• 2

    posted a message on Cinderstorm

    I can kinda see why everyone (including me) thought this card was bad but when playing with this card I realized why this is better than arcane missiles.

    It mostly comes down to the fact that there's not enough value in arcane missiles. Against control, dealing just 3 with empty board is often not enough, you need to pack more punch with your burn. 5 damage for 3 mana seems better in tempo decks where having too many low impact cards makes you more prone to fizzling out in the mid-game. A good comparison is arcane shot vs. kill command or lightning bolt vs. crackle.

    Against aggro, 3 random damage most of the time leaves minions at 1 health, 2 extra missiles with cinderstorm makes it much more likely to clear minions.

    All in all a decent card, certainly helps if the meta has many tokens but even just plain 5 damage for 3 mana on empty board is attractive enough for tempo mage.

    Posted in: Cinderstorm
  • 1

    posted a message on Even shaman isn't even

    I've been having some success and a lot of fun with genn shaman in wild, both as a midrange and as an aggro flood version. Murkspark Eel is just another insane 2 drop in a line of insane shaman 2 drops in wild (Totem Golem, Jade Claws, Maelstrom Portal, Devolve, Whirling Zap-o-matic...) and the flow of the deck works really well from turn 1 to late game. I don't have to mention how disgusting Thing from Below is when you play a totem almost every turn. Sea Giant slots nicely in the deck, especially with so many paladins running around. Draenei Totemcarver makes a surprise appearance and I've been able to consistently activate it as a 6/6 or more. Flametongue Totem, Crackle and Jade Lightning give you a solid amount of reach while Hex can be included to give you a bigger fighting chance against cubelock.

    Anyways, try it out but there's also some more stuff that I haven't tested out yet that looks promising:

    -Spirit Claws which can be activated much more consistently

    -Corpsetaker with Whirling Zap-o-matic, Al'Akir the Windlord, Rockbiter Weapon and possibly Argent Commander as another divine shield activator + burn

    -Call in the Finishers for even more flooding ability to activate Sea Giant

    -Ancestral Spirit which combos great with Thing from Below and Sea Giant (possibly too win-more, maybe just include one copy)

    Posted in: Shaman
  • 0

    posted a message on New Priest Legendary Card Reveal - Lady in White

    Solid card. Not gamebreaking by any means, just extra value against control to make normally defensive minions into real threats, really useful in attrition matchups. It sucks hard against almost anything else though, as it's a 6 mana 5-5 that requires you to draw more minions + they need to be played and deal damage to have any kind of effect. It also has antisynergy with shadowreaper anduin as you could be killing your minions with the battlecry. There's also no way in hell you'd run crap like mogu'shan just for this card.

    Posted in: News
  • 1

    posted a message on New Paladin Spell - Rebuke

    A decent card that will be in standard for full 2 years, I'm willing to bet it will see some play until it rotates. Not sure it will be in an aggro deck though, this seems more like a midrange/tempo card where the more situational nature of it doesn't hurt you as much. You set up a mid-sized board that doesn't seem threatening but then you play this + another minion or two (or tarim) and suddenly you can push two turns worth of damage which can be a significant amount even with a smallish board, especially if you equipped a truesilver or vinecleaver beforehand.

    Surprised by the people putting so much stock into the card disadvantage aspect - you don't care about that if it enables you to win the game next turn. Look at sap for similarities, a card that's also slightly situational since your opponent needs to have a bigger minion on the board for you to gain much from it.

    Yeah it's no loatheb but the effect is still super powerful in the right meta/deck. The keeper of uldaman - dark conviction comparison (or similar ones) is stupid because this is a much more powerful effect that can win you the game, setting a minion to 3-3 doesn't usually do that. Therefore it might be worthy of putting in the deck even if it's not as good as loatheb.

    Posted in: Card Discussion
  • 2

    posted a message on Baku the Mooneater

    What? That makes no sense, you do realise genn and baku are neutral right? You can make odd/even decks for any class with just those 2 cards, you don't need additional supporting odd/even cards to make those decks viable. By no means are you limited to odd shaman just because they made a card to support only odd shaman.

    I already explained why a 2/2 weapon guaranteed turn 2 could be pretty sick, maybe you should supply some counter-arguments?

    Posted in: Baku the Mooneater
  • 7

    posted a message on Baku the Mooneater

    The thing about this card (and Genn) that I haven't seen discussed as much is the huge implication they have on early game consistency in some classes.

