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    posted a message on Tickatus is good or bad for this game because...

    Nerfing Ticktatus is something unecessary. While i can guess that in standard it is somewhat of an issue especially in control vs control matchup, it's at the same time the card players on this forum were crying to have for years. It is the best card that can challenge otk decks successfully both in standard and wild. Especially in wild where with every new expansion there is somewhat of a risk that new cards bring back old broken combos\otk decks that in a week are everywere in the ladder. Also it keeps infinite value and slow autochess control decks in check. And it's really useless in any aggro matchup and against most midrange decks 

    Posted in: Card Discussion
  • 2

    posted a message on Open the way Gate is now too powerful and heres why

    OP is right about this deck. It lacks decent counters and with all the removal and card generation mage has avaiable it's hard even for face decks to win against it. Increasing the number of spells for Open the Waygate to 8 should slow it down a bit and making Time Warp cost 7 mana instead of 5 will make impossible to play it with Archmage Vargoth immediatly, unless they are discounted with Emperor Thaurissan. Before someone answers with the predictable "WiLd Is MeAnT To Be BrOkEn" argument, while it's true that wild is meant to have the strongest decks and combos it doesn't mean that it should lack at least some degree of balancing, especially when decks like this start to pollute the meta 

    Posted in: General Discussion
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    posted a message on Is Embiggen Fair?

    I don't get the complains about that card. I can get why the deck feels unfair, especially when your opponent starts his first turn with a double Embiggen, but it is far from being op as people here seem to think. It's an highroll deck, with almost no draw that starts to be dangerous only after turn five.

    Posted in: Card Discussion
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    posted a message on New Neutral Common Card Revealed - Platebreaker

    This card Is probably more than meta defining. It kills an entire archetype for a whole year. Basically of you want to play druid, Warrior or Paladin you have to play aggro or midrange beacause as soon as a control/combo deck pops up for one of these classes this card will be played. It basically has no drawbacks if you can afford a card in your deck, which Is very likely considering It's a 5/5 neutral. If It removed half of your opponent armor or of It had a deathrattle effect It wuold probably be more balanced.Now to everyone that thinks that control Warrior Is broken: you are right. It was and probably still and will be an Op deck but not beacause of armor but beacause blizzard still prints strong removal and cheap rush Minions for that class without printing anything as strong as those for aggro and midrange classes. Also now that Shaman got a 5/5 deal 10 damage to your opponent's face. Warrior with his armor and control cards could prevent quest Shaman to become God tier like It Is right now and the same can be applied to combo priest . Also please consider that armor Is the only thing that keeps otk decks like the draw a card deal death to your opponent Paladin and malygos decks in general from being popular which Is a good thing  (Remember mind blast Priest and which class was keeping It from being God tier before the rotation).

    Posted in: Card Discussion
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    posted a message on Quest Shaman is Plain Cheating.

    I HOPE EVERY SHAMAN PLAYER GETS CANCER

    Well another mature and not toxic comment....

    Posted in: General Discussion
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    posted a message on Quest Shaman is Plain Cheating.

    you can defend Shaman all you want. When more than 30% at all ranks and over 40% at rank 1 is Shaman (check vicious syndicate last report) it is because it is stupidly OP.

    And yes, I think priest is too good as well, you just don't see it as much as Shaman nowadays and therefore is less of an issue. This will probably change once the wild cards move out.

    No, people don't play it beacause it's OP. People play it beacause it's somewhat cheap ( only the quest itself and shudderwock are required and considering that highlander decks requires atleast four legendaries it's just easier to craft a shaman deck), it's not that hard to pilot and simply beacause a good amount of the players are sheeps who play the most popular deck out there beacause in their mind Popular=OP.Want proofs for this last statement? look at combo priest: it's still strong it wrecks shamans,hunters,mages,druids,and even other priests and it's even cheaper. Before this event it had the same playrate as shaman and i think even a better winrate overall, but everyone moved on new decks and it was forgotten. From rank 5 to 2 in one week i saw only one combo priest and i lost against him, so its still a solid deck. Same goes for highlander hunter it was really good and it's still somewhat good but people play other decks. Also by your reasoning every deck that becomes popular needs to be put down beacause popularity means op, and actual op or broken decks don't need balancing beacause are played by a smaller group of players.

