• 2

    posted a message on Blizzard fix your game!

    On mobile? I had a lot of issues with silent disconnects. Uninstalling, restarting the phone, and reinstallning actually seems to have solved the issue. For now.

    Posted in: General Discussion
  • 1

    posted a message on Bloodbloom's potential nerf and the impact on the wild meta

     

    You lay out the discussion well. I´d like to weigh in on your conclusion, in the original post in this thread, that Darkest Hour is the offender. It is true, that is the "payoff" card. Blood bloom is only as good as the card it enables.

    But still, it is Blood Bloom that is the broken card, not Darkest Hour. Breaking a game isn´t about doing the most powerful thing. It is about doing something really powerful very early in the game. Thus, the most important recource of Hearthstone is mana. Life, on the oteher hand, is in many matchups a completely irrelevant resource, especially in the early game. So turning life into mana is an incredibly strong effect. This is what years and years of different card games has taught us - doing something broken is almost always about doing something fast.

    So yeah, Darkest Hour is the powerful card that "does" something, but it is Blood Bloom that is doing the cheating. If you don´t do anything about Blood Bloom now, there will be another spell down the line which is broken when it can be played "for free". Because Blood Bloom is an incredibly powerful effect, just waiting for something to enable. Even nerfing Blood Bloom by one mana will probably still enable some broken combo down the line.

    [Edit: I realize this sounds like I want to nerf Blood Bloom badly. I actually think it is a fun card, and would like it to stay! But I think that it is wrong to say that Blood Bloom isn´t the main offender. So for me, if you feel that Darkest Hour combo is a problem, I am all for nerfing Darkest Hour in some way. It is a bit of a slippery slope to nerf all the powerful cards in wild, since that is one fun part about playing wild. If you want very balanced game play, maybe that is what standard is supposed to be like]

     

    Posted in: Card Discussion
  • 2

    posted a message on Spell Damage OTK Hunter [ROS]

    +1

    I played a similar list in the brawl, but with less early game. And I did indeed have trouble against aggressive decks, but bomb warrior was super easy. Lost against tempo rogue, aggro hunter and silence priest. 7 wins, and only two of them really was using  maylogos combo. Often opponents would take some damage during the game, and Vareesa´s bow + random damage was enough.

    Couple of thoughts:

    I found tracking to be awkward sometimes, because if you find any of the combo pieces you kind of have to take them, even though you don´t nessecarily want them until much later. If you are unlucky and see two pieces, you have to ditch one. Maybe cut one? Or are they really needed, and you just have to accept some variance? It was also a bit awkward when I wanted to play Zul´Jin and had played two trackings previously, and risked burning the combo pieces I still had in my deck.

    I think I like one Eaglehorn bow, but I don´t think I´d want two. Against aggressive decks, it isn´t super great. And you often find Vareesa later on, so late game it loses a lot of value. You also can´t take too much face damage against aggressive decks, so other removal is often better. What do you think?

    The worst weakness of the deck is when opponent´s get a big weapon going. This comes up a lot in this meta. You just look at their five power weapon with 3 charges, and you know you are dead in a couple of turns and can´t interact with it. I don´t know what to do about that, though...

     

    Posted in: Spell Damage OTK Hunter [ROS]
  • 5

    posted a message on New Card Reveal - Big Bad Archmage

    "Finally, Spiteful Summoner is rotating. Now we can make overstatted unplayable 10-drops again!" - anonymous developer at Blizzard

    Posted in: News
  • 2

    posted a message on New Hunter Card - Marked Shot

    Sounds pretty good to me, but unclear if there is a home for the card.

    On another note, they really are out of ideas with the names for Hunter spells...

    Posted in: News
  • 2

    posted a message on Miniature Warfare Returns As This Week's Brawl - But We're In The Brawliseum!

     Wow, what a silly brawl. so far 3-0, I have won all games on turn 3 so far. Using rogue shark aggro. I don´t think there can be a very interesting meta when decks can be this degenerate. 

    Posted in: News
  • 3

    posted a message on Where is Da Undatakah now?

    True, but it is also a late game card in a meta where everyone has a Death knight, that are often just better and dont require synergy. After rotation cards like Undatakah can be looked at in a new light. 

    Posted in: Card Discussion
  • 2

    posted a message on Servant of Yogg-Saron Tryouts is This Week's Tavern Brawl

    Brawls like these can be frustrating when you lose a couple in a row and just want that pack.

    But with the bad comes the good, and sometimes you get the most epic games out of these.

