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    posted a message on Christmas Tree Miracle Hunter on 34th Street

    Currently testing -1 Illuminator, +1 Lock and Load - it's working very well.

    But I'd still keep ONE, just because it's useful when you're clearing their board with your weapon.

    It's also a nice midrange body, which will almost always heal you for 4.

    But you COULD play without her. You could slip in Avian Watchers as well, I just found that they sit in an uncomfortable space where they're just expensive enough as to be prohibitive, and more annoying, they tend to fall right at that spot where you're trying to hold onto a few traps to get your combo going, but they REQUIRE an active trap to activate (which skilled players can prevent at times.)

    But no, not necessary. Deadly Shot would fill the gap quite well.

    Posted in: Christmas Tree Miracle Hunter on 34th Street
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    posted a message on One Night in Karazhan is Hearthstone's Fourth Adventure

    OMG YOU ARE A GENIUS AND NOW I LOVE THIS SO MUCH I CAN'T EVEN.

    Posted in: News
  • -1

    posted a message on One Night in Karazhan is Hearthstone's Fourth Adventure

    We haven't heard any news that it's ACTUALLY Kara, have we? Or did someone slip up?

    Posted in: News
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    posted a message on [TOP 100 LEGEND] EU Midrange Hunter
    Quote from BroderTuck >>
    Quote from Dembai >>
    Quote from BroderTuck >>

    Dembai: I suggest you watch fur0s or acandianbacons showcasing videos and you might pick up a trick or two. ;)

     Cheers. I'm sorry if I'm coming across annoyed, but it's more at myself than the deck. I'm just missing something fundamental (30% winrate worth of fundamental), but I can't breech decks that drop taunt minion after giant taunt minion. And with no way to face, and no way to stop being faced, I'm just frustrated. Or maybe I've just had the worst string of luck.


     
    Cheers mate. I appreciate your honesty, but if its only decks with big taunts your having issues with you could try teching in a second deadly shot instead of one UTH or even a Hunters mark or both. You can and me on battle.net so I can spec a few games and coach you if you like. My battletag can be found in the description.
     That's super generous of you. thank you. I actually teched out the carrion worm for a camel (for extra presense), but did also drops a hounds for a second deadly. But I might switch something for a hunters mark and put the dogs back in.

    I also took a record of the next bunch of games I played and found that it was only a few match ups that I wasn't beating when I wasn't making mistakes. I just seem to have crap luck and run into people who play those matchups a lot...at least until I got my rank up and started facing more normal net decks. (I did use another deck to do it, but it seems my elo was actually ruining my chances worse than the deck was). Normal decks, especially midrange shammy that's super popular right now? SO easy to beat! Just needed to start at rank 15, not 17. XD Up to 14 now and seem to be doing okay.

    It's just those rank 20 slog fests against people who play every taunt minion/minion with stupid health that they heal over and over against so you can never face that were killing me. Those decks would suffer against a lot of other decks...just not this one.

    Anyways, sorry for the salt.
    Posted in: [TOP 100 LEGEND] EU Midrange Hunter
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    posted a message on Am I right that this deck would fare better in someone else's hands?

    http://www.hearthpwn.com/decks/592123-ultimate-cancerous-yogg-hunter

    I designed this deck to be all spells instead of dealing with the random of Lock and Load, just to rely instead on some basic tempo cards instead with JUST enough minions to keep them interested in trades as opposed to my face.

    But mostly, I can't climb with it because I find I make the wrong choices when I'm controlling the other person's board (at least sometimes).

    When I do it right, it works really well...but I'm forever making mistakes. Thing is, BECAUSE I make mistakes, I can't legitimately guess at a winrate.

    But I THINK it would do well in someone else's hands. Someone who knows control decks better than me.

    I tried to give as much info as possible for matchups, explain why I chose the cards I did, and heck, even tried to make it funny.

    I've so far had one vote. A downvote.

    Hurrah. Any chance someone could give this a looksee and maybe help me playtest it more? Because I know someone should be able to make this work. Without Lock and Load.

