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    posted a message on What is Your Favorite Card from Un'Goro?

    Not a huge fan of the artwork this expansion, but Stampede is pretty nice both with the art and the power-lever.

    Favorite card, by far, is Open the Waygate, because it's just awesome. I don't even like playing Mage, but I'm gonna have to give it a go just for this.

    Posted in: Card Discussion
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    posted a message on Rogue Quest Decks
    Quote from Oshigawa >>

    I think you're right about that. Besides, if i drop loot hoarders for engineers, that still leaves me with 8 deathrattle minions which is more than enough for n'zoth. I changed the deck :)

     Nice! I think I might give your deck a try.
    Just thought of another possible addition: Runic Egg!
    Posted in: Rogue
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    posted a message on BURST DAMAGE Combos new to UN GORO
    Quote from Lipophob >>
    Quote from EndlessMike >>
    Quote from Lipophob >>
     This is hugely useful -particularly the part on Kabal Courier.
    However, the criteria for spell value would be quite different in a miracle-themed deck like mine. (Mirror Image and even Freezing Potion become much better with an Auctioneer!)
     Cool that you like it. Of course the values are really subjective. But isn't it quite situational with the cards you mentioned? Imagine you play Babbling Book on turn 1. What value would you give Freezing Potion compared to Flame Geyser or even Frostbolt? And even later: Imagine your enemy has a huge board and you need to stall. Freezing potion won't do much while for example Blizzard could be game winning in such a situation. Therefore I think a lot of cards have situational value. This does not mean they are bad. In fact there will be very little cards with low value. Mage-RNG seems to be in a really good spot right now
     Oh you misunderstand me. Again, I really liked your post, and agree for the most part with your rankings.
    I just mean that, if you have a Gadgetzan Auctioneer you want to drop on turn 6/7 for cycle, then that 0-cost freeze potion becomes pretty dope. If that card was in Miracle Rogue, I guarantee it would get run. In that deck, you often pop a coin just to see what you draw. Heck, I've even used a backstab on the Auctioneer himself for cycle! Same goes for the Mana Bind, even if it gets you a bad card.
    So, not trying to criticize so much as note that the overall values probably go up for an Auctioneer deck. (The exception would be for the Chemist, as the board clears may or may not be more valuable.)
    Posted in: General Deck Building
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    posted a message on Rogue Quest Decks
    Quote from Oshigawa >>

    Thanks for the comment! :)

    I put loot hoarders instead of engineers to serve as n'zoth fuel. Plus, they have a better attack and their jos is to die anyway. I tried putting something like patches and gang up but it just doesn't fit, pots and pans don't mix. Generally, the whole rogue quest idea will be either with charge minions and patches with bouncing to do the quest ASAP and pummel the opponent's face or the slower variant with n'zoth. Since there's probably be a lot of taunts in play, i reckon the slower variant might work better (at least in wild where i reside, where aggro is not so prominent as in standard). 

    Though i must say i'm really scared how quickly can the quest be done and board filled with 6 5/5 patches with a bit of luck. Might be the next cancer.

     I hear you, and I really like the Haunted Creepers. However, once you've done the quest, Hoarders are by definition worse the Novice Engineers.
    I don't have them in my version of this deck. I just think, in yours, the Hoarders look kinda week compared to the rest. After the Quest is done, you want card draw to fill board ASAP.
    Posted in: Rogue
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    posted a message on Card predictions: Overhyped and Underdogs
    Quote from johnnyjonathan >>

    Underdogs:

    FireFly. Everyone thinks is "good", but i think is OP. So flexible card.

    Lyra the SunHard. Everyone think is bad cause priest spells sucks. But I think that is good enough to see play. Even bad spells is better than nothing.

    Overhyped:

    Warlock Quest. Normal zoo will be better.

     

     Totally agree with this.
    Also, I think Mimic Pod is way underhyped. I actually don't know if Rogue will be viable in this meta, but I think that card will be a staple in basically every Rogue deck (not just ones using the Quest) until it rotates out.
    Posted in: Card Discussion
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    posted a message on [HCH] Hemet Combo Hunter

    I like this concept. However, I disagree with the people saying you should play more beast synergy cards. Instead, I think you'd want even more cycle: right now, I see only Tracking, Loot Hoarders, and Coldlights. Most combo decks have much more.For example, Maly Rogue has 7 cycle cards2xShiv, 2xFan, 1xThalnos, 2xAzureDrake and a few self-replacing cards 1xXaril, 2xTombPillager, all on top of having Auctioneer. 

