mana), 4/3 with that effect (3 mana) and a 3/4 with charge (4 mana)... that adds up to 11 mana, not 8. And the 4/3 and the 3/4 sisters have a synergy, meaning that you get a Fireball that can only be cast on minions and a 3/1... this should cost 4 mana. Then you get a 4/4 and a 4/3 for 4 mana, which is quite op. My idea is reducing the main sister to a 2/2 with taunt.
    • Mindbender Ghur'sha:  9 mana please. 7 mana Mind Control + 2/8... that's the most broken Mind Control cost of all time. That would be THE nightmare... remember in the early beta when Mind Control costed 8... Doesn't matter if you get damaged in the process or can't bypass taunts... the effect is just too good and you get a solid body.
    Posted in: Fan Creations
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    posted a message on Is Ragnaros Overrated?

    Ragnaros the Firelord has always been a strong card... it has a lot of power compared to other minions of the same mana cost. His strenght is the fact that no matter what something will die on his hands (or your opponent will be severely damaged). Thus, even if he's dealt with in the next turn, he'll already have done some work killing something, which doesn't happen with cards like Foe Reaper 4000 and Gruul and that's why they are never used. If not dealt with, the firelord will continue sniping guys getting more and more value... therefore, it is a very powerful legendary, and it was used on almost every control deck until GvG as a curve ender.

    However, with the arrival of GvG, Dr. Boom was added to the game... and it was the worst thing that could have happened to Ragnaros the Firelord (and the poor Cairne Bloodhoof too!). Dr. Boom was added in almost all Control decks as a replacement to either Cairne Bloodhoof, that suddenly was too slow compared to Dr. Boom, or Ragnaros the Firelord. It is not hard to understand why... Cairne Bloodhoof is quite vulnerable to silence/transforming effects and needs time to get its value, while Dr. Boom doesn't... Ragnaros the Firelord has the objective of trading well and gaining board advantage, which Dr. Boom does about as well but for one less mana, which is a big deal.

    But... as everyone is running Dr. Boom, then people are starting to run at least one Big Game Hunter, sometimess even 2, on their decks to counter Dr. Boom. And it turns out that Big Game Hunter is even better against the firelord so... you can't safely run the firelord anymore as it will almost certainly be countered by Big Game Hunter

    Therefore, in THIS specific metagame in which Dr. Boom is very popular, Ragnaros the Firelord isn't a good call. Gazlowe... don't craft him, he isn't good enough. Harrison Jones is a very good utility card that turns out to be quite good in metas in which weapon-based classes are popular, and it turns out that Paladin and Warrior are. Archmage Antonidas... he's a very cool card, but I much prefer to craft a neutral legendary than a class specific one but it's up to you to decide. 

    Instead, as more expensive curve enders (as they already run Dr. Boom), people are starting to run either class specific legendaries (like Tirion FordringCenariusGrommash Hellscream, etc) orSneed's Old Shredder... sometimes the good old Ysera is even seen.

    Hope you get my point

    Posted in: Card Discussion
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    posted a message on Gaara inspired, KT Ramp *slight tweaks*, criticisms welcome

    The deck is pretty good as it is. The only tweak I would make is trade Nourish for Azure Drake, as Nourish is often too slow and many times you will get bursted or lose your board advantage before you can even play the cards you drew... as Druids lack recovery mechanics (like Wild Pyromancer + Equality or Brawl for example), losing 5 mana for absloutely no impact on the board is pretty bad. Azure Drake, on the other hand, gives a solid board that can trade well against many things and the spell damage can be pretty devastating if comboed with Swipe or even Wrath.

    Posted in: Druid
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    posted a message on Should I craft druid?

    I've played both for a long time... my main class is indeed Druid. And the result is that... they fit different purposes, no way to say which is one is better.

    Taunt Druid is almost a auto-loss for Hunter or Zoo specially if you add cards like Zombie Chow or even Wild Pyromancer or Lil' Exorcist... it is insane against Aggro, very good against Midrange but is extremely weak to slower decks like Handlock and Paladin... against Control Warrior, though, it has a fair matchup, with a slight advantage maybe(60%-40%, 55%-45%). Against Priest, it depends on whether the Priest draws his mindcontrol effects... Mind Control, Sylvanas Windrunner and Cabal Shadow Priest can easily lose you the game, but if the Priest doesn't draw them the Druid tends to have an advantage. If you are in lower ranks or facing lots of agressive decks, Taunt Druid and Priest are the recommended decks. No legendaries are absolutely required so the deck tends to be cheaper than Ramp... however, Kel'Thuzadis really good in there because it can always stay behind a taunt... Cenarius is good too because it gives attack power and even more survavability to the taunts, helping to close out games against Control or even Aggro.

    (Just as a note, I run Hogger in mine. Insane against Hunter and Zoo as they have really few ways to deal damage through spells... can be good too against Paladin and Priest for the same reason.)

    Ramp Druid... overall strong. It's main strenght is that it can win against everything, however it doesn't have huge advantages against Aggro like Taunt Druid does... to compensate that, though, it's quite good against slow decks due to the big minions + ramp capabilities and the infamous combo... it is quite funny to play. I most prefer the 2-combo version as the chance of drawing it is much higher... adding some taunts and heals helps against Aggro too. In ramp, however, you need one or two curve-ender legendaries to make the deck better against Control... Cenarius, Sylvanas WindrunnerRagnaros the Firelord and Dr. Boom are good ones to add... even good old Cairne Bloodhoof is good there. Just remember to use Shade of Naxxramas well... This deck is mostly recommended if you're facing many Control decks or if you are in higher ranks.

    I'll show you my decklists:

    Ramp Druid:

     

    (I include many legendaries, however they're not needed. You can change them for lots of other cards... second Sludge Belcher, second Sen'jin Shieldmasta, etc)

    Taunt Druid:

     

    (Dr. Boom can be added instead of Cenarius. You might be surprised that I don't run any heals... is that I don't find them that necessary in a deck with that many taunts. In an emergency, Ancient of Lore does the job...)

    Hope it helps

     

    Posted in: General Discussion
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