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    posted a message on One Card to make Priest good
    Quote from Stormbringer36 >>

    They've already stated they don't want players to be able to mess with the other players hand directly. Hence why they changed Illidan Stormrage.

     I would have liked to see Illidan with a different nerf.
    Maybe something like "BC: Each player discards 2 and draws equal to the number of discarded." 3 cards is too broken, and so would Zoolock being able to draw 3 without actually discarding 3.
    Anyway, to OP, I actually love the idea of your card, it's kind of hilarious. I would HATE to play against that, but it is a fun idea. It couldn't work as is though, since it would basically break every deck in the game by turn 8. Maybe if it just replaced the cards in their hand with Priest cards or something (most likely at a reduced cost of 5 or so), but the whole deck would be extreme. I will note that I can't stand Priests and their thieving, healing ways. Although, as long as they don't get any more thievery I could care less what else they do. Worst rage ever when they have an extreme counter for every minion in Entomb. That card is so disgusting. How is Entomb a common but Recycle is a rare? zzz
    Posted in: Fan Creations
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    posted a message on Blizzard really have to do sth about OTK.

    4 mana

    0/2

    Stealth

    "ALL minions lose Charge."

     

     

    That still allows the combo deck to work (which is fine by me, not meta-breaking like patron of old was), but forces them to use a double Whirlwind effect or Brawl to kill it.

    Posted in: General Discussion
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    posted a message on is Ysera worth keeping?

    Definitely keep.

    Ysera is one of the most powerful cards ever printed.

    Yes, she is slow in the current meta, but there will always be room for her in certain decks. Plus the meta changes with every new release so she will have her time in the spotlight again for sure.

    She is instant advantage since she basically gives you a broken-ass card right off the bat, and if the opponent lets her live for more than a few turns then it's basically an auto-win for you. For a lot of classes, she is incredibly hard to deal with, so chances are she can seal the win for you more often than not.

    Posted in: Card Discussion
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    posted a message on Is ladder getting more and more difficult? (EU)

    WOTOG had a lot to do with it. That set provided a ton of OP cards and reeeally opened up creative options (mainly N'Zoth and C'thun).

    I agree with Sanger as well, I think the Standard/Wild split has made ladder climbing harder, at least in Standard.

    I've recently moved to almost strictly Wild (too much face shaman in Standard), and it is MUCH easier than it used to be, even with having to battle Shredders and Belchers and such. Climbing in Wild is far easier than it is in Standard, at least for the decks I play. I also don't net-deck though, I like to be creative with my builds, and there is just more room for success doing that in Wild. For instance, I have been hot'n'heavy with a Fandral/Ramp/N'Zoth druid lately in Wild that has been doing *ahem* Spectacular!

    Posted in: Standard Format
  • 1

    posted a message on New Card - Pompous Thespian

    At least it's a decent proc from Piloted Shredder.

    Sorry Standard. :/

    Posted in: Card Discussion
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    posted a message on Nerf fiery war axe!!!
    Quote from sippingcider >>

    Nerfing fiery war axe would not help more classes show up in the competitive scene, it would just increase the number of the already popular zoo decks.  

     Truest thing I've read in this thread...
    FWA is super annoying, but it doesn't win games on its own. It does seem like they ALWAYS have it at the beginning of the game somehow, but the fact is they can only clear small, somewhat insignificant minions with it (without taking a ton of damage from higher costed minions). If you're mad that FWA is killing off your minions, then you need to run more powerful minions. You shouldn't rely on 1-3 drops to win you the game, in any class/build.
    Warrior is super versatile as a class, but they need to have a TON of stuff go right for them to get wins. Most of their insane board clears require multiple cards to pull off (although they make it look easy). They have tons of draw power and waaaay too many ways to manipulate their armor count.
    FWA does not need a nerf, it's just ANNOYING. There are other ways that other classes need to be taken up a notch to match the power of the Warrior. That is a very long list though.
    Also, about your comment on the Knight of the Wild vs Thing from Below, all I have to say is RTFC. If you do that, you will understand why Thing triggers while in your deck and Knight does not. It's not hard to understand. However, I would certainly like it if Knight had the same text as Thing but with "Beast" instead of "Totem". Then it would work like you think it should, and I would be a happy camper.
    Posted in: Card Discussion
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    posted a message on Nerf Charge.

