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    posted a message on What's on Your Hearthstone Wishlist for Next Year?

    I want Blizzard to stop murdering combo decks for no reason other than that they are combo decks. I've been loving Kripp's Chancy priest, and I don't want it to suddenly disappear. The pieces will rotate out, so fingers crossed there is no nerf.

    Really, I want them to bring back skillful plays. You either vomit out your hand on curve, or hope for boardclears and heals so you can vomit out big minions. None of the archetypes require any skill to play. I miss decks like handlock that required lots of skillful health management. It'd be nice to see a return to that. 

    Also somehow fix the going first discrepancy in Arena, it's practically a coinflip on whether you win or not.

    Posted in: News
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    posted a message on These cards should exist

    That's not how card balance works. You just suggested cards that would make all of the archetypes you mentioned uncounterable. If a Druid wants to try and ramp instead of controlling the board, they are supposed to lose to aggro. If you play duplicates in a Kabal deck, you run the risk of not having your Kazakus or Reno work when you need it. The change your opponent's hero power card should come at a HEAVY drawback, because playing it as a 1 mana anything would be extremely powerful. It would have to be a 10 mana 1/1, or carry some other risk like switching both powers. The only thing that can be agreed with is the neutral heal, but the heal isn't really that good. Against something like pirate warrior, you would probably only heal for 4 or 5, and at that point you might as well play Refreshment Vendor. I think it would be more consistent as "If your opponent has 3 or more minions, gain 10 life". Maybe less life than that, but a condition similar.

    Posted in: Fan Creations
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    posted a message on The Significance of the 2017 Rotation

    Excellent write-up. I'd argue that the previous rotation was overhyped. The pre-Standard nerfs killed more archetypes than the actual rotation did, destroying all Druids and Handlock. In comparison, the proper rotation only really hurt Secret Paladin. Everyone lost powerful cards, but there were less powerful cards to replace them. 

    The new rotation is different. Almost all pre-Gadgetzan decks are heading into Wild. Renodecks are going away, Dragons are going away, Fatigue decks are going away, some of the more insane Leeroy combos are going away, and Shaman will once more fall into the night. It's going to be insane.

    Posted in: General Discussion
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    posted a message on 50.000 Gold

    Honestly impressed. Are you doing it just to achieve the milestone, or do you plan on doing the mother of all free to play pack openings? I think it'd be interesting to watch 100,000 gold go into packs.

    Posted in: General Discussion
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    posted a message on Card Nerf - Call of the Wild

    Really? Those are the two damage cards Paladin has? Not also, I dunno, any fin can happen which can cause 30 damage after they play a couple of mediocre in slot cards?

    Posted in: Card Discussion
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    posted a message on Best deck after patch

    Control Paladin with N'zoth has always been effective, the Murloc variation is as well. With Paladin not getting touched, I expect their winrates to increase. Rogue might see an increase due to a slightly slower meta. Warlock will rise up, no longer having Shaman efficient enough to stop their aggression. 

    Personally I will be using the new charge in a Warrior miracle that revolves around Blood Warrior and Arcane Giants just to spite Blizz. 

    Posted in: General Discussion
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    posted a message on Card Nerf - Rockbiter Weapon

    Just dumb. Brings the power level below both Deadly Poison and Blessing of Might. It doesn't fix the combo with doomhammer at all, since you can still just play this on turn 6 after Doomhammer on 5. It only hurts Shaman's ability to trade in the early game. While removing that efficiency will hurt the aggressive lists, it will also hurt the control lists. I can't imagine any shaman control lists will be as powerful after this nerf. Very unfortunate, very misguided on Blizzard's part 

    Posted in: Card Discussion
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    posted a message on Card Nerf - Abusive Sergeant

    The only change I fully and wholeheartedly agree with. I think the change brings it in line with it's big brother Dark Iron, and it still keeps it as an effective buff card. I don't think this will stop the card from being played, but it will also help turn down the power level of aggro.

    Posted in: Card Discussion
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    posted a message on Card Nerf - Charge

    Blizzard needs to get off their high fucking horses and just make combo decks okay. Miracle had a low win rate and was a bitch to pilot (it's even harder now) and so was Patron. Now they're nerfing an even worse combo. They should give up, and focus on instead making counterplay to combo. They can't just keep nerfing a deck archetype that a lot of old Magic players are used to, they need to add counter play. Additionally, people can bitch about combo all they want, but you'd kill for a combo if we were in a control meta.

