GJ Blizzard on fcking more the arena
- DarkTycon
- Registered User
-
Member for 9 years, 6 months, and 27 days
Last active Tue, Nov, 26 2019 03:54:20 -
- 7
- 20
- 47
- 0 Followers
- 378 Total Posts
- 923 Thanks
-
26
Shrinkmeister posted a message on New Mage Card - Firelands PortalPosted in: Card Discussion -
20
DarkArchon21 posted a message on New Mage Card - Firelands PortalPosted in: Card DiscussionAm really pissed about this card because they made it a common......Arena balance is already in shambles and this just makes it....Don't even have the words.....Card is broken, bad news for Arena.
-
3
Powergamez posted a message on Disappointed with the announcementPosted in: General DiscussionI completely agree. The trailer video was fucking horrendous, Disco, glamor, party - seriously? This is the direction you go?
I did however like the look of the encounters and some of the new cards they displayed.
-
64
Agithore posted a message on New Mage Card - Firelands PortalPosted in: Card DiscussionAnother INSANE Arena common for Mage. How hard is it to make something like this an epic?
-
13
4wd posted a message on Disappointed with the announcementPosted in: General DiscussionIt's even more stupid then whispers of the old gods.
-
18
Agithore posted a message on Disappointed with the announcementPosted in: General DiscussionThey ruined Karazhan, cool.
-
2
Gabrielm1234 posted a message on FACE! FACE! FACE!!!Posted in: General DiscussionHS is getting really tiresome now a days. Everyone I play goes face face face... Doesn't seem to be any skill involved, just put charge and small shit random minions in their decks and go face!!!!
I like playing long control interesting games and do not want to go to wild to do it.
what do you all think??
-
9
Garlicnerd posted a message on WoG Predictions (the right one Kappa)Posted in: Card DiscussionIf you want an explanation of why a certain card is in a certain category or want to try convince me otherwise of a certain cards merit or lack thereof just let me know below.
Will see play
- N'Zoth's First Mate, - almost strictly better Living Roots.
- Ragnaros, Lightlord, - big healing+threatening body with immediate effect
- Forbidden Healing, - Anyfin Can Happen can do 30 without Old Murk-Eye
- C'Thun's Chosen, - not even strictly worse than Piloted Shredder
- N'Zoth, the Corruptor, - instant board+hard to clear
- Thing from Below, - gets crazy cheap crazy fast + taunt
- Master of Evolution, - self-explanitory
- Ravaging Ghoul, - Patron activator + Anti-Aggro tech + pinger to replace Death's Bite
- Hammer of Twilight, - 1~ 4/2 minion is pretty good
- Mire Keeper, - always at least good. Sometimes insane. synergy with Savage Combatant. 4 --> 6
- Mark of Y'Shaarj, - Druid already runs a lot of good beast especially with Mounted Raptor
- Call of the Wild, - North Sea Kraken was already almost good enough.
- Possessed Villager - better Argent Squire for a class that already uses Argent Squire
- Xaril, Poisoned Mind - solid value card that does everything Rogue wants
- Faceless Summoner - fits right into Tempo and weird control mages.
- Princess Huhuran - solid stats mean you can throw it into a mid deck with just a couple deathrattles.
- Fandral Staghelm - great body with a huge scary effect.
- Fiery Bat - Better Leper Gnome.
- Selfless Hero - super threatening 1-drop. Paladin will be sister aggro deck to Face Shaman.
- Rallying Blade - will breath new life into aggro paladin.
- C'Thun - big late game finisher baddy that sometimes just kills your opponent.
- Beckoner of Evil - see C'Thun
- Twilight Elder - see C'Thun
- Klaxxi Amber-Weaver - see C'Thun
- Ancient Shieldbearer - see C'Thun
- Dark Arakkoa - see C'Thun
- Twilight Darkmender -see C'Thun
- Hooded Acolyte - see C'Thun
- Disciple of C'Thun - see C'Thun
- Twin Emperor Vek'lor- see C'Thun
- Darkshire Alchemist - a lot better independently than Flash Heal.
- Power Word: Tentacles - Priests win by getting 1-2 minions to stick on board and live forever. This helps them do that.
- Eternal Sentinel - grossly efficient
- Evolve - Shamans are going to be disgusting in WoG
- Flamewreathed Faceless - all these shaman cards are nasty good
- Forbidden Ritual - best of the Forbidden cards
- Darkshire Councilman - really easy to grow it quickly
- Malkorok - usually a better Fire Elemental for 1 more mana. Sometimes nasty.
