• 2

    posted a message on So, here's what has to happen for a Shudderwock OTK

    1) Shudderwock. It costs 9. 

    2.) Murmuring Elemental. It costs 2.  That means you have to make an 11 mana play.

    3.) In order to make this possible, you must play Fire Plume Harbinger while the Murmuring Elemental is in your hand, or you can get either the Shudderwock or the Murmuring Elemental at reduced cost using Far Sight.

    4.) You have to have played two Lifedrinkers at some point in the game.

    If you have satisfied the above conditions, Shudderwock will deal 12 damage to your opponent.  That is unlikely to be enough to kill them.

    That means you also need to have played Saronite Chain Gang and Grumble at some point in the game, so Shudderwock can send copies of himself back to your hand, hopefully setting up a lethal play no sooner than turn 11.  

    If you manage to Grumble when Lifedrinker is on the board or use a Murmuring elemental to double down a Lifedrinker's battlecry, you can increase the incoming damage. 

     But in order to set this up, you have to spend multiple turns doing low tempo plays.  I think people are reacting very negatively to the long animation Shudderwock sets off, which kind of feels like it's doing an end-zone dance on your face.  But this is a win condition that requires a lot of setup, and in order to get all the pieces, this deck has to invest a lot of resources in cycling through cards. It's not clear at all that it's actually more consistent than something like the old Aviana/Kun/Malygos Druid OTKs or the Exodia Quest Mage.  When I've pulled it off, I've been near fatigue.  This win condition is much slower than something like pre-nerf quest rogue.

    What I am actually seeing a lot of are very aggressive Hunter and Paladin decks.  Baku lets hunter put a tremendous amount of pressure on with its hero power, and if it gets in a couple of hits with Huffer or a Bearshark, or a kill command, it can end the game long before a Shudderwock combo.

     My guess is, when people stop experimenting with the Jimmy cards and start trying to climb, they're going to do it with paladin and hunter decks and Shudder Shaman is going to be blown off the ladder.

     

    Posted in: General Discussion
  • 0

    posted a message on New Neutral Minion - Splitting Festeroot

     

    Quote from iFaisal11 >>

    Good in quest priest + good resurrect target 

    and also ...  Coffin Crasher

     Problem is that it adds all those tokens into your resurrection pool. Would suck to play your spellstone and get a sapling and a woodchip.
    Posted in: Card Discussion
  • 6

    posted a message on New Paladin Legendary Card Reveal - The Glass Knight

    4/3 Divine Shield is pretty good for 4, even if you don't activate the ability.  If you activate it once with a lifesteal minion, you're doing pretty well.  This doesn't need a deck built around it.  But the Divine Shield paladin archetype was not a top tier deck before, and this doesn't compensate for the lost of Burnbristle.

    Posted in: News
  • 0

    posted a message on New Neutral Minion - Scaleworm

    This seems like a good card.  It comes into play and immediately kills something, and then the opponent has to expend some other resource to get rid of it the next turn.  This seems pretty similar to Blackwing Corruptor, and there are many situations in Dragon Priest where this provides a greater turn-4 tempo gain than Duskcaller.

    Posted in: Card Discussion
  • 0

    posted a message on What about your legendaries drop rate?

    I got 12 out of 176, which is slightly  better than usual.  Expected rate would have been 10.  I also got a lot more out of the earlier packs.  It's possible the guaranteed legendary within the first 10 packs doesn't count toward pity timer, so a lot of people may have gotten 4 or 5 out of their preorders, but people who bought lots of packs regressed toward the 1-in-20 mean.

    Posted in: General Discussion
  • 0

    posted a message on My meta prediction

    If Aggro is viable in the meta, Aggro is optimal for climbing the ladder as long as the ladder climb involves playing a large number of games, because aggro plays more games per hour than control.

    The more complicated decks also tend to have less consistent or slower win conditions than simple decks.  And those decklists are going to struggle to find room for things like the mandatory weapon removal the new expansion seems to force every deck to carry.  I really wish decks like Quest Druid, Quest Hunter and Quest Paladin had more of a place in the meta.

    Posted in: General Discussion
  • 0

    posted a message on is it safe to craft The Lich King?

    Lich King is the new Ragnaros.  Any deck that would play Ragnaros before he went Hall of Fame can play Lich King.