    Posted in: General Deck Building
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    posted a message on [TOP 100 LEGEND] EU Midrange Hunter
    Quote from BroderTuck >>

    Dembai: I suggest you watch fur0s or acandianbacons showcasing videos and you might pick up a trick or two. ;)

     Cheers. I'm sorry if I'm coming across annoyed, but it's more at myself than the deck. I'm just missing something fundamental (30% winrate worth of fundamental), but I can't breech decks that drop taunt minion after giant taunt minion. And with no way to face, and no way to stop being faced, I'm just frustrated. Or maybe I've just had the worst string of luck.


     
    Posted in: [TOP 100 LEGEND] EU Midrange Hunter
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    posted a message on [TOP 100 LEGEND] EU Midrange Hunter

    I get that the bow doesn't rely on traps. I get that it, at this rate, is a more expensive Waraxe, and doesn't help against large minions with taunt, as I mentioned. It ALSO loses against aggro and zoo pretty miserably (as their minion generation and buff rate is higher), and any deck that can generate large minions (Tempo Mage, Tempo Druid, C'thun Druid/Priest) just run all over it. My successes with this deck were largely due to mistakes made by the other player, or literally required me to start with Bat, Juggler/Toad, Worm (that HAD to live), Houndmaster.

    Otherwise I fell behind fast and had NO way to catch up. No card draw, no traps, barely any control means if I face anyone with early board clear, I lost all my minions and never recovered.

    The only time I didn't need taunt was when players were playing largely without minions (like a Miracle rogue), or were playing minions with even worse stats (like C'thun mage/N'zoth rogue).

    The issue is that if this were a proper aggro deck, it wouldn't matter so much that I need to live to turn 8, I could likely beat them earlier than that. If this were a proper tempo deck, I'd have answers to things the whole way along instead of looking at my kodo and my houndmaster when my board is clear, my hand is nearly empty and their board has nothing with 2 health or lower, and losing the battlecry for each.

    In this "big minions for cheap" meta, playing a midrange deck with no staying power makes no sense.

    I gather I'm just missing something, so maybe I'll play it another 20 times and end up back down at rank 20 again.

    Because 50% is not my rate. Not sure what I'm missing, but I'm frusterated that everyone here is bouncing up and down at a deck I'm clearly not playing right. I'd LIKE this deck to work. It's nice a cheap and doesn't require me to have 5 legendaries to play.

    And am I missing something about the Elekks? Should I be saving them for later? Playing them on turn 2 is usually a disaster (ie: I draw low), and what in the hell am I supposed to do with giant freaking minions with 6 health or more (that all come out before turn 6)?

    Posted in: [TOP 100 LEGEND] EU Midrange Hunter
  • -1

    posted a message on [TOP 100 LEGEND] EU Midrange Hunter

    Not seeing a better than 50% win rate with this so far. Lacking so much in terms of control, Elekks drawing nothing most of the time, nothing to deal with huge minions over 5 health, and taunt minions requiring turn 8, a beast on the board, or dumb luck, any deck with large miinions (with taunt) wins every time. And let's not talk about the missiing traps for the Bow.

    I played over 20 games...not really a deck I'd recommend.

    Posted in: [TOP 100 LEGEND] EU Midrange Hunter
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    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase II Discussion]

    Noble sacrifice doesn't stop the attack. It summons a creature to take the attack, dealing damage to the thing that attacks. This is not something you should overlook - there's VERY LITTLE in Hearthstone that NEGATES the actions of another player. (counterspell is one of the few things that does, in fact).

    The reason why you don't get to apply "can't attack" to a minion permanently, reduce a minion's ATTACK to 0 (without giving it taunt) permanently, negate an attack without removing the minion...is that the other player needs the right to remove their creatures from the board OR have those creatures be useful at all times. And without being able to sacrifice their own minions to a Noble Sacrifice, means that your ability 25% of the time forces them to leave a minion on the board that is low in value (because you always test secrets with your lowest-value minion).