- Silithid Swarmer - Rogues got 11 class cards.
- Bilefin Tidehunter - I'm convinced this card is insane in any aggro deck.
- Zealous Initiate - another threatening 1-drop. Like a worse, neutral version of Selfless Hero
- Twisted Worgen - Wolfrider for 1-mana less.
May see play major play depending on specific variables (ask)
- Herald Volazj - underwhelming
- Undercity Huckster - 2 mana 2/2 draw a card? Turns out that's pretty good
- Hallazeal the Ascended - ironically probably the weakest Shaman card revealed despite still being insane
- Spawn of N'Zoth - so cute + potential 1-of in Zoo
- Steward of Darkshire - not as good in Standard but could still work
- Tentacle of N'Zoth - Patron activator + potential anti-aggro measure
- Infest - random beasts are actually pretty good
- Vilefin Inquisitor - Mrglrgllgr
- Forbidden Flame - flexibility is more important than efficiency
- Ancient Harbinger - 6 health is decent and potential upside is massive. High Priority Threat
- Cabalist's Tome - Duplicate replacement???
- Blood Warriors - Maybe in patron or control warrior.
- Yogg-Saron, Hope's End - has the potential to instantly win a losing game despite volitility
- Cho'gall - not quite enough good spells for him yet but soon.
- Soggoth the Slitherer - very hard to deal with considering only minions.
- Servant of Yogg-Saron - impossibly hard to evaluate. We'll have to see through testing.
- Shadowcaster - Good with big battlecries like Dark Iron Skulker
- Demented Frostcaller - the more I look at this card the better it seems. Bumped up another rank
- Forbidden Ancient - 2nd or 3rd best of the Forbidden cards. Great for smoothing out curves
- Infested Wolf - balanced version of Piloted Shredder is still pretty good.
- Cult Sorcerer - will likely see more play in tempo mage than actually with C'Thun
- Blade of C'thun - the card is insane but we'll see if Controlly Rogues are actually playable.
- Journey Below - Great for combos. Most Deathrattles are really good.
- Southsea Squidface - great value card. Only thing keeping it from being played is an excess of good 4-drops.
- Shadow Strike - powerful removal that kills most midrange threats.
- Bladed Cultist - tempo rogue???
- Stormcrack - some midrange decks might want a 3rd Lightning bolt for minions.
- Bloodsail Cultist - one of few crazy good pirates
- Bloodhoof Brave - super solid value taunt.
- Bog Creeper- surprisingly competitively costed
- Psych-o-Tron - not THAT much worse than Sludge Belcher
Might see marginal play (tech + niche decks)
- Validated Doomsayer, - bad Fel Reaver
- Faceless Shambler, - Handlock?
- Eater of Secrets, - Kezan Mystic replacement in standard
- Giant Sand Worm, - more likely to see play through Infest/Tomb Spider, buuut...
- Cult Apothecary, - certain Freeze Mages + maybe (probably not) Renolock
- Mukla, Tyrant of the Vale, - Bananas are spells.
- Shadow Word: Horror, - probably bad but still potential aggro tech.
- Y'Shaarj, Rage Unbound, - turn 6 with Naga Sea Witch
- Renounce Darkness, - probably bad buuut...
- Spreading Madness - anti-aggro tech but weaker than other Warlock AoEs
- Hogger, Doom of Elwynn - patron? new Dr. Boom? Probably not.
- Forbidden Shaping - worst of the 3 Shaping Sisters
- Thistle Tea - Probably worse than Sprint in most decks but still has small potential in some weird control
- Twilight Summoner - a 4 mana 5/5 wouldn't have been that insane but this one has a weird 'downside.' Could still see play in some deathrattle decks but probably not.
- Twilight Flamecaller - maybe as some niche anti-aggro tech. Great Arena card.
- Shifter Zerus - We're gonna be rich x2!
- Feral Rage - weird control/mill decks use Healing Touch. This is usually better than Healing Touch.
- On the Hunt - has a lot of synergies with Lock and Load and Spell damage and beasts.
- Carrion Grub - not actually unplayable.
- Shatter - room in Freeze Mage is really tight.
- Divine Strength - not actually unplayable. Lets 2/1s kill 2/3s for free.
- Darkspeaker - Zoo?
- Cyclopian Horror - Anti-Zoo?
