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    posted a message on Weekly Card Design Competition 3.12 - Discussion Topic

    Thanks for the comments

    @Shadicar - well, frankly hunter doesn't even have that many direct damage tools. Arcane shot, quick shot and kill command are the most obvious ones, but arcane shot is not being played. And this isn't really direct damage - like - you wouldn't be able to play this card in a top deck situation if the enemy's health was still above 10, it's literally dead weight. At least you can pyroblast without any requirements to, for example, play around loatheb or if you have to draw another burn spell off the top.

    @ShadowSpectreX - I just think that while very similar to pyroblast, kill shot operates quite differently just because of the class context. I was just curious, is the card appealing at all from a design perspective?

    @Tomerick88 - Well, we are already at a stage where against druids you have 16 health at the same mana range even, atleast for that part of the argument. Another thing is the fact that this card is extremely unflexible, you literally can't do anything with it besides finishing the opponent - compare it to king krush which can repeatedly strike, clear a minion and demands removal. As far as finishers go, hunter really hasn't had any up till now, the general approach being steady influx of damage, in which context this card wouldn't fit at all.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 3.12 - Discussion Topic

    Hello there, it's been ages since I tuned in to these parts of the forums, I really like this week's theme and came up with this card

    Was thinking about tuning it to 9 mana instead maybe, since it would disallow a steady shot in between. But all together, might this be a little too unfun? I think it's quite balanced in the context of the class to be honest.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 3.12 - Submission Topic

    Didn't quite like the murloc theme last week, but man, those winners sure are cute.

    Here's something mildly obnoxious.

    I think this being in hunter makes it slightly okay, considering how the current archetypes work, I think a 8 mana deal up to 10 damage (and has armour ignoring capabilities) in hunter is balanced as a finisher.

    Posted in: Fan Creations
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    posted a message on Whispers of the Old Gods

    I believe that's entirely up to personal preference.

    When I first saw Hallazeal, it was clear to me that's a card I need. No other legendary even comes close to the hype I have for that card, but I would definitely like to play around with Xaril as well

    Posted in: Guides
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    posted a message on New Legendary Card - Yogg-Saron, Hope's End

    Instantly got reminded of a submission I did for the WDC, I think mine turned out more reasonable XD

    I think the card fits the lore perfectly. It's frankly... unplayable, but I think it fits the old god theme in a similar way like cthun does, in the sense that this card will finish the game, for better or for worse XD.

    Posted in: Card Discussion
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    posted a message on Lock and Load Control Hunter

    I'm not against elise, the matchup where she is really good is very specific though.

    The deck after all has quite a bit of quality to it, so it just feels wrong to just random legendary it at some point, do tell how it works for you though.

    Posted in: Lock and Load Control Hunter
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    posted a message on Weekly Card Design Competition 3.10 - Submission Topic

    My entry, it's been a while.

    Probably useful in a mill kind of Rogue, but I figure there is a slight extension to the uses of this one.

    Posted in: Fan Creations
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    posted a message on Lock and Load Control Hunter

    I am revitalising the deck daily, but haven't given this version quite a go in a while. Maybe I should, as to see, how to optimise it currently. 

    The meta right now sadly is very unhealthy for this however, since LoE boosted the other classes quite a bit and left hunter a bit in the dumpster. If anything it even weakened this deck significantly, because Explorer's Hat, Dart Trap and Desert Camel are all terrible payouts from L&L in the context of this deck.

    My immediate suggestion however would be to ditch Kezan in favour of any of these - Ironbeak Owl, King's Elekk, Illuminator.

    Posted in: Lock and Load Control Hunter
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    posted a message on Lock and Load Control Hunter

    Thanks for the shot.

    Small notice from me - the deck has lost a lot of it's potency since the release of LoE. There's a multitude for reasons for that.

    The biggest would be the introduction of reno jackson. The deck thrived on a meticulous grinding of the enemies health and lacks in sufficient burst, so you might find yourself too exhausted to finish off opponents post reno.

    Another reason is that the other classes got great tools which are very troublesome for the deck to deal with. Mage got Conjurer, which gives them extra reach. Paladin got Keeper which is an extremely flexible card for them and can cause you all sorts of pains. And Tunnel Trogg enabled a shaman deck that is way too fast paced for you.

    If anything, LoE even weakened lock and load significantly - since all of the new hunter additions are terrible payouts from lock and load in the context of this deck. Conversely though, when standard hits, this situation might improve - since gvg also greatly contributed to crappy payouts from lock and load, whereas the new expansion might provide more useful options.

    So keep your eyes out and good luck!

    Posted in: Lock and Load Control Hunter
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    posted a message on Charged Control Shaman

    Inspire has some nice synergies in the deck, but it's rather secondary. While beefy minions work very well in here, 2 attack is just a tad too low and might require additional substitutions like a Defender of Argus. If you're curious to try it it would have to replace something fairly stronger than it in the current list, my immediate would be Antique Healbot.

    Posted in: Charged Control Shaman
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    posted a message on Charged Control Shaman

    Your suggestion is completely reasonable and running 1 thunderbluff is fine. The fact that there are natural totems in the deck remedies the fact, that you might not have your totem hero power any more when he hits the board.

    Posted in: Charged Control Shaman
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    posted a message on Charged Control Shaman

    For me it's the exact opposite - I struggle much more against zoo, as for secret paladin, I feel I always misplay at some crucial step that usually costs me the game. Yeah, there are some games that come down to draw, but that's mostly how I feel about it.

    Glad to hear you've been having success and tuned it to a style that you feel comfortable with.

    Posted in: Charged Control Shaman
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    posted a message on Charged Control Shaman

    As a matter of fact I just did make that exact change and currently observing results. It's a nice change so far and going to stick with it for now before I update the list.

    Posted in: Charged Control Shaman
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    posted a message on Charged Hammer Shaman (control)

    You grasped the idea perfectly from looking at it - it is indeed very minion combat dependant, I would gladly invite you to the stream, which is live currently @ www.twitch.tv/donniemckarlo where I'm currently showcasing the deck, if you are interested.

    Posted in: Shaman
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    posted a message on Need some help deciding on my 3rd deck to bring to a local tournament.

    I just recently casted a tournament where control priest was heavily featured and I can't say I was impressed with it's potency, but I will hand it to it that a skilled pilot can really push the deck to it's limits. That's partially up to the opposing player mostly, who can't make any crucial mistakes that aren't blatantly obvious however.

    Posted in: General Discussion
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