    Maybe a Thalnos? Also I would consider a  Curator, who could draw you a Coldlight, or that new Tolvir Warden? (Although I know those would make Hemet less than 100% Hemet 100% combo.) Might still be worth it...

    Posted in: [HCH] Hemet Combo Hunter
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    posted a message on BURST DAMAGE Combos new to UN GORO
    Quote from Lipophob >>
     This is hugely useful -particularly the part on Kabal Courier.
    However, the criteria for spell value would be quite different in a miracle-themed deck like mine. (Mirror Image and even Freezing Potion become much better with an Auctioneer!)
    Posted in: General Deck Building
  • 4

    posted a message on 8 reasons why Ungoro is a HUGE CASH GRAB

    As a strictly F2P player, I actually prefer expansions to adventures. Instead of being forced to save up gold for everything, I can pick a class or two and just craft what I need as I go.

    Also, given that the Quests and the Legendary Minions usually don't match up, I think you'll pick which one to go for within each class, instead of feeling like to have to craft both. Also, as a F2P player, at least most legendaries here look good: In GvG, I opened three completely garbage legendaries, and dusted them all. Here, there's only maybe 4 that I would dust, which is an all-time high IMO.

    Hey, I do think Blizz wants ways to make more money off of this game, but I don't think it's as simple as you make it out here.

    Posted in: General Discussion
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    posted a message on Theorycraft - Time Mage

    I have no idea if this is gonna be a strong archetype, but I know it's gonna be crazy fun to figure it out.

    I made mine a "Miracle" version given all the reduced cost mechanics in the new cards. My alternate to Arcane Giant finishers is the Archmage Antonidas potentially-infinite fireball combo. (I suspect most times you wont actually save both apprentices to make it truly infinite, but you can still probably stretch it a lot!)

    Rogue is Dead!!! (Ungoro Miracle Mage)
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    Posted in: Mage
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    posted a message on BURST DAMAGE Combos new to UN GORO
     
    Interesting idea to use Burgly Bully! It didn't occur to me that the coins generated from that card count towards the quest. i might try teching one into my list when the set releases.
    I might also try to fit in Kabal Courier or Kabal Chemist. The Courier is, I think, a stronger card given its cost, but I think it's just over a 50% chance to get a spell. The Chemist is worse, but is guaranteed to give you a spell. Worth thinking about.
    Posted in: General Deck Building
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    posted a message on BURST DAMAGE Combos new to UN GORO

    Oh, and in this deck I think you would hold the Quest but not play it yet. Lackey + a secret and Babblng Book are just better turn 1 plays, and since you wont play any 'spells that didn't originate in your deck' yet, there's no need to get the quest out front.

    Posted in: General Deck Building
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    posted a message on BURST DAMAGE Combos new to UN GORO
    Quote from Slycer93 >>
    Quote from Mael >>
     I'm not sure Freeze mage has the room to fit in the quest along with the cards to generate the 6 spells you need to consistently pull off this combo.  Even the original freeze mage suffered from games where your combo pieces ended up on the bottom of your deck. Primordial Glyph might help serve both purposes if you manage to pull a spell that helps delay or fit into your combo but it won't be as reliable as say Shadow Visions is for priest combos.  When you add up your board control cards you have 10 out of your 30 card deck.  The combo requires 6 cards.  I assume you are running two Arcane Intellect to get what you need so that brings us up to 18 cards and you need the ice blocks to keep yourself from being burst down in a single turn so that leaves you with only 10 cards to create additional spells to fulfill the quest.  That is enough to work in theory but in practice I have major doubts in its consistency unless you can reliably stall through your entire deck each game.  In wild you have even less spots assuming you are running the two mad scientists to more reliably pull the ice blocks.  Ultimately I just don't think you have the room to squeeze the quest into this already packed deck.  It might work out better running it in a tempo mage package and having the combo pieces as a surprise burst for the control match-ups.  
     Its actually fairly easy to fit in the stall since your no longer playing any of the extra burn cards that fill up your deck. Take my list as an example. I'm even thinking about removing the Frost Bolts for more draw and maybe a Flamestrike.
    Saddened by the relative weakness of the Rogue cards released (I think some are decent but many are weak), I brainstormed a Miracle Mage that uses two burst combos. It's got the infinite fireball combo noted above.
    It's also got: Arcane Giant (can cost 1 mana) + Sorcerer's Apprentice  (2 mana) + Time Warp (now 4  mana) + Molten Reflection (now 3 mana) + Arcane Giant (now 0 mana if it wasn't already), for a total of 28dmg MINIMUM (24dmg from three giants + 3 dmg from apprentice + 1 dmg from turn 2 hero power). Now, you also have an extra 8 mana to case any other spell on that second turn to up the damage.
    I think adopting Miracle might be a better approach here than freeze, because so many of those generated cards have their cost reduced. This could make for some great Auctioneer turns. (Also, Burgly Bully is great for the quest!!) To the contrary, Freeze would have to generate and play those cards while also using its mana to freeze and remove the board. It might work, but it might also be a tension in the deck.
    Posted in: General Deck Building
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    posted a message on New Card - Razorpetal Volley
    Quote from Baylith >>

