ok, this card is borderline decent now with the druid quest or the new explorer that reduce a card cost to 5. Still i would not play this.
- CrovaxTheCursed
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Vernula posted a message on Wild Decks Should Require Wild CardsPosted in: Wild FormatConsidering every card in Standard is a Wild card......
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LinkFan001 posted a message on Ben Brode: "What if we make an entire expansion of wisps" Is a hint?Posted in: General DiscussionThey already did that. It was called the Grand Tournament! I will see myself out.
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ahmedhenry12 posted a message on What is your top 5 voice lines?Posted in: General Discussioni can see my house from here hhhhhhhhh
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Kaladin posted a message on What is your top 5 voice lines?Posted in: General DiscussionNovice Engineer "I hope you like my invention!" and "Ooooh, if you're sure!"
Because it reminds me of when I first started playing Hearthstone.
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1
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.
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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.
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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!
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At least it's a decent proc from Piloted Shredder.
Sorry Standard. :/
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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).
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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.
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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?