This bundle is the second one every one should purchase after the Welcome Bundle (if they want to, of course). While grinding for that much gold is really just not worth it
- Darksol217
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Member for 7 years, 5 months, and 24 days
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AlexJnr posted a message on Year of The Dragon Adventure Value? Worth the Gold/Time/Money?Posted in: General Discussion -
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Iista posted a message on Activision-Blizzard has gone too far with the Mega BundlePosted in: General DiscussionYou know what? Those are excellent and well stated points. I agree. Thank you. There has got to be a better solution than what they've got going. Hopefully, this won't increase their revenue in the way they expect and they will have to go back to the drawing board.
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krukke_slikker posted a message on Yogg's Eternal HuntPosted in: Yogg's Eternal HuntThis deck is kicking ass
Love the play style
Quick question: When you play Stitched Tracker and both Arcane Giant and Yogg-Saron, Hope's End pops up, who do you choose...???
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krukke_slikker posted a message on Yogg's Eternal HuntPosted in: Yogg's Eternal HuntCool deck... Big + from me.
I'v been playing around with the same type of control hunter since i got Stitched Tracker because the thought of 2-4 yogg's or giants i pretty damn sweet...
I don't have Deathstalker Rexxar yet, but it seems that if i just praise the Yogg everything works out... ;)
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This card was printed for Wild against 2k Armor Druid and is good enough to see play against a fatigue warrior, should a deck of that variety happen to exist. But i mean, we havent see a real fatigue warrior in a looooong time.
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Why does this always happen whenever theres a small dip in any games popularity? Theres a huge difference between DEAD GAME, and a game thats having a low spot. We all know this last rotation wasnt fun. We all agree. Baku, Gen KOTFT, and Kobolds saw that most of the decks played this year were pretty much unchanged from start to finish. Give the community improvements coming with Shadows a chance to do literally anything before we pronounce it dead, especially when theres still a solid playerbase, thats a solid amount ahead of any of the other ECG's on the market. Monotization may be down, but that doesnt mean that the game is dead.
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If you paid attention to the reveal streams and promotions, the whole theme of this rotation is to tie together all the artificial lore of the Hearthstone Universe. These cards arent direct reprints, but are variations of previous cards and mechanics, and there are only a few of those cards, especially since they revealed the callback cards FIRST. As to the powerlevel of the cards, the first expansion tends to have cards that create the cores of decks that TEND to be powerful during the rotation, rather than create OP archetypes on thier own. This stuff should be pretty obvious to people who have played thru a rotation by now
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Why does this always happen when a rotation happens? They promise huge amounts of community requested changes, deverisfy the game modes, re-add the higher quality adventures that people wanted, and everyone is asking if the game is creatively dead.
Do you remember Freeze Shaman? Beast Druid? Inspire? Echo? All of these were mechanics and archtypes that popped up once during thier set, and ended up being dead as soon as they left standard, or on arrival in some cases. Why? Because they didnt keep adding to it. They existed once or didnt have enough support to be played. Im GLAD we get to see some more of the old stuff. It means the mechanics i liked arent restricted to Wild mode, where everyone plays insanely powerful decks at pretty much every rank.
Seeing some old mechanics, or even re-using characters arent BAD. Theres like, 18 Chandras and Jaces in MTG, because people LIKE those characters and wanna play with them. People seem to forget that not everything needs to be shiny and new to be fun.
Also, the first sets are never as exciting as the last sets, because they are building up the core set for the next rotation, not everything can be broken immediately.
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While i agree having a subcription in exchange for a full card set every expansion would be the best way to do things, i don't really agree with your assment of FTP players not helping the game in the current state. FTP players are actually a large portion of the current player base, and therefore, they help make sure you have evenly matched opponents with low match wait times. In a multiplayer game with long match times (this verys from meta to meta obviously) having alot of players is the best way to ensure no one has to wait forever to get into a match. While they dont provide direct monatary support, they make sure the Wales/Dolphins thag spend money to get complete or near complete collections have a positive expierence.
TL/DR:
Your idea of buying a whole expansion via one purchase is neat, but in the current game build FTP players make sure Spenders have a positive matchmaking experience.
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Oh and lets not forget to mention buying the Mega Bundle actively locks you out of your collection for Mobile users. So theres that particular hunk of info no one bothered to mention.
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Its too early to be taking any sort of action against any decks. For all we know the deck is only powerful right now because it was easy to build the combo (i mean they basically gave us the build in the reveal stream)
It destroys CubeLock in most situations because Cubelock is an ultragreedy control deck, and combo decks have the instant win condition when all the pieces are drawn, while CubeLock mostly hopes to grind out/burst via Doomguard, but Shaman has the Hex counter to prevent it from happening during the Guldan resummon.
I think it loses to a refined aggro deck most of the time, as Shaman has no real good native card draw, and Overloads during clears, which prevents Shudderwock plays in most cases. I could be wrong, as Shaman has alot of valuable clears still, but i think an aggro deck can burn out a Shudderwock Shaman before they can draw it if they make sure they kill every Mana Tide that hits the board.
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I really dont think running 2 copies of UI in a Fatigue Deck is a good idea. You dont want to be getting to the Fatigue stage faster than your opponent and UI is the most aggresive card draw in the game. You should probably sub in Nourish, that way if you dont want to draw you can boost your Ramp speed instead.
I also think your minion package is too aggressive to support your fatigue plan. I suggest adding a few taunts, or perhaps more defensive spells instead of Scalebane, Imp Master, and Shrieking Shroom. I know you want to get value for your end of turn effects, but your end game plan needs you to play like you are a slow control deck. Control decks will hold value cards against other control decks as the fight becomes a value game, whereas if they think you are an agressive deck, they will drop all thier big cards as soon as they can to try and stop you from burning them out of the game before they can stabilize.
You should also drop your buff spells in favor of Spreading Plague and Oaken Summons. Getting all that damage prevention is really nice, especially if you pull taunts with Oaken.
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It really depends on the board state, and what mana im at. If im super behind Yogg is a snap pick but usally ill go for the Arcane Giant for a big tempo swing.