    Posted in: Card Discussion
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    posted a message on Card Nerf - Tuskarr Totemic

    This is an okay decision. My only question is whether or not it takes into account hero power totems, and whether or not it will spawn dupes. If it spawns dupes like Witch Doctor, I think the card is still okay. If it doesn't I think it might be a little bit better, as it gives you another chance to control totem rng. I imagine it will be similar to Witch Doctor given wording.

    Posted in: Card Discussion
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    posted a message on Card Nerf - Call of the Wild

    This is dumb. Midrange Paladin gets to squeeze in an 8/8 that heals them for 8 every turn and the statistically best minion in the game on turn 8, but we can't give Midrange Hunters an okay 8 mana spell? People have been bitching and moaning about this constantly, but the nerf just makes no sense. If it's that much of an issue, play a deck with any form of board clear. Shaman can do it, warlocks can do it, mage can do it, paladin can do it. Rogue and warrior can deal with it slightly less efficiently, which is fine. Priest has issues, but priest has other mechanisms to be ahead. Druid gets utterly fucked by it, but they have ramp so they can just be ahead of the board. We don't need to nerf cards that are good, we need to nerf cards that are broken. The reason this card is seen in 80% of hunter lists is because those lists are midrange or control lists, and this card is what those decks need to survive against Control. I cannot believe Blizz listened to the misguided community outcry against this.

    Posted in: Card Discussion
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    posted a message on Card Nerf - Execute

    It doesn't really change Warrior's late game power at all, it only hurts them in the early game. Now it will be much more difficult to deal with something like a 4 mana 7/7. If bliiz comes to their senses and makes early cards not grotesquely overpowered, this change shouldn't be an issue. If they don't, however, you have taken an already rather clunky card and made it significantly worse in the stage where the Warrior needs it the most. This is one of the nerfs I take the least offense with, but I still think it is a poor idea. Ghoul+Execute is honestly used like Swipe in the early game, but more effective at killing a "cheated" out minion. Removing that two card combo just seems like a poor idea.

    Posted in: Card Discussion
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    posted a message on Ben Brode on Randomness in Hearthstone, Karazhan Set, Magma Rager Dethroning

    The card is Purify. Purify is a card so bad it forced Blizzard to introduce the arena ban format. Brode just doesn't want to say it because he would be admitting that they made the card purposefully bad and knew it was bad when they put it out. While he just about did so in his developer highlights, he has never once admitted that Blizzard knew Purify was going to be bad before putting it out.

    Posted in: News
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    posted a message on This is why Competitive Hearthstone is a Joke

    Why do we still have these. Yogg is a ten mana card. The other 10 mana legendaries are N'Zoth, C'thun, Deathwing Dragonlord, normal Deathwing, Y'shaarj, Varian Wrynn and Yogg Saron. All 10 of those cards are win conditions. They are things that you play with the expressed intent of winning the game when you play them. N'zoth, Deathwing Dragonlord, Varian and Y'shaarj build a board that you hope your opponent can not clear. C'thun is designed to kill your opponent in one turn. Yogg and Deathwing are designed to create a favorable board state instantly. 

    All of them can be played around or countered. All of those decks rely on playing a 10 mana card, so using an aggressive deck to beat them before hand can work. Additionally, those cards can be countered with different control and combo archetypes. Contrary to popular belief, Yogg is not an instantaneous win condition. He is also even more difficult to make work than C'thun, as you require more spells that may not always be useful, whereas c'thun uses always playable minions. Bottom line, if C'thun is not considered broken (and it shouldn't be) neither is Yogg.

    Posted in: General Discussion
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    posted a message on Top 3 - Tavern Brawl #66

    I love how everyone thinks Hunter is the cancer, and has just forgotten how frustrating mage is to play against. I'm playing iceblock, frostbolt, ice lance. I have yet to lose to mech. Another good option against mech was elemental destruction, volcanic drake shaman. Dunno what else you'd add to it though, probably something cheap to proc divine shield.

    Posted in: Tavern Brawl
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