Stop downgrading the forums with this type of thread please
- CodeDmitry
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Member for 8 years, 8 months, and 24 days
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Nuba posted a message on A new (nearly) full-proof counter to face huntersPosted in: General Discussion -
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superoutman posted a message on Weekly Card Design Competition #28 - Submission Topic [UP-VOTING ONLY]Dumbtongue is a Murloc cursed by Gul'dan in order to communicate with Murlocs. So when you use it, your hero can speak Murloc language!!! For example:
Thanks: Glhalhah.
Well Played: Mrglglrglglglglglglgl.
Greetings: Mrghllghghllghg.
Sorry: Mrghrglglglgl.
Oops: Mrggggg.
Threaten: Mrrraggglhlhghghlgh!
Waiting: Mrgaaag...
Concede: Abghhll. -
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Sherman1986 posted a message on Can someone make me feel better about the random Bull!@#$ in this game.Posted in: General DiscussionPunctuation marks are your friends pal, use them...
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Sanzen posted a message on New Druid Card - AvianaPosted in: Card Discussiongodammit why you gotta do that to my wisp!
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desasterking posted a message on Reputation of FacehunterPosted in: General Discussionso after i have read all the comments in this thread, i have to say that everyone that have written a comment in this thread is a roleplaying faggot,,, You guys are lying roleplayers acting all like you never have ever played facehunter.
I, for my person, have to say that i am maining control warrior and i prefer a control meta.
But now to the reason why i am writing this comment and the reason for this thread as i have understood so far:
you are all saying that face hunter is a brainless and a deck that dont require a lot of skill. But you guys are wrong in my opinion and i doubt that even half of you can hit ranks above rank 5 or even hit rank 5. You guys have a point to think that it is a brainless deck BUT I think that face hunter need some skill to play and to stand a chance against warrior or handlock. (By the way rank 5 to legend is ONLY filled with control/patron warrior and handlock) but i doubt that you would know that. To get a decent win rate against these decks you have to know the matchups exactly and how to play them AND ESPACIALLY face hunter with a limited amount of draws have to know how to play and how to TRADE. One wrong played card is a insta loose for the face hunter against these decks.
To end my comment i want to say that this a is a good thread to see the opinions of other players about certain decks. and i am shocked that the most of you dont have a reliable opinion about these kinds of things.The most of you guys are only complaining how brainless this deck is instead of being objective about this thread.
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Mamizou posted a message on Tinkmaster overspark and Spellslinger comparisonPosted in: Card DiscussionWanted to point out that Spellslinger will not give a card to opponent if they have 10 cards, while the player will.
Tinkmaster is a bit trickier. When it's ability (pre-nerf) was a targetted ability it was a high tier card for dealing with Slyvanas and Ragnaros.
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zammE posted a message on New Warlock Card - DemonfusePosted in: Card DiscussionFive ways Demonfuse would be better, or at least interesting to justify its interesting art:
Fine, keep the drawback but give the Warlock the ability to play around it! This way the drawback isn't an instant loss but opens up for options, while it isnt overpowered. A 3/3 minion with the same deathrattle would arguably better, so it should be balanced.
Make anything into a life-draining effect. Might be a bit overpowered, but still an interesting concept.
A reason to put Succubus into your deck! Not that much stronger then Demonfire but different, a lot different.
... Or why not make actual use of this new, funky Inspire mechanic?
Synergy with Sacrificial Pact and Shadowflame would make this card a real possibility for Constructed play!
Anyway, my point is that this concept of the Warlocks "extreme drawback for minor gain" concept never really works for any card that isnt a game sealer such as Doomguard. We never see play from Succubus, Pit Lord or Fel Guard for good reasons. I just think that an expansion like this is a glorious opportunity to complement underused cards to make them actually playable and worthwhile, not just giving us additional cards that would stack up on punch-ourself-in-the-face philosophy.
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user-19675792 posted a message on Gang UpPosted in: Gang UpMaybe because it's a very good card?
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Why only one clockwork gnome? It's a 1 mana mech that gives you a spell, that may or may not be insane(eg stealth).
It lets you combo mech better, and gives a tempo mechwarper play.
Feels so wrong to run only one.
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If anyone feels the need to have a "third" worgen slot. You can put Dragonhawk Rider, or Thrallmar Farseer. I doubt anyone will but still would be hilarious.
Maybe it's possible to make a "launch" otk with emperor, by using warsong commander to launch a bunch of 2 mana windfury minions... Again probably less viable than this but maybe it is better :P
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Feels wrong to run Ysera over Justicar. Justicar wins mirrors, gives u better matchup vs midrange hunter, etc. Ysera just makes you lose to enemy's sylvanas shield slam, and does nothing against aggro or midrange.
