• -7

    posted a message on Witchwood Cube Warlock

    A lot of your tech choices are terrible, the deck needs Mortal Coil and Stonehill Defender more than anything else to beat Paladins. Lord Godfrey is probably the only card I'd consider from the expansion, and even he is probably worse than our standard 8 mana removal.

    Posted in: Witchwood Cube Warlock
  • -2

    posted a message on [Wild] Baku Quest Taunt Warrior

    I like it a lot, have you been out valuing the Warlock/Priest decks reliably with the quest so far?

    Posted in: [Wild] Baku Quest Taunt Warrior
  • 0

    posted a message on Call To Arms Is The Most Powerful Paladin Card Ever?

    Best is relative, I still think Divine Favour is arguably the most powerful card in the game but it really depends on the context. Call to Arms is insanely good, but I don't think it's the actual engine that fuels the win for paladin vs control decks.

    Posted in: Paladin
  • 0

    posted a message on New Neutral Legendary - Baku the Mooneater

     

    Quote from felixhana >>

    Anyone think that the Justicar hero power is viable in shaman, hunter , warlock or mage must be reaally new to the game. Pre standard, only Warrior, Priest and Paladin use it. And it is only a must have in Control Warrior. Justicar for Warrior is like Gul’dan for Warlock at the moment. 

     I think you're vastly under estimating the difference between the two cards, with this card you start the game with the upgraded hero power. Provided you're capable of building a deck within that constraint, it may let you play early game board flood strategies into Bloodlust or other such ideas that we haven't thought of yet. We have to be careful about judging these cards at first glance, because like Reno Jackson an ever expanding card pool eventually pushes it into playability at some point.
    I'm not rushing to craft it, but it'll be interesting to see how it turns out in a set or two or with the Wild card pool.
    Posted in: Card Discussion
  • 0

    posted a message on Has Druid ruined Wild?

     

    Quote from DiamondDM13 >>

    The moment you claim  X or Y deck takes no Skill and is Uninteractive, you completely ruin your arguments.

    There are pratically no decks in the game which take no Skill at all, and the same goes for Uninteractive, since pretty much every strategy in this game has actions you can take to deal with it, making it interactive.

    The fact that you make the first argument for a Combo deck, by default the most demanding type of Deck in the whole game, just tells you how clueless you are.

    Something important for people to understand:

    Decks You Don't Like =/= Decks That Require No Skill. There is no correlation here. What you like and don't like is subjective. Decks that require Skill, proper Technical play, are actually objective, in that they can be measured. To do so, all you need to do is provide that exact same deck list to an unexperienced player and an extremely experienced player, and have them play a statistically relevant sample size of games (in the thousands of games).

    Decks that requires Skill/Proper Technical Play will ALWAYS provide the highest difference in Winrate between those 2 players. This usually happens the most in Combo decks.

    Regarding Interactivity. Can you interact with the Druid's Gameplan? Yes. The Bare minimum you can do is Dirty Rat Combo Pieces, since they are playing a Combo deck. There is also a bunch of different aspects you can look into when playing around the strategy of the Druid deck.

    There is a difference between your lack of knowledge and technical play, and a deck being uninteractive. Not knowing how to interact with a deck does NOT make a deck uninteractive. What makes a deck uninteractive is the COMPLETE ABSENSE of ANY actions at all you can make to affect that deck.

     It doesn't take a lot of brain cells to play a combo deck in Hearthstone compared to playing a combo deck in Magic or any other real CCG with on the stack interaction. If you have to tech cards like Deathlord and Dirty Rat, which are ridiculously bad cards vs the metagame as a whole right now, then that's only a clear indication of a format warping archetype - even Kezan Mystic generally wasn't played against nor did it ever really do anthing to discourage Freeze Mage in its prime.
    If you want to argue semantics over what you find skillful or interactive, feel free, but I don't see how this deck doesn't pass the threshold for a nerfing compared to past combo decks which didn't have anything near the inevitability of OTK DRUID. Maybe people are still playing that shitty Malygos version of the deck that gets rolled by a Mountain Giant, IDK, but it really isn't hard to figure out what the best version of the deck is and realize aggro isn't a serious problem.
    But whatever, this thread has degenerated into Ad Hominem so I'm done with it.
    Posted in: Wild Format
  • 0

    posted a message on Has Druid ruined Wild?

    I was using Renolock, Cubelock and Big Priest.

    It's not a skillful or interactive deck at all, I crafted and I played it with 0 prior experience and went undefeated on the day barring bad mulligans, every control match was a bye and aggro wasn't particularly difficult. I understand the rock, paper, scissors of aggro, control and combo but I don't believe that's supposed to literally be understood as 100% win rates vs a CCG archetype.

    I'm not saying the deck is unbeatable, but barring Mage Infinite Fireball OTK or Kings Bane Mill Rogue and lucky discard there isn't a single deck that Druid OTK has a legitimately bad matchup against. Naga Sea Witch decks, which are admittedly awful for the game, still  have to come down on curve and force you to over commit your resources into Brawl, Poison Seeds or Equality to abuse the mechanic. where Druid OTK just wins by default if it isn't put under a fast enough clock - and with the draw the deck has that clock seems faster than Freeze Mage despite Ice Block.