    Posted in: Card Discussion
  • 0

    posted a message on 80g Quest Trading - Play a Friend! 4.0

    Done

     

    Posted in: Players and Teams Discussion
  • 0

    posted a message on What golden legendary will you craft before opening?

    Is it confirmed that if you craft a golden, you won't get the normal from packs?  They're treated as different cards in the crafting menu.

    Posted in: Card Discussion
  • 3

    posted a message on Why I'm excited for the new set

    The last couple of expansions have each brought a lot of new deck archetypes.  C'Thun decks and N'zoth decks in Old Gods, the different multiclass gang archetypes in Gadgetzan and quests in Un'Goro.

    New archetypes either blow out the old ones, requiring us to collect the new cards and build new decks to be competitive, or they don't, and they never see play.  We have seen this pitfall with Gadgetzan, where Grimy Goons were never really competitive and the removal of Reno from Standard broke the Cabal Warlock and Priest decks.  We really saw it in Un'Goro, where a couple of quest decks were extremely dominant, while others were too weak to use in a remotely competitive setting.  

    Archetype decks also feel a lot less flexible, because they have to incorporate the centerpiece card, and then a range of cards that support the centerpiece.  It sometimes feels like the developers are building our decks for us.

    People are looking at the new set and are disappointed that they don't see individual cards that do a powerful thing that is the goal of a deck built around that card, like the quests or the gangs, but what I see when I look at the set are a lot of new options that create a broader set of competitive variations of existing decks, and are likely to bring back non archetypal decks like Ramp Druid, Control Warrior or Control Priest.  I like that, rather than building a death knight deck for each class, most of the death knights are strong all-around plays that will fit into most midrange or control variants of that class.

    For the first time in several expansions, we're also getting a new all-purpose neutral legendary in the Lich King, filling a slot that was vacated in Standard when Ragnaros was cycled out.  I don't think we've had one like this since Doctor Boom.

    Posted in: General Discussion
  • 0

    posted a message on New Hero Revealed: Thrall, Deathseer
    Quote from Mgalekgolo >>

    WOWZERS!! This seems kinda strong don't you think? lol, I still don't understand for instance why this card is 5 mana and for example the warlock one is going to be 10 mana cost, why aren't the DK hero cards all the same cost?

     This requires you to have a pretty well-developed board.
    Posted in: Card Discussion
  • 1

    posted a message on I wrote an Arthas rap six years ago, and it's better than Brode's.

    Not looking to brag. Just stating facts.

    [link removed]

     

    Posted in: General Discussion
  • 0

    posted a message on New Druid Legendary Card Reveal - Hadronox

    I really want Barney the dinosaur to be a viable deck, so my hope is that this is a piece of that puzzle.  I wonder how it will interact with Adapt taunts and Ancient of War.

    Posted in: Card Discussion
  • 0

    posted a message on Are Amazon coins worth it?

    Amazon coins used to be a lot better.  They were constantly sold at 20% off face value, there were frequent deals that refunded coins when you spent them on Hearthstone cards, and Amazon didn't charge tax on digital purchases.

    These days, they're worth it sometimes for some players.

    It's very common to be able to get Itunes store credit for about 15% off face value.  Amazon sometimes goes to 20% off on the $100 increment.  And they gave 500 coins as a refund during the preorder period for the Un'Goro set.

    Right this minute, $100 worth of coins costs $83, so it's about the same as iTunes.

    Posted in: General Discussion
  • 0

    posted a message on Ranking the Quest Cards

    1) Mage

    2) Warrior

    3) Rogue

    4) Shaman

    5) Hunter

    6) Paladin

    7) Druid

    8) Priest 

    9) Warlock

    I think Mage and Warrior will find a long-term place in the meta. Mage may turn out to be so meta-defining that everyone will run Dirty Rat just to try to stop it. Rogue is probably going to start getting countered, but it is this expansion's pirate warrior.

    Shaman quest is very aggressive and probably beats rogue.  Hunter quest should wind up being decent.

    Pally and Druid are fun, but will struggle against the meta.

    Priest is a lot better in wild.

    Warlock isn't worth discarding 6 cards for. You can get your portal and still get rekt by rogue.

     

    Posted in: General Discussion
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