So wrong. Secrets actually allow people to play mindgames and punishes people who can't play around them well.
One of the most basic and best skilltesting interactions that this game has.
32
So wrong. Secrets actually allow people to play mindgames and punishes people who can't play around them well.
One of the most basic and best skilltesting interactions that this game has.
1
Having friends is cheating... Blizz ban friends asap or I quit playing!
Really?...
1
I think the entire point of this post is so that the OP can call aggro players little children.
53
Edit: Bloom Bot
Fucking called it, 2 years early.
1
Quote from NightCrawl3r >>I crafted Betrug for wild and I don't regret it. He's extremely good in cubelock as you can pull him out with voidcaller or skull. Sense demons is something you play in wild cubelock anyway and plot twist doesn't hurt it much. Unlike in standard, he has a lot of powerful pulls: doomguards have charge instead of rush, voidcaller and voidlord have deathrattles. Wild has a lot of other powerful deathrattles you can experiment with like Sylvanas. You can also cube something instead of letting it die at the end of turn. The deck took me to rank 5 today
I've seen him played in the darkest hour deck too. I don't think darkest hour warlock is strictly superior to cubelock either. If you don't highroll an early combo and miss pulling your neurbian unraveler, an AOE can wipe out all your threats. Unlike big priest, you can't res your big dudes and once they're gone, they're gone. A non-greedy cubelock also has much better consistency; the darkest hour deck is prone to a lot of bad hands. Remember nagalock back in the day? Naga is a one card combo but this new one is 3 cards to combo on 5 or 2 cards to combo later
He does not really fit well into DH. I haven't seen much DH, but more and more pro wild players get convinced that DH is actually really strong. Consistency is the main problem. Less consistent than star aligner druid, but it can go off sooner.
I am confident we will find the deck in tier 1 in the next VS wild report. And the one after that it might be tier S.
One of the main reason it might be underperforming is that the deck is not yet well refined (like people putting betrug in it), but it will get there. if you have BB and DH in your hand at some point, match is probably over (because you have also so many 1/1 demon generator-cards, you do not really need to fish for them and you can sometimes play them on curve as well, possibly getting your combo one turn earlier if your opponent does not deal with the board).I also believe now more and more that we will see a nerf. My guess is bloodbloom. Just a matter of time.
If you go to the following link
https://hsreplay.net/decks/aAHdZVNeOPqZFe9PUYrNSb/#gameType=RANKED_WILD
you will see that the current popular deck is not runnning Fel Lord Betrug and has almost 60% win-rate. I also think, that Bloodbloom is the main offender here, but nerfing it will affect Mecha'thun warlock far more than DH imho.
[edit] I find it kinda funny, that people dismissed Bloodbloom back in the days. Yeah, I know that warlock was non-existent in JtU due to the lack of good healing options (and, no, the Medivh combo wasn't good enough) and there was no need for mana cheat until TBP, but the spell bore a lot of potential and it just needed some time, before people could find the best use for it.
As for Betrug - I actually want to open him. He seems like a fun inclusion and I'm a fan of the Plot Twist archtype despite not being a strong one atm. Imho it will increase in popularity and in power, when warlock gets a mid-game AoE. One question though - how essential is Dollmaster Dorian in that deck? I don't know if I want to craft him just to include him in a single deck-list.
6
I've been play testing Handlock since the set came out, having a lot of success with it, just hit Rank 4 all the way from rank 14 (I haven't played the last two months). At first I was trying to fill holes in the old Control Warlock shell, but all the healing cards left kind of suck (Zilliax is the best by far, then Jaraxxus if you're really low). So I went all-in on the taunt package (because not taking damage is better than healing). Broodmother just isn't worth it with no demon synergy, and the heal would pop too early some games, so I cut it for Safeguard (way more value and combos with Zilliax). Beefy early minions (Giant, Drake, Faceless Rager) can overwhelm your opponent most times and you just win. Arcane Watcher has just been insane as a Shadowflame/Argus/Sunfury/Faceless target, and so many people will end up trying to get rid of it. Against aggro decks you just snuff them out gradually and win, and against control I've noticed early bombs or stalling into Jaraxxus/Rafaam is key.
With all the OTK/Combo decks gone Jaraxxus is also amazing again (especially with Guldan gone), setting him up against another control deck is usually hard for them to out value. I also cut Twisting Nether because you end up nuking too much of your own board most times, I subbed in Mosh'Ogg Enforcer as another taunt bomb which can also be targeted by Faceless (though that 8 mana slot is flexible). I'm running 2x Shadow Flame which is much better than Twisting with all the good sac targets. Rafaam has been surprisingly strong, though you don't always need to even play him. I try to get Jaraxxus down or make sure I'm controlling tempo before I ever play him. One crazy game he gave me Talanji and she summoned my whole hand. He also nukes the effect of Bomb Warrior/Hakaar decks at the right moment. Anyway, here is my list if you wanna check it out.