    Posted in: General Discussion
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    posted a message on Quest Shaman is Plain Cheating.

    Let me explain myself better then:

    It is only predictable in as much as it plays a pretty solved deck list, but you still have a lot of variations of Lackey/Spell generation to play around 

    Most players use the same list, maybe they put a few different minions,(Swampqueen Hagatha, two Giggling Inventor instead of one, maybe Emperor Thaurissan to reduce shudderwock cost to 8) but the structure of the deck is the same every time otherwise it wouldn't work that well. So it is predictable most of the times. Also lackeys/spells aren't always the perfect answer at the perfect moment.

    Predicting that doesn't mean you can beat it.

    Predicting usually means that you plan how to respond to the possible actions the opponent is going to make and by doing that you can have an advantage that can let you win the game if you don't make stupid plays and use it correctly

    Quest Shaman can generate about three deck's worth of resources and deal upwards of 20 burst in a turn - Control doesn't beat that.

    Quest Shaman CAN generate a lot of value, but i doesn't mean that is the right value at the right time. Rng alone can make them lose sometimes. Also 20 burst in a turn comes in at turn 10 if they did keep all the cards in their hand for who knows how long, which is unlikely cause both wasps and damage lackeys are often used to clear threats on the board or used in more turns rather than all on turn ten. How control can't beat that is just plain stupid, considering that for example a control warrior alive on turn 10 probably stabilized and can have more than 20 armor if you kept your burst dmg in hand. Control priest on turn ten has access to his best cards, and can have plenty of healing, hard removal and board clears avaiable from the beginning of the match.

    Not sure how to answer your randomly generated quest completion statistic - obviously the deck's win rate doesn't plummet to 10% if they miss turn 5 quest completion. They might struggle with aggro if they have a slow draw on Quest but it doesn't really affect slower matchups

    You're right, it doesn't plummet to 10%, but still the more they slow down the more they are likely to lose. It does affect slower matchups too, if they can't put pressure on a control deck from like turn 2/3 and have to wait for turn 5/6 to make huge swings, they can lose simply beacause their opponent has access to his best board clears from that turn onwards.

    Shudderwock is not there to hit the opponent's face in most cases (unless they are low and you have 3 or 4 lifedrinkers loaded) it it used to completely refill your hand (sometimes also board depending on the build)

    While Shudderwock is rarely a finisher, the order in which cards are given to them and what they target is based on rng. I said it previously every deck can have a good rng swing and win, just don't cry over it. Also the refill cause them to burn something the turn later and is also a random refill. They may get one or two good answers but they can also get garbage and lose 

    Lackeys are 1/1 and easy to kill, correct, but they are also 1 mana and are a lot harder to kill when they're not on the board yet. It isn't hard for your opponent to wait a turn and play Lackey > Wasp on the same turn before you can react.

    Still if they have to complete the quest they are going to use them instantly, and you can simply pay attention and try to keep track on what they have on their hand. Its not that hard to figure out that if on turn 3 for example they generated one or two lackeys  on turn 4 they might play a lackey and a wasp

    Mogu > Mutate is a moronic combo against almost everything because dealing with an 8 drop on turn 4 isn't easy for any deck. You've got the 1 of Polymorph in Reno Mage, a couple of Hexes in Control Shaman and some fringe Shield Slam scenarios. Even in these situations, you're forced to skip your turn 4 or 5 instead of developing on to the board, and the Mogu is a pretty expendable resource for the Shaman.

    On this one i do agree, it's too much unless you play control and still problematic in those cases sometimes. But i fail to see how this is something they can pull out every match, it's just based on a good draw on their part.

    Win the board and don't die is pretty solid advice to win against any deck, but being limited to playing 3 decent minions at a time while the Shaman is free to develop wide boards whenever they want doesn't allow you to do this. Also MCT is a very strong play into N'Zoth, which most decks that can otherwise afford to not go wide are playing.

    MCT is their only comeback from losing the board, and can steal shitty minions too. If it was a choose one of your opponent minions and gain control of it effect, it would be broken, but it's not like that and so it doesn't need a nerf.

    Idk what rank you are playing at but it sounds like all the Quest Shaman players there are morons.