    This just seems like hands down the best archetype in the game right now, especially if you build it so that you don't have an easily played around kill condition. I mean if this isn't your definition for degenerate combo, I really don't know what is.

    Posted in: Wild Format
  • 1

    posted a message on Has Druid ruined Wild?

    Does anyone else believe Druid has ruined the Wild format as of late? The OTK Druid decks are practically unbeatable now vs any control deck, they can draw out their decks by Turn 11 to 12 and can finish the game with one of any of a half a dozen different combos. There is literally no interaction between you and the other player, and any board you build just gets immediately answered by Poison Seeds or indefinitely stalled by Spreading Plague. The deck doesn't seem to have any real bad match ups in the format at all, requires practically no skill to play, provides no counter play to the opponent and just abuses a critical threshold of card draw and resource cheating mechanics to turn Hearthstone into solitaire for the Druid player.

    I'm really not sure why nothing is being done about this deck, I know Wild isn't a priority for the dev team but this deck is so much worse than the Leeroy Jenkins, Patron Warrior, OTK Worgen and Freeze Mage decks ever were.

    Posted in: Wild Format
  • 2

    posted a message on Control Cubelock (Guide NOW)

    I think you can always play Spiritsinger Umbra on curve vs aggro, because if they don't attack Spirtsinger Umbra then they're going to risk a T5 Possessed Lackey + Spiritsinger Umbra trigger into a free Voidlord or Mal'ganis. It's a soft taunt in Cubelock like Brann Bronzebeard is in Renolock.

    Posted in: Control Cubelock (Guide NOW)
  • 2

    posted a message on Control Cubelock (Guide NOW)

    Skull isn't over kill really, it's redundancy so you always have an outlet for your Demons and preferably your Doomguards to pull off the Doomguard, Umbra, Cube, Pact combo for 25 Charge damage or 4 Mal'ganis. If you're going to cut Sylvanas, Umbra and Mistress then you had better have a mid-game with Mountain Giants or a late-game with 2 Twisting Nether because you can only win on value as it is - and there are higher value control decks out there.

    Posted in: Control Cubelock (Guide NOW)
  • 0

    posted a message on NERFS - Will you De those cards?

    Patches is still over powered in Wild because of Ship's Cannon,  Knife Juggler, Flametongue Totem, Dire Wolf, Druid buffs, Evolve etc. There's no reason to ever dust free value, but Corridor Kreeper is utter trash now.

    Posted in: Card Discussion
  • 1

    posted a message on Nerf Predictions

    No chance Cubelock gets nerfed, the deck is both inconsistent and soft countered by weapon removal and silence, the deck was literally dead the moment Priests started teching for it.

    Posted in: Standard Format
  • 0

    posted a message on Dr Boom?

    He hasn't been viable for half a year or more.

    Posted in: General Discussion
  • 0

    posted a message on Cubelock tier 3? - VS

    It's too easy for people to tech weapon destruction and silences, once people started to take the deck into account it stopped steam rolling thru' the ranks so as always you're better off playing big Priest etc. 

    Posted in: Warlock
  • 0

    posted a message on Cubelock counter decks?

    I wouldn't be concerned with Cube Lock, all of the Priest decks are teching against it with all purpose tech like Silences and weapon destruction so it'll just be Razakus and Big Priest soon considering the Faceless/Taldaram greed doesn't really work vs Silences.

    Posted in: Wild Format
  • 2

    posted a message on How do we solve the aggro problem?
    Quote from Kaladin >>
    Quote from FinalFortune >>
    Quote from Kaladin >>
    Quote from Vaylence >>

    Aggro exists because big priest, razakus or exodia exist. Which one do you play?

     lol no it doesn't.  If these decks didn't exist, do you really think aggro would go away?  

    Aggro exists because it's easy, cheap, fast games, and gets wins. 
    Aggro now has cards that negate one of traditional downsides, which is losing card advantage.  Normally when you play out a bunch of cheap minions, you give up having cards in hand in the mid game for hopefully a board your opponent can't deal with.  Well, in addition to Divine Favor, Paladin can now put three minions on board with just a single card.  No penalty in card disadvantage anymore. 
    What Control then needs is something on equal ground.  Something that summons a minion every time you draw a card. 
     In all fairness control has been out pacing aggro for awhile now, control keeps gaining more removal, healing and taunts while aggro only gains power creep on new minions while getting old minions nerfed - I mean Call to Arms only seems OP until you realize Warlock has Hellfire AND Defile now. In the aggro vs control arms race, control always come out on top until in the end until the next set rotation.
     By 'control' you mean exclusively Control Warlock.  So if I wanna play aggro, congrats here's like fifty choices.  If I wanna play control, fuck you, spend a million dust and play cubelock, your ONE AND ONLY choice. 
     No? Just look at the tools controls deck have now compared to release, Mage has three more sweepers between Volcanic Potion, Meteor and Dragon's Fury and so does Priest between Dragonfire Potion, Spirit Lash and Psychic Scream. You really have no idea how difficult it was to hold off Face Hunter then compared to holding off Pirate Warrior now - it got Leper Gnome, Abusive Sergeant, Ironbeak Owl and Arcane Golemn all nerfed into the ground because they wouldn't print removal/sustain tools then compared to them growing off trees now.
    Posted in: General Discussion
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