    And I'm not implying that your "make every minion I have in the game into Bolf Ramshield for spells" is a Counterspell. It's a Spellbender with Hero as the target instead of another minion. And given you have a minion out, which can easily be done with multi-minion decks, and the fact that you can Garrison commander this ability on yourself basically every other turn, you literally stop 2-10 damage to yourself every other turn (or more often, if you're lucky). No mage deck based around spells can deal with that - and it would literally stop every OTHER damage spell in the game from ever hitting you (because again, this secret, at 1 mana, will almost ALWAYS be up).

    That is too powerful. Spells that target a hero, or are allowed to target a hero are more expensive and more dangerous to waste. They're also FAR FEWER in people's decks for just that reason. This basically means any finisher that a deck has that's based on dealing damage through spells (which is a LOT of decks outside of druids, basically) will be negated. That's INSANE.

    Because this deck right now is saying "if you attack me with your minions, it'll be fully negated, or they take 1 damage, and if you attack me with spells, they do no damage, AND I generally know what you have in your hand."

    So let's say the player has 2 minions out. a 2/4 and a 4/2. Which do they attack you with first? If you have two secrets up (not hard to do), they'll assume that both effects that deal with minions are up (after all, if you had the foresight one up, it would have gone off at the start of turn). So If they attack with the big minon, it MAY get negated, or JUST thrown aside. Best not to do that. So they'd attack with the small minion first...and then make the big minion take the damage (hoping that it was the spell negation left up).

    But the thing is, the 2/4 took NO damage here. AND it's going to get used as their first attack EVERY SINGLE TIME in order to cull that negation. SOMETIMES it'll have to take one damage, but that's 1 damage, over 4 turns to clear that SINGLE MINION (remembering that the player is basically forced to use all damaging spells on every minion you have because that's where all damage will end up anyway, they're not going to sac the "best minion to take a negation" on clearing your taunts!).

    They would get board-flooded fast, and given your deck was built to AVOID AOE effects, they could end up with a ton of high-health minions doing NOTHING, not dying, not damaging and not being removed from the board.

    That is overpowered as HECK.

    You can put it up as your deck, of course, but I couldn't vote for something that broken.

    Posted in: Fan Creations
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    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase II Discussion]

    @aaro54 - Those hero abilities are completely unbalanced.

    Being able to NEGATE an attack or spell are 3 mana abilities. They are straight up mage secrets and are seriously too powerful for a hero ability, even if all you have is a 50% change to get one or the other. Especially for 1 mana.

    The other two are fine for 1 mana, but really, why not balance it for 2 mana?

    Precognition: Reveal the next card drawn by the enemy hero, it costs (1) more.
    Force Push: Move the card and deal 2 damage.
    Mind Trick: The next minion to attack deals (2) less damage.
    Reflexes: The next spell that targets you deals (2) less damage.

    Since the vast majority of hero powers are about dealing or healing 2 damage, unless it's targeted, where it does 1, you can work your powers around that. That way the person attacking you has to plan around how many secrets are on your Jedi at any given time. (sort of like how if the mage you're playing against is clearly playing with Iceblock - you whittle them down to 1 health BEFORE trigging ice block, with the hopes you live to the next round.)

    Posted in: Fan Creations
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    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase II Discussion]
    Quote from layrit >>
    Quote from Knetog >>

    I think Expert cards will be difficult for a lot of people. I see a lot of class having divine shield, charge, windfury, freeze, stealth, summon,healing, you can't have it all... You've got to stand out, the same way Paladin is known for divine shield, reducing attack /hp,secret  and healing.

     I think that Basic set is/was extremely hard for most people. Everyone who thought their class out even a little bit ahead has the concepts or entire card sets that are very interesting and flashy. And now, BAM, you have to make 10 cards without new keywords, several old keywords and with a feeling of being very simple.
    In Expert set you can do ANYTHING that doesn't involve Spare Parts, Joust, Inspire and Discover. You aren't even remotely limited to a certain theme (BRM to Dragons, Fire, Dwarfs; TGT to Knights, Challenge; LoE to Archeology and what you can dig out with it; GvG to Mechanisms and things you shouldn't try doing at home).
     
