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    posted a message on Interaction

    Can we stop with this whole "Combos are non-interactive" bs? Do you even know what the term means in the context of a card game, because it isn't as flat as 'Can I completely stop my opponent's game plan and automatically win or not?' Throwing out memey reddit buzz words aren't going to make you anybody's waifu.

     i will put it simple because i like the way you comment in other threads, sometimes. People is complaining about how in this expansion there is not a plan B against combo decks (not even the ones that can get silence as Haildahspiderqueen Druid. The combo player gameplan is survive and hold their combo pieces in hand until he can do what he wants in one turn. Right? cool that is the plan on any combo deck in any card game except for the fact that in this moment you should not worry about your combo pieces being touched. There is not rat or something that let you take the combo pieces from the deck (or the hand) So you, the oponent has not option but hope that your oponent dont keep all his answers on hand...and that is imposible because right now the anti-board tools are far stronger than the aggresive tools in most combo decks. Only control decks or value decks find themself underpowered like spell hunter vs Odd pala/rogue or Zoo lock.

    Posted in: General Discussion
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    posted a message on Hall of fame speculations April 2019
    Quote from Velrun >>
    Quote from latinvampire >>
    Quote from fugbucker >>

    HoF the entire basic set. Make a new basic set that rotates each year. 

     Hell no. I'd quit in an instant. The cost would be untenable.

     1. You are allowed to quit. You are but a single person.

    2. Before you quit, please note this: You will get 200.000 dust. Enough dust to craft any card from any future rotating core set the next 10 years. You will be rich :)

    Still wanna quit, rich boy? :)

     oh you are on drugs too XDD

    =====================================

    Nourish, Mind Control Tech  - Both are evergreen cards that really are autoinclude in ANY deck that can pick them. One because is super destructive against board matter decks and the other is the best ramp spell of druid. They need to go already to Hall of Fame.

    Posted in: General Discussion
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    posted a message on What can be done to help people play more Wild as opposed to Standard?

    i will answer the question directly: nothing. Why someone will want to play Wild? its full of decks that requires a top tier powerlevel to be defeat? no one plays Wild because you either have 3 decks that are stronger enough to have fun or just get destroyed everymatch by mill druid, kingsbane mill rogue...combo mage blablabla. That kind of decks that people love to play in will because they are ""hard to pilot""

    Posted in: Wild Format
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    posted a message on Legendary Tier List & Crafting Guide
    Quote from Gamal7 >>

    Oondasta and Zul'jin are safe craft right now? 

     pretty much yes. Both are good in Hunter and Oondasta also works well in Druid.

    Posted in: Card Discussion
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    posted a message on How do you punish Hunters? Lets find solution and fix meta
    Quote from melacine >>

    Let's avoid the phrase "boring meta" a whole 3-4 days after the expansion releases. Are there too many hunters? Sure... but a yogg-like card has that effect. *Praise Yogg*. =P

    I'd run warrior or even old taunt warrior with a few updates to it. Might not stop an aggro hunter but I haven't ran into many of those.

     its not a Yogg like card effect. Its Tess for hunter but you can choose what cards you will cast and almost never backfires. So not random and not chances to get something that you dont want.

    Posted in: General Discussion
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    posted a message on Gonk, the Raptor
    Quote from kjunith >>

    Yeah, he had like 25+ HP and 25+  armor :P, just Druid things...

     i highly recommend you to avoid *** either druid or mage if your plan is keep ranking with odd paladin. Both right now are pretty much "counters" of your deck. You literally only win those matches if for FIVE TURNS they not get enough removal. Just autoconcede, rogue and hunter are better matches for you

    Posted in: Card Discussion
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    posted a message on Gonk, the Raptor

    Btw, maybe this will teach aggro players to finally not overextend and play around plague, because if the game goes into the late game they are forced to play around Gonk too the. ;)

     if you dont overextend you lose anyways because you will not win the match fast enough lol. What ls problem of the people with Aggro decks? i think most of you are missing the fact that this interaction not punish only aggro but any kind of midrange decks. That is why midrange decks are so off of the meta. The only board matter decks that survive are lock, odd pally and odd rogue. Combo decks are too overtuned right now and that is bad. New player have not acces to enough cards to make optime combo decks, if you go to unraked (i know someone will try to use this argue) you will find more combo or super value decks. That is NOT right because there is not way to stop those decks. Now that get luck on a good curve is not even enough to win the match.

    Posted in: Card Discussion
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    posted a message on Zentimo + Shadow Word: Pain

    i think its right. Shadow word: Pain cast condition is that the oponent minion has to have 3 attack. But Zentimo forced the spell to be casted in minions that cant be target and i think shadow word pain not double check if the targe has 3 attack because that only matter to cast the spell.

    Posted in: Card Discussion
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    posted a message on Nerf resurrect priest in WILD.
    Quote from rezarhnm >>

    Iam fine with OP cards existing in Wild But this deck is different.

    tunnel trogg can be considered a broken card, but at least it can be blocked by taunts or killed by spells, LIKE any other Aggro deck.

    Iam fine dying to an aggro deck on turn 5-6 because they high rolled, but dying to a control priest deck on turn 7-8?... 

    what other control decks do you know that can kill you on turn 8?

    i once went against one priest who had 4 rags by turn 7 and i did ran polymorphs in my deck but didnt draw it...

    its one thing to not draw the card that can counter it, its another thing to lose the game on turn 8 to 4 rags.

     well there is a lot of broken like super broken decks in wild because its imposible to balance wild so there is not point in nerf res priest. Think about this, if you nerf this deck probably priest lose the only pro active deck in Wild that they have (and control is almost imposible to build in wild because you need to tech a lot of stuff that will auto lose you the game) so that its a problem.