### Handlock
# Class: Warlock
# Format: Standard
# Year of the Dragon
#
# 2x (1) Mortal Coil
# 1x (2) Acidic Swamp Ooze
# 1x (2) Ancient Watcher
# 2x (2) Doomsayer
# 2x (2) Sunfury Protector
# 2x (3) Arcane Watcher
# 2x (3) Faceless Rager
# 2x (4) Defender of Argus
# 2x (4) Hellfire
# 2x (4) Shadowflame
# 2x (4) Twilight Drake
# 1x (5) Rotten Applebaum
# 1x (5) Zilliax
# 1x (6) Safeguard
# 1x (6) Siphon Soul
# 1x (7) Arch-Villain Rafaam
# 1x (7) Lord Godfrey
# 1x (8) Mosh'Ogg Enforcer
# 1x (9) Lord Jaraxxus
# 2x (12) Mountain Giant
#
AAECAcn1AgrdBIkGigfMCMXzApz4AqCAA9iJA5eXA8CYAwqKAZMB+wX7BrYH4QeNCMQIrpsDyJ0DAA==
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthston
18
Monkey see, monkey do.
2
Nice deck! I’ll be trying that one out day 1
6
Ditto to all DKs, plus Genn and Baku.
15
What is this "Hunter player" you speak of? My copy of Hearthstone must be different from yours because I can play any class I want.
If a class I've been playing gets worse, I just switch to one that's good.
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2
This again?
1
I think the biggest offender is Preparation. I think they will nerf it to discount for less.. that way they can release better rogue spells in the future too.. Preparation has been a big design space constraint for far too long and we see how powerful it is with raiding party, which would be good but not insane card without prep making it free, I saw many games where people played Preparation Raiding Party into EVIL Miscreant, next turn waggle pick into 2 dread corsairs.. that combo is too consistent with prep.
I would say 3 rogue cards need to be nerfed:
EVIL Miscreant- to generate 1 lackey or to be a 1/3 the card is too durable and not worth to get rid of with 5 hp maianing it gets bounced way too often while surviving on board.. or make it so it generates less value/tempo with less lackeys.
Preparation- explained above, a big design space constraint, way too powerful with 3 mana spells.
Raiding Party- how this card even got past through the balance team?
Rogue is my 4th most played class(after hunter,paladin and warlock) so I am not really a rogue hater but the amount of stuff rogue has going for is absurd.
Wont be nerfed in my opinion:
Edwin VanCleef- if they nerf prep they won't nerf him, also the class identity of being a trickster class goes very well with him.. he is a big "all in" card when he is big.
Leeroy Jenkins - the card is used in various ways just like zilliax, yes it's always a finisher but it has some skill expression when the right play is to play him for tempo.
Waggle Pick- if raiding party is nerfed I think this card will be less insane since it doesn't curve as well
1
at that stage of the game you don't really care, it's a 6+ mana card that doesn't impact the board in any case, plus you don't have to run brewmaster.. which just saying... plays a 3/2 for 10 mana...
1
The problematic matchup is rogue.. and I am certain rogue is gonna be nerfed at some point this year probably really soon
I read the report yeah it's bad against rogue.. still a 52% win rate deck though.
1
shudderwock will still be able to play her again.
3
I can see Preparation getting nerfed also EVIL miscreant is much much stronger than people initially thought he would be.
raiding party is also a problem card I can definitely see nerfed
1
what's amazing about her? she is only good in the mirrors.. and wraps the matchups really hard, control decks would do the same without her just take way less time to resolve, and it will make boom and hagatha worse since they will have less time to generate value o
1
Elesiyana is a really dumb card, there's nothing good to say about that card since it doesn't really promotes anything skillful you might think that adding 5 discover options makes the card a "skill card" but how it's used it doesn't matter WHAT you add really it just matters it prolongs games unnecessarily.
Control matchups are even more obnoxious than they were with DKs since they still have DKs.. making the only 2 real control classes Shaman and warrior with a rare priest which is only relevant cause it can copy elesyana 3 times with a decent-ish(Seance) card it runs probably anyway.
Control warlock is just inferior to shaman, and handlock is inferior to hand mage which isn't really a control deck.. so in the control decks departments we have warrior and shaman which without elesyana have less time to abuse their hero cards + not fatiguing.
Nerfing the card to 10 mana is NO GOOD... why? because shaman then can reuse it with shudderwock anyway and it keeps doing what it does.. it should be changed altogether to add the cards to your hand or to add much much fewer cards (around 4 or 3) and even then a deck playing them 3 times...
She overcentralizes the control metagame all being about that cards and that card alone. I would like control decks to have a real win condition or if they want to reach fatigue, then they have to be careful about how much they draw, look for adding single digit number of cards to the deck to avoid the fatigue counter and caring about which removal they have or not wasted.
1
Now I think about it.. Icehowl deserves a buff really... but it just seems we got a better version anyway..
3
66.6% win rate, fitting for warlock.
why winnielock though? sounds lame