    I just played one of the most insane games I have ever played. I wish I had it recorded, but I will recap, to show you what you can get with a brawl like this. I knew for sure, multiple times ,that I almost couldnt lose. And I also new for sure, multiple times in the game, that I almost couldn´t win! But RNGesus was taking both me and my opponent for a ride.

    I play warlock, up against a warrior. The game goes back and forth - we both make multiple RNG-comebacks with sweepers, weird removal and insane suicide effects on our own boards. The most important events are these: 1) Upwards 12 creatures get shuffled into my deck from Psychich Scream. 2) Warrior (the opponent), getting low on cards, copies multple cards from my hand (one of the comebacks, since Warrior was getting grinded out and was losing for sure without a draw-5). This means eventually we both end up playing the same cards for multiple turns, including Iron Juggernaut that shuffles a mine into opponents deck. So we both have a mine in our deck that can explode in our faces. 3) We both have a mage secret in play, and we both KNOW, having checked for everything else, it can be nothing other than Ice Block, for sure giving us both an extra turn at some point. (actually, my opponent knew it was 50/50 I had Ice block or Spellbender, but whatever. I had checked Spellbender also, so I knew he had Ice Block).

    Late in the game, my opponent is getting closer and closer to losing to fatigue (see 1) ). But he is ahead, I am dead on board on my turn, but Branchinc Paths gives me 6 armor. Next turn opponent alphas and puts me to one life. I make a couple of trades, and then play Sideshow Spelleater, copying his hero power. Board is empty, and I start gaining armor. Every turn, I get 2. 2 turns later, I slam 7/14 dinosaur onto an empty board, thinking "now I win for sure", but it gets Crushing hands:ed down to 6 life. It still ends up clocking him in the face two times, but he can trade it off eventually. I keep drawing 1/1s (see 1) ).

    In my hand, I have a game winning card, namely Chief inspector (see 3) ). I can set up an alpha attack, kill Warriors secret, and win. But I keep being forced to trade off and not try to kill Warrior, and we are both armoring up all we can. And Warrior is about to have no cards in hand and none left in the deck, so I can just win that way also.

    At this point, I have completely forgetten about the mines (see 2) ). On the next-to-last turn of the game, Warrior has one cards left in hand and one left in the deck. Warrior plays a card, and it ends up drawing another card, which is the mine, and it explodes, but Warrior bjust barely survives that. The mine was the last card in the deck. Had it been drawn at any earlier point I would have won.

    My turn, the last turn of the  game. I am at 1 life 8 armor, plenty of cards left, a bord with which to kill Warrior and Chief Inspector at the ready. It was a great ride, but now I win, GG.

    I draw the mine, it explodes into my face, and I die.

    I friend requested my opponent, who graciously accepted, and we both exchanged GGs and well playeds. Opponent is way late for work now because "brawl that takes infinite time lol", but I am sure the boss will be understanding since "the game was indeed epic lol". I get my 40 dust classic pack the very next game when my opponent rage quits turn 4 after some bad RNG. Thanks, RNGesus.

     

    Posted in: News
  • 2

    posted a message on Just retire the entire classic set already

    The classic set is in a weird place. Two things can happen with it:

    Either some cards in classic (and basic) are too powerful and decks look the same all the time, througout the years (druid). This also limits design space heavily, like I am sure Preperation has a ton of impacton on which rogue spells can be printed and how they care costed. 

    Or, they eventually nerf all good classic card, solving the above problem but making it kinda pointless to collect the classic set. It also sort of ruins the history of the game. You can´t look back to iconic decks of old and compare them with today, since they contain the same cards but with different words on them. It might not sound like a huge problem, and it is not for a game that wants to survive just another year before probably discontinuing it. But if you want an iconic game that survives for decades, like Magic, you need the game to have a history, and nerfing cards basicly nerfs the game in that regard.

    I´m thinking, why can´t you have a rotating classic set, so to speak? The classic set can be what it is, but for each season the devs can pick, say, 1/3rd that is active and the rest is not playable in standard.  It could be a way to change up the meta more often. And the more broken classic cards don´t have to be nerfed. 

    Posted in: Card Discussion
  • 9

    posted a message on Returns & Exchanges Is This Week's Brawl! Get a Sweet Card Back, Find Bad Decks!

    Step one: play a super bad priest deck. Put Chameleos in it.

    Step 2: mulligan for Chameleos. If you have it, it can change to opponents swap spell.

    Step 3: When Chaemelos turns into their swap spell, you can play two swap spells. The first one destroys their spell. You have now forced them to play your super bad deck and they cant do anything about it.

    Pretty sweet!

     

    Posted in: News
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