    so to everyone thinking this card is bad, prep -> petal ( get 2) petal petal, coin edwin/his plant clone. 10/10 or 6/6 on turn 4. and I need 4 cards to do it, one of which is coin, or just wait till turn 5, which I could do again on turn 5 in theory anyway. and if your talking adventurer, then he loves petals. petals are combo enablers, just like fire elemental 1/2s are for elemental consistency.

     And then they Hex/Sap/Taunt/Polymorph/Freeze/whatever, and you have nothing in your hand.
    I admit, it would be good against pirate warrior... those 1/20 games when you get the dream hand.
    Posted in: Card Discussion
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    posted a message on New Card - Razorpetal Volley

    Maly Rogue is very weak in Wild. All the GvG Deathrattle cards that summon a minion (Shredders, Belchers, etc...) are just very hard for Rogue to deal with. This is the main reason why Rogue was the least played class before the launch of Standard. (And, for those who don't remember, it was BY FAR the least-played class!) There was a time that Rogue was not in the meta, and it wasn't even that long ago.

    I hear everyone's comments on how Rogue can do a lot with very little, but this is still frustrating. Thistle Tea is almost exactly a worse Cabalist's TomeJade Shuriken is almost exactly a worse Jade Lightning (yes, it is cheaper, but both are 1dmg-for-1mana but the Shuriken only summons a Golem when combo'd). Similarly, both Druid and Shaman got three class Jade cards, while Rogue only got two, and neither of those uses Battlecry, which both of the neutral Jade cards use.

    I would say they should've added Auctioneer to the HoF with Conceal in order to open design space for stronger Rogue cards, but that's what I thought they'd do with weapons when they nerfed Blade Flurry. Since then, we've seen only ONE rogue weapon: it's in this expansion, and it doesn't even look that strong! (I think it looks ok, but nothing crazy.)

    Still, I agree that the Quest is cool, Vilefin is (I think) very strong, and I also think Mimic Pod is sure to become a staple. Still, this is, on the whole, a weak set of cards compared to the other classes. Look what they did with Hunter and Mage!

     

    Posted in: Card Discussion
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    posted a message on Rogue Quest Decks
    Quote from Oshigawa >>

    I thought of something like this

    The Caverns Of N'Zoth
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    Elementals are definitely the easiest way to activate quests. So we've got brann for firefly synergy and raptors and umbra for deathrattle elemental synergy. Since things are goong that way i thought "hey, why not make a n'zoth deck that will bring back all those deathrattle minions?"

    5/5 haunter creeper with two 5/5's deathrattle? Check. Hucksters for some card draw? Check. Loot hoarders for draw? Check. Mistresses for pre and post nzoth healing? Check. There's vanish to bounce back some stuff with prep and clear the board if in trouble. Unfortunately, i don't know if there's enough draw and removals and the tidehunter might be crappy before fulfilling quest, maybe replace him with double saps to hold off aggression until quest is done? What do you think?

     I like this idea! Not sure about Loot Hoarders, as I think Novice Engineer would probably be better. (Works with Brann too if you're desperate.) I also might try some charge minions in there.
    Still, it's a great idea with the deathrattle synergy!
    Posted in: Rogue
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