- Blackwater Pirate - 1-of in pirate warrior???
- Squirming Tentacle - some decks want a fairly cheap taunt. Against most aggro decks its the same as Fierce Monkey
Will most likely not see play
- Corrupted Healbot, - Pit Fighter + Whirling Blades
- Stand Against Darkness, - Worse than Dark Wispers because you can't pick buff.
- DOOM!, - Pay 2 mana over a Twisting Nether to discard 3+ cards.
- Scaled Nightmare, - Probably worse than Boulderfist Ogre
- Skeram Cultist, - Bad stats for minor effect
- Tentacles for Arms, - Worse than Gorehowl
- Polluted Hoarder, - not garbage tier because maybe some weird aggro deck wants it.
- Wisps of the Old Gods - Who knows? Maybe some deck wants a worse Cenarius for 7
- Deathwing, Dragonlord - worse than Deathwing, doesn't work in any logical dragon deck.
- Embrace the Shadow - The problem with Prophet Velen combo wasn't that its not enough damage.
- Shifting Shade - Not good. I think its slightly better now but still bad. For an essay on it click here.
- Forlorn Stalker - too slow for aggro and body too bad for control/midrange.
- Addled Grizzly - this bear is addled by how they could make such a bad card.
- Anomalus - really weird card but probably bad.
- A Light in the Darkness - great in Arena but thats the end of it.
- Primal Fusion - usually most of your minions aren't totems.
- Darkshire Librarian - pretty slow card with an effect that could only work in fast decks.
- Usher of Souls - slow card with an fast requirement.
- Blood to Ichor - worse version of N'Zoth's First Mate
- Crazed Worshipper - Fen Creeper isn't that great
- Doomcaller - REALLY slow card.
- Corrupted Seer - not what murloc decks wanted
- Midnight Drake - almost always worse than Twilight Drake
- Nat, the Darkfisher - bad even in Mill decks.
- Faceless Behemoth
- Eldritch Horror
- Grotesque Dragonhawk
- Nerubian Prophet
- Evolved Kobold
- Aberrant Berserker
- Am'gam Rager
- Twilight Geomancer - 2 mana 1/4 taunt. Battlecry: Make your C'Thun vulnerable to The Black Knight
- Duskboar
Won't see play but are still cool (cards meant to be fun and only fun)
- Blood of The Ancient One - Lots of fun but that's it
Make me seriously question the decision making of Team 5
- The Boogeymonster - strictly worse Gruul
Once again, if you want an explanation of why a certain card is in a certain category or want to try convince me otherwise of a certain cards merit or lack thereof just let me know below.
-
3
FardHast posted a message on Bog CreeperPosted in: Bog CreeperNeutral Ancient of War and it's that good that I would play it in constructed.
-
2
icyblaze616 posted a message on Poll: Which Class "won/lost" WotG?Posted in: General DiscussionQuote from notsoclutch >>Imo C'Thun won WoG. Great removal cards, high stat minions and absurd power cards such as the twin emps on top of a game ending card I bet as good as some of the other classes look with new cards C'Thun will crush them. It almost makes since the Old Gods are the focus of the set and the next 2 expansions this year will add cards to every other nonC'Thun deck to eventually combat it, on initial release he'll probably have one of the top tier decks for the expansion. Classes that play C'Thun very well won, except rogue. Rogue most definitely lost.
How can you say C'thun is amazing and then bash Rogue? Rogue has one of if not the best C'thun deck in theory.I'd lay it out like this based on the expansion alone.Tier 1: Shaman: By far the best class in the expansion. We will see if it translates to constructed.Tier 1.5: Hunter: So many strong cards that fit both potential and current archetypes. Call of the Wild might just be the best card of the set.Tier 2: Druid, Mage, Rogue: All three classes got strong cards and have clear archetypes to put these strong cards in.Tier 3: Warrior, Paladin, Priest: These three got a mixed bag of cards. Paladin aggro got a small boost, but it remains to be seen if it will be enough to overcome recent nerfs while warrior and priest seem like strong C'thun classses with little else going for them this expansion. Pirate Warrior could be a thing in wild, but the loss of ship's cannon is probably too much to allow the archetype to flourish in standard.Tier 4: Warlock: although I will say that every Warlock card seems playable just in archetypes that don't seem very strong. C'thun might also be a natural fit in Warlock despite not getting a ton of support within the class.How do you propose Rogue is supposed to safely live until its C'thun turn without a good tempo board clear or strong heal? They gave Rogue control cards and no way to actually control the game... - To post a comment, please login or register a new account.
