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    posted a message on New Mage Card - Demented Frostcaller

    This is going to be broken in control matchups as freeze.

    Posted in: Card Discussion
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    posted a message on New Druid Card - Mire Keeper

    Shrek's back, baby.

    Posted in: Card Discussion
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    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place!
    Quote from hapciupalec >>
    Quote from Disq007 >>
    Quote from lucidDream >>

    Just a general question... can you have 2 Old Murk Eyes in the collection?

     Sure you can (with standard coming up when it's craftable), but you can only have one per deck, it's a Legendary.
     here you go, my collection ... but its a glitch and you cant use more than one anyway nor can you disenchant them.
     You can disenchant them once Wild comes out, thankfully.
    Posted in: General Discussion
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    posted a message on New Card - Cult Apothecary
    Quote from igniteice >>
    Quote from XanXon >>
    And then there are other decks than aggro who doesn't play more than 3 minions at once. Control decks with 4 minions on board? Rarely seen. OTK decks - what are minions? This card is dead against combo druids, freeze mage, murloc paladin and so on. 
     You aren't wrong. There isn't much that can be done against murloc paladin. If the first Anyfin doesn't kill you, the second one does. Taunts can delay, Iceblock can save you once, etc. But then, healbot didn't help either, so this card doesn't really matter in that situation.
    Against combo druids? Well, theoretically along the way this card would help preserve your life total. For instance, it could heal a little bit and trade a little bit.  Against classes with no minions early on? Most of those classes didn't fear healbot either.
     Anyfin won't be a problem considering it's not going to be as strong with Murkeye leaving for Wild, Combo Druid is undoubtedly getting nerfed in some shape or form, etc. It's hard to look at this card with the preconception of current decks and Blizzard is actively working on trying to make cards less auto-include in every deck archetype that supports it.
    Posted in: Card Discussion
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    posted a message on New Card - Cult Apothecary
    Quote from kureggu >>

    This is the exact opposite of a win-more card. It's a lose-less card. If you are already losing, then the effect is powerful but it won't actually do anything to turn the game around in your favor.

    I think this will be good in control decks with good turn 6 board clears like Mage, Priest, and Paladin. Sometimes buying yourself a turn and enticing your opponent to play even more minions that will get hit with your board clears is exactly what you want to do. 

     It's pretty much the new Sludge Belcher against face decks but rather than giving your opponent a turn to waste their silence on it and keep hitting face, they don't need to silence it and you get healed instead. In some respects, this card's a better lose-less card than Belcher because it has immediate (albeit situational) impact rather than relying on your opponent's card draw to get value out of it.
    Posted in: Card Discussion
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    posted a message on New Card - Cult Apothecary
    Quote from RakshasaR >>
    Quote from DaveofCanada >>

    Most aggro decks are losing their key cards, a sub-par healbot replacement is to be expected.

     Do they?
    Face Shaman only lose Crackle (And get probably a new direct damage Spell with Whispers) and Hunter lose Mad Scientist. 
     
     Face Shaman will remain problematic as Crackle hurts but isn't absolutely necessary but losing Mad Scientist as a hunter is huge, screws with their tempo a bit. Mad Scientist openings were brutal because you're practically behind from turn 2.
    Posted in: Card Discussion
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    posted a message on New Card - Cult Apothecary

    Most aggro decks are losing their key cards, a sub-par healbot replacement is to be expected.

    Posted in: Card Discussion
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    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place!

    I'm tired of aggro shamans on my free to play account. God damn they're annoying, the fact they always emote spam just makes it worse.

    Posted in: General Discussion
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    posted a message on New Warlock Card - DOOM!

    Great arena card but epic quality makes it restrictive. Might be fun card to get from spellbender.

    Might gain momentum if discard Warlock becomes a thing but then you'd risk discarding this too so makes it redundant.

    Posted in: Card Discussion
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    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place!

    Decided I'd give my f2p a whirl and so far I've been facing non-stop BM'ing secret paladins and reno locks at rank 15 and they're always spamming emotes and add me after, the few times I've accepted have leaded to trash talk. They're so proud of their copy-pasted decks winning against my f2p account at rank 15 that they're adding me to trash talk after they've won. I'm legit wondering how many brain-cells they've got and can't help but feel bad for any new player who decides to start the game and face this garbage.

    Posted in: General Discussion
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    posted a message on New Druid Card - Darnassus Aspirant

    Ancestor's Call buff.

    Posted in: Card Discussion
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    posted a message on New Card - Flame Lance

    Unlike others, I like it. It isn't game breaking and depending on how they tune some future creatures, its possibly going to have more of an impact than BGH.

     

    Comparing this to BGH and Assassinate means little, mage can afford slower turns than Rogue can and BGH doesnt handle all tough creatures. If the meta were to slow down with a bunch of creatures which dodge BGH, the usefulness of this card drastically increases.

    Posted in: Card Discussion
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    posted a message on attention:aggro haters

    Aggro is annoying for many reasons, though mostly it's because it doesn't interact with the opponent's deck whatsoever. It's what makes me hate it so much. Whether you're rank 20 or in the legend ranks, you'll notice the similarities between the plays of both types of players and ultimately there's only so little scenarios that could take place as an aggro deck.

    Using Face Hunter as an example, the hardest decision I'll have to make at a time is "do I drop Arcane Golem, give him 1 mana but do 4 immediate face damage and potentially keep my golem alive for a turn or do I hero power and save that for a finisher?". While it does require some thought processes, the sheer idea of dropping the golem to trade will cost you the game and basically becomes a non-option.

    As someone who always play control-esque decks in all card games I play, there's nothing worse than having to hope you draw your anti-aggro options immediately or lose. During the great Zoo Lock plagues, I'd need to hope to get Equality + Consecrate/Pyromancer near the start of the game because I'd lose otherwise no matter how much I'd tech my deck.

    Meanwhile if I'd join onto their bandwagon, it basically boiled down to whoever had the best early draws to control the board or put too much pressure as both decks had the identical cards all the time. There was a point I'd be able to tell with almost 100% accuracy what the Locks and Hunters had in their decks.

    Hunter vs Hunter and you don't have a turn 1 play? Hope he doesn't have one either, bud.

    Doesn't scream like fun for me.

    Posted in: General Discussion
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    posted a message on New Card - Axe Flinger

    I've been trying him in just a standard control deck and I don't know how I feel about him.

    He's a decent body for wrestling board control from aggro decks and he survives things like flamestrike which makes it very annoying to deal with, his effect means he's guaranteed to get 2+ face damage no matter how long he lasts provided he doesn't bite a silence or hard removal (which alone would be considered a +) but the 4 mana cost means he won't be attacking until turn 5 which is usually where control decks start dropping immediate threats or creatures which he can't handle or rush decks have gotten you low enough that a "dead" turn 4 is risky.

    Posted in: Card Discussion
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    posted a message on Peition to nerf Big Game Hunter (BGH)

    Most of the legendary creatures which Big Game Hunter counters usually have left an immediate impact (Doctor Boom has left bombs, Ragnaros fired a shot, etc), he's a tech card who happens to be very powerful in certain circumstances. Just so happens that the current meta's abundance of rush-style decks means he's usually just a 4/2 body which makes him easily susceptible to being killed by 1 or 2 drops.

    He's "overpowered" but in a limited sense, which is perfectly fine. 

    Posted in: Card Discussion
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