    I don't think charge as a mechanic needs a nerf at all. Sure, it's annoying, but so is taunt. However, taunts are absolutely necessary in a game where there is zero interaction during an opponents turn (secrets don't really count since there is no controlling their triggers in most situations).

    Charge definitely is not necessary, but it has its place in the game. Nerfing the charge mechanic basically is taking aggro out of competitive play since Leeroy (among others) would be useless. Aggro would not be able to reliably and consistently win without charge imho (except for maybe zoo strategies since they can play through a ton of removal and they destroy without the use of charge as it is).

    Plus those OTK combo decks are just something you have to deal with. It doesn't warrant a nerf imo, unless the *card* Charge gets a nerf. That card is pretty disgusting for 3 mana, especially since minions have been progressively getting stronger since the genesis of the game; at the same time though the card is not totally game-breaking. However, this OTK worgen warrior would still be a thing as long as the card charge grants the mechanic charge (which it would obviously still need to do), unless they made the mana cost ridiculously high. But even if the mana cost was 7, they could still do Worgen for 3 and double Inner Rage.

    If the card Charge was used in a bunch of different types of decks, I could see it warranting a nerf, but since it's literally used in just one janky OTK deck I'm not bothered by it at all. Anyway, it would make more sense to me to nerf (or limit) the ways warriors can accumulate gross amounts of armor. Brann + Ancient Shieldbearer is just retarded. So is Justicar in warrior. Matter of fact, getting a warrior to less than 5 health and them coming back to beat you with 30+ armor is just retarded in general. That to me is waaaaaay more ridiculous than a 4+ card OTK combo.

    Again, I don't think the mechanic needs a nerf, I actually enjoy using it and am not bothered when an opponent uses it. Surprise bursts of damage is part of what makes the game so fun. And if you are actually frustrated enough to post a thread begging for nerfs on decks you cannot beat, then you're not enjoying the game the way you should. Losing is part of any card game, especially one that is based on RNG. I'm a 15-year MTG player, and I've never had a hard time with losing; it's part of the game. MTG at least allows you to have more control of every move and situation, but losing to an OTK deck in hearthstone should not surprise you one bit. Yes, it can be frustrating, but nerfing a card used in that deck just means that a ton of other players now cannot have fun using the strategy. Furthermore, the deck is not completely taking over the meta like other decks have in the past which did warrant nerfs (such as warsong for example).

    Posted in: Card Discussion
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    posted a message on Randomonium - Tavern Brawl #59

    Turn 1: Sunwalker

    Turn 2: Kel'Thuzad

    By the Holy Light!

    I've won 4 games in a row with Paladin due to opponent's conceding on or before turn 3.

    Must be insane RNG, but wow dins can put on some serious pressure with lucky rolls on mana.

    As a lot of people have said, easy quest/gold farming.

    Might not be as fun as some of the others, but I like it due to the fast games.

    Idol is one of my favorites too because I love that card, but damn those games take forever.

    Posted in: News
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    posted a message on [Hunter Meta] Belcher Miracle Rogue *UPDATED*

    Hey man I really like the deck. I built a very similar one after Naxx's release and have done pretty well with it. What are your suggestions for replacing Leeroy and Thalnos? Currently I have Arcane Golem to replace Leeroy and Kobold Geomancer to replace Thalnos. Are there some better ones that you're aware of? Or should I just keep Questing Adventurer?

    Posted in: [Hunter Meta] Belcher Miracle Rogue *UPDATED*
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