My list runs Ragnaros, Justicar over Ysera, Harrison.
Then again, it's top 5 so, I guess he knows what he's doing.
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Addition to counter cards: Thoughtsteal
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Just to let you guys know, flare does not work against these paladins. If you run flare, matchmaking will make sure that you never run into an opponent with secrets in their deck. This is a proven fact.
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I did, I crafted the guys as soon as I heard of the deck and originally I thought it was a gimmick deck and it was hilarious to just put deck of garbage, as i didn't believe it could possibly be good.
After playing it for a while, I still don't think it's quite as consistant as face warrior or face hunter(since not drawing favor/challanger on time is gamelosing).
That being said, the deck makes up for it's inconsistancy by literally biasing all the thinking on your opponent's side. It's your opponent that has to think hard, think through all of your secrets, choose to attack or not attack, do a lot of complicated decisions, only to still make mistakes, while you just pump garbage on curve while maximizing annoyingness of your turns.
I've seen streamers literally think through the secrets and somehow the card "avenge" slips their mind, focusing on a lot of things at the same time is really difficult.
Basically, you get a lot of wins from people just becoming overwhelmed by the amount of thinking needed, and just panic and fail to complete their turn by the end of rope, or doom themselves to loss next turn. Just watching garrosh step over a field of rakes only to scream "I CHOOSE DEATH" is priceless.
I don't think it's overpowered, but I can imagine a lot of players simply feel cheated that you have to spend so much more effort to stabilize than it takes them to pump out annoying garbage.
That being said, I don't mind it, it's hilarious to watch people's minds break down and step on the same rake multiple times...
The deck is cancerous though, eg alternative definition of cancer being a deck that uses a variant of "undertaker", also known as "undercancer", which is secret keeper
I am not sure if it is Overpowered, I've had a secret eboladin draw out their whole deck while I had 11 cards left as fatigue mage, and that wasn't even turn 10. It's definitely a very restricting deck on the meta, as few decks can go toe to toe with it without getting robbed over and over. It feels broken to play, it feels broken to play against, but... it's inconsistant, if you don't draw favors/challanger on time, you just lose... It's a hard call for me.
PS: flare does not work against this deck, because matchmaking will do everything in its power to prevent u from queueing into anyone with secrets if you have flare in your deck.
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this is such a big deal.
Now you can bring new tech to tournaments/ladder without getting laughed at, and giving it away.
you can tech in windfury for instance and not give away that u do if you have it milled in first game.
It wont force misplays as much though.
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Well, to be fair Majordomo deck is considered to be a worse freeze mage, but freeze mage is absurdly overpowered right now, so it puts Majordomo deck as a reasonable deck.
With coldarra/more tools to do combos, you take out the freeze shell, which is overpowered, so you want to retain that as much as you can while strengthening the combo framework.
It needs thorough playtesting to see whether moving away from the freeze mage shell in favor of the combo is a good thing to do.
That being said, the current Majordomo deck, while not as good as freeze mage or echo mage, is legend viable, so it is not unreasonable to think that solidifying the deck won't improve it. It's just hard to take out freeze shell to accomodate the combo.
But you've made me want to try playing Majordomo mage to guess whether it will be recognized closer on par with it's other freeze mage relatives. If it will, it might also be bad because you have a big advantage for people laughing at you while you punish their lack of focus on the game.
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Play this turn 4 with Mill Rogue, and opponent will be really confused.
It will bait Harrison, which is GREAT for mill rogue.
It discourages hitting creatures, which is already the case in mill rogue since you don't want to take life damage usually.
It threatens lethal after a long time, which is basically what mill rogue goes for.
It's a bad card for regular decks, but I see this to be really
goodinteresting for mill rogue.3
I'd suggest cutting 2 jugglers for 1 leeroy and 1 worgen infiltrator, otherwise the list is solid.
Sure juggler represents a lot of potential damage, but i've been doing a lot better without it recently, by cutting it it significantly improves most matchups because you force them to make less efficient use of their 2 mana removal on 1 mana minions or chargers over a juggler. Juggler is the only real card in the deck that is efficient to target with 2 mana removal.
Furthermore, 2 worgen infiltrators on turn 1 auto wins usually against patron and druid and similar, not only because they struggle dealing with multiple minions, but it often pushes them to use their combo pieces early(whirlwind) to deal with those, then you can just play wolfriders/more 1 health minions and they will not be able to keep up.
Leeroy + Arcane golem is a really powerful combo on turn 8, and Leeroy alone wins me so many games I have no business winning that it's herecy for me not to run him. 6 mana, 8 with abusive, 10 with hero power, it enables so much burst, which is what you need to do before they taunt up or before they can combo off to force them to use their removal inefficiently.