    Posted in: General Discussion
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    posted a message on Why is control warlock tier 4 deck?
    Quote from PinkiePieYay >>

    Low quality shitposting.

     Low quiality Pinkieposting

    Posted in: Warlock
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    posted a message on Why is control warlock tier 4 deck?
    Quote from Thaulopi >>

    I really do not understand, why warlock is so hard to play for me. I got a 14k Deck and just cannot win. Zero wins in Brawl now and rank 25. I am this close to dusting all the cards and uninstall hs. What can I do?

     it not hard to pilot but you enter in the wrong zone. You bring a control deck into the brawl? what you think you will find there? Odd paladin? hell nope (atleast not one that not run the silence package) for everyone is obvius that Odd Paladin would be the first option of the newbies or people without a lot of dust to craft the new tempo/control/combo decks so everyone bring anti aggro decks that are also good against anything like control Mage (aka big spell make) elemental mage, druid (aka the class that for some reason can gain more than 50 armor and put more taunts than warrior) or hunter (that yeah loses to aggro paladin but you can win against the other stuff). You are literally using the WORST deck against decks that have good value on late game because control lock have not finisher right now.

    Posted in: Warlock
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    posted a message on What is class Identity for you?
    Quote from Fierytear >>
    Quote from Motions >>

    Blizzard basically killed class identity if you ask me.
    Take priest for example. It's a mix of everything but nothing in specific.

    Just a simple example of the last expansion.
    We all know that priest has the most useless hero power of all classes. It doesn't provide anything early game except for healing your already full HP hero. Blizzard got the perfect chance to change that by giving High Priest Thekal to Priest.... And they gave it to Paladin. They are basically doing these things every expansion.

    Cards based on healing or shadowform, that's what makes class identity for Priest. Not the sh!t that we got last 2 expansions. 

     If you gave high priest thekal to priest it would be super broken. High priest thekal was given specifically to paladin because it's a class that has access to healing but not as reliably as priest. In general it's a lot harder for paladins to heal up than it is for priests 

     how can it be more broken in priest that have 0 super healing spells but not broken in paladin that have a 0 mana 7/5 drain rush divine shield minion. 2 weapons that heal (DK pala and Plate) and 1 spell that makes them inmune? XD

    Posted in: General Discussion
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    posted a message on What is class Identity for you?
    Quote from NightCrawl3r >>

    This may be somewhat controversial considering druid already has many aspects to their class identity.  As we all know, druid is the best class at armoring, single target removal, ramping, drawing and winning.  It sounds broken when I put it like this and that's why personally I like to think of druid class identity in terms of what they can't do.  For example, Shaman has a monopoly on the "freeze" archtype and keywords such as "overload" (aka  reverse ramping).  In addition, druid lacks the ability to play minions with OpieOP keywords like "enrage" or "windfury" as well as the ability to lose games.  QED: Druid is balanced

     The problem with druid was never the fact that they have (in fact) not weakness as a class but the fact that Blizzard print cards that are good for any druid deck that are not removal. If you see Hunter for example have not access to that much evergreen cards except removal, same fro the majority of classes except druid. That is what creates the problem. If all the evergreen cards of a class are good enough to use it in 2 whole different decks with two totally different gameplans that means that the class identity has fail. Lets see the new ramp Druid for example.

    Druid minions are big, like hell of a big. As you said they are not suppose to have OP keywords but now every big beast minion Druid put in their decks can gain access to rush. That is not okay because you are not just cheapting the cost of cards like Tarantus or The lord an destroyer of worlds "Haildranox" but you are also making the cards faster so they are supper hard to dealt with in a deck that can run as many evergreen cards of druid as UI and Naturalize. And you can run spreading plague in that same deck too (people run the DK in that which is the same) cause the fact that you almost never will summon a spider for the number of other beast that you are playing unless you have veeery bad luck.

    This is the whole situation of the combo druid decks again but now is not a combo but a "fast" deck. Another deck that have a base full of naturally good cards for every situation + a little different win condition. So back in the point what is the weakness of Druid again? because the fact that the answer is "you teching against them" is pretty obvius, by far is the second class with not bad match ups following of Mage.

    Posted in: General Discussion
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    posted a message on About new priest cards
    Quote from Mexiito >>

    I main priest and craft both leg and surrneder for the lols....im terribly sorry... Priest is getting demolish and outvalued!! insane the ragnaros mage is just insane 

     its time to surrender...to madnes...oh now i get why the name of the card.

    Posted in: Priest
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    posted a message on What is class Identity for you?

    Class identity is what makes the class shiny. But its not something static. Class identity is something that can be re-define in each expansion. For example Priest, Warrior and Paladin are minions matter classes. They are good dealing with minions or buffing minions. Also this classes have more duralibity than the others (atleast in theory). But also Priest, Mage and Shaman share other kind of class identity, these classes are also about manipulate minions. They transform minions or take control of minions. I think is a little hard to explain what is similar and different between all the classes but in fact those qualitys are the class identity. In each expansion you can choose reinforce one of the qualitys of each class or make something new.

    That is why you sometimes see Paladin going more aggro or sometimes people play control-combo in Paladin. Or Warrior becomes about early game and face damage instead of care about their armor and the ultra late game.

    Posted in: General Discussion
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