    Take rogue for example, in normal aggro/tempo rogue decks you have to play a bunch of 1 and 2 drops in order to consistently hit the 1-2 curve. Not hitting 1 is often a disaster against other aggro decks. Not drawing a 2 drop on 2 is not as bad since the hero power is decent or you can coin 3 drop but an aggro opponent can snowball if he hits his curve and against control a 1 attack dagger is not the best when it comes to pressuring.

    Now think about making an odd rogue deck, you can jam a bunch of 1 drops in your deck (7+) to ensure you almost always get a 1 drop if you mulligan hard. On turn 2 you can always hero power to get a 2-2 dagger which is pretty damn good, it's almost a fiery war axe. Along with your 1 drop it can contest just about anything that your opponent plays and it blocks your opponent from playing 2 health minions as it loses them a ton of tempo. Against control if they don't play a minion you can just start pressuring with 2 damage every turn and it only costs you 2 mana for 4 damage.

    You're losing some stuff like backstab, elven minstrel, eviscerate but nothing too important. "Even" rogue works on similar principle just with a bunch of 2 drops but IMO doesn't have the same potential as odd rogue. Other decks which I could see working are "even" shaman/paladin since they can almost guarantee minions on curve if they jam a lot of 2 drops.

    In a nutshell, curve is crucial for aggro and tempo decks and anything that enables it to be super consistent is potentially very powerful.

    Posted in: Baku the Mooneater
  • 4

    posted a message on If you still think this game is random you are insane

    I think you might be misunderstanding some fundamental stuff about the game:

    1. 50% winrate matchmaking means that they're trying to match every player with an opponent equal in skill (or winrate) to him, which will result in many players reaching their plateau (or max rank) where they will hover around 50% winrate. At that point, it's well within the realm of possibility to randomly get 3 favorable and then 3 unfavorable matchups in a row. Many occurrences like these can lead to tilt if you're not aware it's all part of the system that is ensuring everyone has a fair match. If you think you're getting screwed over by matchmaker, you need to play more games to shake off the variance or you've actually reached your plateau and need to find a way to improve.

    2. RNG has the same effect on everyone, you're just as lucky (and unlucky) as anyone else. Every time you get lucky, the opponent gets unlucky. Toss a coin 10 times and it's possible you'll win 7 tosses. Toss it a 1000 times, it's almost impossible you'll win 700 tosses, you're gonna win ~500. Same goes for HS, you need to track RNG over a bigger amount of games to really notice you're not getting shafted. The odds of drawing keleseth is the same for everyone, you just naturally notice it more when the opponent draws it than when he doesn't. Biases have a huge effect on how people see statistics, it's good to look them up in order to have a less skewed view on the whole topic.

    3. After you understand how matchmaking works and that RNG has the same odds for everyone, the only thing that's left is player skill. It's not really surprising that the same people are always on the top of the ladder, they play enough games so that their skill can have a significant effect on their winrate.

    Posted in: General Discussion
  • 3

    posted a message on Rin, the First Disciple

    The more I think about this card, the more I'm convinced it might actually make a decent tech choice in a specific meta. It might be like eater of secrets, usually a bad card but could win you some matches against razakus priest, quest mage or some other low pressure combo decks. Even if you don't include it in the deck, you might play 2 stonehill defenders which give you a chance to get Rin (albeit a smaller one, since warlock has 5 other class taunts).

    While I don't think people are underestimating this card's power in general, Rin might make a notable impact on warlock control decks.

    EDIT: We're a few days into the expansion and it looks like I wasn't too far off with my estimation. Not a gamebreaker or deck-defining by any means but it's just decent because it can be a 1 card win-condition while also not being super bad against aggro.

    Posted in: Rin, the First Disciple
  • 2

    posted a message on Rin, the First Disciple

    I know I know, I'm just saying, If there's a hypothetical meta with multiple slow combo decks out there, Rin could be like a last ditch effort if control warlock is bad against those decks. You would need to include only that 1 card (or 2 stonehills) to try and mill the opponent. as opposed to current mill warlocks where you need to include a 6+ card package to mill.

    I'm not saying it will work but I can see some very specific scenarios where it could be okay.

    Posted in: Rin, the First Disciple
  • 3

    posted a message on Kazakus

    Without a doubt my favorite card in the game. Sheer breadth of options can really challenge you to think hard and makes every game just a bit different. Even though the 5 cost potion is the most solid one, I love exploring my options with the 10 mana potion and especially the 1 mana one. That little bugger can create such a tempo swing or save you in a pinch.

    This is probably the closest we'll get to a really complicated card (on it's own) in HS, I don't see them making something similar too soon.

    Posted in: Kazakus
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