1
Played on turn 5 it makes Raven Idol a draw 2 card spell for 1, and those 2 cards you have some influence in what they are which is utterly amazing (1 being a spell and 1 being a creature). Combos well with Starfall and Wrath for a 4 mana 3/5 body this card just opens the door to so many druid possibilities.
Interestingly, if you use it with Keeper of the Grove (assuming you're playing it over Spellbreaker) and you kill a target with the 2 damage that leaves Stanghelm as the last minion on the board, you'll be forced to silence your own Stanghelm sadly :(.
2
Knife Juggler and Ironbeak Owl were paladin staples that were nerfed. Besides Standard is the paladin nerf, without GvG expect Paladins to sink in ease of use and tempo decks. Perhaps Divine Favor could use a nerf but it's a tough judgement call.
1
"Great work Blizzard but why is Pit Snake still a thing. I'm trying to get played here! More one drop nerfs Kappa". - Hungry Dragon
1
Aside from Shaman picking between Earth Shock and Ironbeak Owl now being an obvious Earthshock, this doesn't change much. Granted it is nice the silencing player has to use just a little bit more of their resources to play owl, Silence is just a devastating effect. I don't mind it on expensive cards as it's an expensive removal effect, but 3 mana is a huge enough draw back to stop this from being a face hunter deck stuffer. Granted I'm much happier with this subtle nerf than keeping it the way it was. We'll have to see if it was enough but perhaps in certain situations it'll make a huge difference.
1
Honestly very surprised. I imagined the Warsong Commander treatment where this card would never see the light of day again. A 5 mana 6/6 over 3 bodies... is actually reasonable. No longer a broken combo piece but something you might actually consider when standard power level is reduced in a spell deck or in very niche decks. Arguably better for arena now.
3
Utterly Bonkers for arena, a small board clear on a 2/2 body for 3 that's a class common is likely going to RIP the over abundance of paladins. Might make priest raise in arena after the board classes are decimated by the rise of arena control mage.
16
Anyone who plays Thoughtsteal knows this always happens.
4
Happy Feet, That ain't Falco! WOMBO COMBO
4
Wow this card has potential, I absolutely love the design and the fact that as an epic you can run 2 in the deck (unless you decide to use it for it's Reno Jackson synergy) Unique legendaries with battlecry effects work well. Works utterly phenomenally well with Brann Bronzebeard (make 2 more Branns!!!!) and works well with Coldlight Oracle as with both they can be played in unison on turn 8. A staple for Mill rogue, it also augments Combo cards and other control cards (some for the same mill deck) being SI:7 Agent and Dark Iron Skulker. Great synergy with Xaril, Poisoned Mind. Phenominal Card to Gang Up in a mill rogue deck should you be unable to keep a coldlight in it's place.
A 4/4 for 5 mana is also nothing to scoff at. You do sacrifice tempo but it's really a decent body with just endless potential as it works with any battlecry minion, deathrattle minion, spell damage minion, combo minion or end of turn minion. Since rogue has Conceal you can make those minions survive even at later mana turns such as Ragnaros the Firelord. Special mention to Azure Drake for both being a draw minion and a spell damage minon.
Other random synergies include a concealed Malygos finisher making your sinsiter strikes deal 13 damage each when you have 4 free floating mana to finish your opponent off.
It's millin time boys! This is easily one of my favorite cards of the set!
0
Excellent card as a finisher for dragon decks without causing you to discard your hand >.>... Granted it might be too early to tell how well this card will fit in an already very slow archtype. Dragon decks usually only run 7-8 dragons with most cards being dragon support cards, this makes me feel while it's great for anti removal you will likely get smaller value than you'd like to get in return. Hex is the nightmare for this card assuming shaman is going to be as good as people imagine it might be. Should BGH stay the way it is, it's still not a great investment but decent depending on your hand.
Slower Dragons such as Chromaggus and Ysera (Also pulls Emerald Drake from your hand) will be great additions to cheap massive tempo swings. Neutral effect for Chillmaw as your aoe wouldn't nuke the board, however if you are holding dragon synergy cards such as Blackwing Corruptor or dragon battlecry cards such as Nefarian or Dragon Consort the effect is a downside (however generally an upside with Deathwing himself skipping the negative battlecry of discarding.)