    I've just looked through the entire submission topic. On pages 1 and 3 there are some clear favorites, on page 2 there is a Capt'n with ~19 and after that there are like 6 classes ranging from 9 to 15 in an extremely fierce competition. I hope none of us on the 2nd page will get a heart attack (looking at what will be happening in the coming 2 days will make all of us rather nervous).
    I'm trying not to look at the votes. ::puts head in the sand:: Everything is FINE. NOTHING CAN POSSIBLY GO WRONG.
    Posted in: Fan Creations
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    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase II Discussion]

    DK - There's 4 basic types of Legendaries, as far as I'm concerned.

    1. Does what something else does, but INSANELY BETTER.

    2. Big effect as battle cry, high stats.

    3. Card producer.

    4. Mechanic abuser (to the point of stupidity).

    So when you're aiming to make ANY legendary, look at which of these four things you're missing the most of. Many early Legendaries from the Classic Set were all about featuring a class mechanic in a "broken if this weren't 9 freaking mana" sort of way.

    So in this case, observing cards like Van Cleef, Grom,  Al'Akir, they're just the "best version" of several other similar cards, the best example of the mechanic.

    So in the case of melodies, your amazing Legendary should be the EXAMPLE that all other melody cards want to live up to.

    In this case, I think it would be awesome if it abused the mechanic and allowed you to NOT HAVE TO CHOOSE.

    "All friendly cards with Melody may attack AND use their melody effect in a single turn. Melody: Restore 4 health."

    I'd call it "Maestro" or "Virtuoso" and give it high health, middling damage (4/10?). That way the other player has to REALLY target it to get it down, but if they can't burst it, it'll stick around for a few turns.

    Posted in: Fan Creations
  • 0

    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase II Discussion]
    Quote from SWGolgoth >>
    Quote from Dembai >>
     It heals every time, AND you get the added effect if it's winter or summer. I can add the word "also" to make it more clear?

    Restore 5 health.
    If it is Winter or Summer, ALSO deal 3 damage to a random enemy.

    Yeah I guess 2 mana makes sense. I'm just overthinking everything because I'm nervous, lol.
     I think the "also" makes the card clearer, and there is room in the tooltip for it. Additionally, you could replace the "if it is Winter or Summer" for something like "In" or "During" Winter and Summer. Not that it's bad the way it is, it's merely an idea to make it sound a bit better, without compromising its clarity.
     I think I need to leave the "IF", because "during" may imply that the card will do this if you change the season after casting the spell.
    Posted in: Fan Creations
  • 0

    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase II Discussion]
    Quote from TheDuckOfDestiny >>
    Quote from Dembai >>

     The more I think about it, the more I think that
    should be a 1 mana spell. Because it's flash heal if you play it in the wrong season, and costs an extra mana if you want the second effect. Of course if you time it right, that's not a problem, but if you're sticking to spring or fall for whatever reason (based your deck around playing like that) this is a 2-mana flash heal, and that's not really great.

    Anyone let me know? 1 mana or 2?

     How does this work, actually? Does it restore 5 health no matter what and if it's summer, you also deal 3 damage? Or is the 1st part ignored, in summer/winter? If it's the 1st way, then keep it 2 mana. If it's the second, make it 1 mana
     It heals every time, AND you get the added effect if it's winter or summer. I can add the word "also" to make it more clear?

    Restore 5 health.
    If it is Winter or Summer, ALSO deal 3 damage to a random enemy.

    Yeah I guess 2 mana makes sense. I'm just overthinking everything because I'm nervous, lol.
    Posted in: Fan Creations
  • 0

    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase II Discussion]

     The more I think about it, the more I think that
    should be a 1 mana spell. Because it's flash heal if you play it in the wrong season, and costs an extra mana if you want the second effect. Of course if you time it right, that's not a problem, but if you're sticking to spring or fall for whatever reason (based your deck around playing like that) this is a 2-mana flash heal, and that's not really great.

    Anyone let me know? 1 mana or 2?

    Posted in: Fan Creations
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