    That's the worst point you made so far. I'm currently playing between rank 2-3 and trying to get to legend before the end of the month. Maybe i beated some morons, but it's a bit hard to believe that every quest shaman player i encountered was a retard. Been doing good with quest maly druid, and most of the time i don't need to pull of the maly combo to win against shamans. Still i do lose sometimes against those but you can't always win.

     

    Quote from Danjo >>

    I main a quest/evolve shammy right now, and I lose to:

    combo priests if they draw the nuts early on

    N'Zoth anything

    control shaman or warrior

    edit:  I also lose to aggro decks if they get good early draw and I do not, but this isn't the rule

    Practice more. The only one of these matchups that's unfavoured is Combo Priest.

    Danjo is right, those decks if played well can crush quest shaman. In conclusion Quest shaman, with or without the evolve package, it's a deck that relies too much on rng to win, so it's inconsistent most of the times. If you lose to them beacause of some highroll on their part remember that ANY deck has the chance to highroll and win easily. It just happens. Also we had some more cancerous decks like combo priest, that needed and still needs a nerf, but yeah let's just complain about shaman.

    Posted in: General Discussion
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    posted a message on The Mechwarper issue

    Still i think we won't see it played as often as we do now. And that's bad beacause Sn1p-Sn4p is a strong card but not a broken one that deserves a nerf. It becomes broken when played with mana discount cards, which in this case don't have a particular condition or drawback when used. So we have huge and hard to counter turn 3/4 with mech pally and mech hunter, and a broken otk in for warlock ( but i'll admit that this one is a bit harder to pull off). The reason i think nerfing portal is useless is beacause its a class card, so we wouldn't have warlock combo anymore ( and that is a good thing i'd say) but mechwarper is not a class card, and considering how mechs are usually printed for most classes and the others are generic cards, i'm pretty sure that mechwarper will allow some other broken combos sooner or later. But i guess i'd rather face these decks than seeing big priest coming back from their graves 

    Posted in: General Discussion
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    posted a message on Quest Shaman is Plain Cheating.

    I just can't get why people complain about this deck. It's easily predictable, loses against both aggro and control, if they don't complete the quest by turn 5 they lose like 90% of times, and shudderwock is basically a dice roll beacause except for lifedrinker that always targets face the other battlecries can hit your opponent's hero or his other minions. And also weaponized wasp needs a lackey on your board to activate its battlecry so unless you want to lose you just kill those lackeys, which are 1/1 so it won't be that hard. Mogu is another thing, but it's dangerous mostly to aggro decks when it evolves into something good beacause aggro usually lacks hard removal. So to win against quest shaman you just need to do good trades and avoid to stay below or at 6-12 health to avoid their wasps and lifedrinker; and don't play all your good minions at once so MCT is useless. To conclude this remember that ANY deck can have some really lucky draws or rng sometimes, so just don't cry over it.

    Posted in: General Discussion
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    posted a message on The Mechwarper issue

    I don't think that Blizzard will nerf Sn1p-Sn4p unless it becomes problematic in standard. Also removing echo is going to kill the card probably

    Posted in: General Discussion
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    posted a message on The Mechwarper issue

    That's true but mechwarper could still be a issue with other mech cards in the future, and right now it's still too strong when played with galvanizer. Paying minions 0 mana is fine, but only if you have some sort of drawback for doing it.

    Posted in: General Discussion
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    posted a message on The Mechwarper issue

    Before i start writing about this topic i want to make clear that this isn't a salt thread. I just want to hear other players opinions on this. 

    I've been playing a lot of wild recently and i noticed that every mech deck (hunter,paladin or warlock) basically revolves around drawing mechwarper and trhow everything they have in one or two turns. And that's fine with me, it's the core mechanic of those decks, but i just can't get over the mechwarper and SN1P-SN4P combo that warlocks can pull out. Blizzard already nerfed Reckless Experimenter in standard to avoid this, but it seems that having the same combo in wild is just fine. And that can get even worse if we consider that with the next expansions more mech cards will surely be printed and thanks to mechwarper played for 0 mana. That card should have its text changed to " your mechs costs 1 less but not less than 1". I don't think it would hurt mech decks that much and at the same time it would balance them a bit.

    Posted in: General Discussion
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