• 1

    posted a message on Which deck should I craft for rank 5-legend?

    Honestly speaking: Murloc Shaman performs better than Even Shaman according to Tempostrom latest meta report so I would go with this decklist since murlocs are explosive aggresive tribe and both missisng legendaries  can be also used in Anyfin Paladin) Also its cheaper than both other decks

    Posted in: Wild Format
  • 1

    posted a message on An easy and perfect way to fix Big Priest
    Quote from EbonyMaw >>
    Quote from FirePalyHSplayer >>

    Yes yes yes. Lets nerf Mechwarper while we at it, Kazakus now requires 3 copies of a card in your deck to activate, Reno heals only 15 now and Baku/Genn decks just force you to press concede if you play them. While we at it lets nerf all Giants and add +10 cost to all of them. Kingsbane now gives your opponent 2 copes of Ooze. Give all murlocs the Battlecry: deal 5 damage to yourself because me no likey playing against strong cards.

    I would maybe see the Big Priest nerf because highroll archetype is annoying af, but haven't Jade Druid suffered enough honestly? Those poor fellas are conceding against Skulking Geist 100% of the time and yet you want to nerf them again.

    Can't we just play cards in an Eternal format called Wild and rather explore all the combo and deck and build possibilities rather than whining and "fixing" it?

     are you implying that big priest is not a problem? I don't play wild anymore, but I used to, and let me tell you, big priest is the worst deck ever. it is not that it wins every game and therefore is the worst deck. but the outcome of the game is decided by whether or not they draw barnes. if they can get barnes on 4, then they win and there is nothing you can do unless you happen to be playing mage or shaman and happen to have a polymorph, hex, or devolve. it is the worst deck because it is very one sided no matter what. it is either they win hands down, or you win because they had nothing until turn 8. 

    this deck needs to be fixed, and your snarky comments about how you don't like nerfs will not change that.

     Yes. I am implying that Big Priest is not a problem for an eternal format where you can be dead on turn 3 because of aggro highroll. Outcome of the game is decided not only by Barnes, but also because of your deck choice and draw overall. Yes it feels disgusting to lose against, the same way how it is disgusting to lose against Mechahunter,Kinsgbane,Thekal Giants or Evenlock that puts fat minions as fast as almost Nagalock and dont let me start on Darkest Hourlock. When I feel especially bad playing against them, I just pick a deck that counters them and I counter them. Big Priest gets obliterrated by KIngsbane or is dragged into 20+ minute game against Reno Mage where he's actually forced to think if he wants a chance to win, Mechahunter gets his board cleared by Renolock over and over and Evenlock is burning his cards because of Mill Rogue and so on and on. Every deck in Wild that is at least somehow viable have disgusting comboes. So disgusting that it cant be compared to Standard powerlevel. People need to realise that and deal with that. I like Wild the way it is. Big Priest is nothing compared to Star Aligner Druid days and its currently just another highroll deck slowly devolving into being succesfull only as anti control deck.

    Imma just add a bonus mindset about Wild that I have in order for you to understand my point of view:

    Once people will stop treating Wild as something where they can play Golden Monkey Control Warrior for nostalgia and try to experiment with cards more and play better, then they will realise in how much better state the format is compared to Standard. Yes, it is the double edged sword with Big Priest and Kingsbane and Odd Paladin but I like the other edge which makes the format exciting. The place where I can play Weasel Priest,Renowock Shaman or Big Rogue sprinkled on top with old nostaslgic and rebuilt and actually powerfull decks such as Reno Mage or Dragon Control Priest. Knowing that every dust investment that i make doesnt rotate anywhere is actually pretty good feeling which still keeps me in this game.

    Posted in: General Discussion
  • 19

    posted a message on An easy and perfect way to fix Big Priest

    Yes yes yes. Lets nerf Mechwarper while we at it, Kazakus now requires 3 copies of a card in your deck to activate, Reno heals only 15 now and Baku/Genn decks just force you to press concede if you play them. While we at it lets nerf all Giants and add +10 cost to all of them. Kingsbane now gives your opponent 2 copes of Ooze. Give all murlocs the Battlecry: deal 5 damage to yourself because me no likey playing against strong cards.

    I would maybe see the Big Priest nerf because highroll archetype is annoying af, but haven't Jade Druid suffered enough honestly? Those poor fellas are conceding against Skulking Geist 100% of the time and yet you want to nerf them again.

    Can't we just play cards in an Eternal format called Wild and rather explore all the combo and deck and build possibilities rather than whining and "fixing" it?

    Posted in: General Discussion
  • 4

    posted a message on Legendary Reno DK Mage

    I cant help myself but I really think that I would receive a more well thought critisism from a fish in my fish tank rather than you. What can I say? It seems like the deck is not for you my friend xDDD

    Posted in: Legendary Reno DK Mage
  • 2

    posted a message on The pathetic state of Wild

    Once people will stop treating Wild as something where they can play Golden Monkey Control Warrior for nostalgia and try to experiment with cards more and play better, then they will realise in how much better state the format is compared to Standard. Yes, it is the double edged sword with Big Priest and Kingsbane and Odd Paladin but I like the other edge which makes the format exciting. The place where I can play Weasel Priest,Renowock Shaman or Big Rogue sprinkled on top with old nostaslgic and rebuilt and actually powerfull decks such as Reno Mage or Dragon Control Priest. Knowing that every dust investment that i make doesnt rotate anywhere is actually pretty good feeling which still keeps me in this game.

    Posted in: General Discussion
  • 2

    posted a message on Gunnolf's Wild OTK Reno Quest Mage (ft. Giants & Burn)

    It feels good when you pull out a win against an unsuspecting opponents. I've faced this build on ladder and my first thaught was, It has to be a Gunnolf build and I was not wrong xD. Amazing job with guide and deck as usual. If played right it is rewarding af. Gotta love your decks and different approaches to an archetype) I still remember that Combo-Control Burn Renomage with Solia back in the day ^^

    Posted in: Gunnolf's Wild OTK Reno Quest Mage (ft. Giants & Burn)
  • 1

    posted a message on Warlock Dominates Wild...

    Gotta love this guy and his clickbait threads xD I always have a good laugh 

    Posted in: Wild Format
  • 1

    posted a message on This deck deals with the Darkest Hour Warlock beautifully!

    Both you and your opponent relly on highroll against a Control and are made to highroll only. There is no innovation in this Big Priest deck and its not mindblowing. Also your suped duper counter doesnt solve their highroll on turn 4 with Nerubian Unraveler on board so this deck doesnt solve that at all.

    1. Bad advertising 2. Just a greedy Big Priest

    Was this worth a thread? No.

    Posted in: Wild Format
  • 1

    posted a message on Darkest Hour Warlock is a problem?

    It is stupid, but not as stupid as Star Aligner Druid was. So from my point of view it is still managenable xD

    Posted in: Wild Format
  • 1

    posted a message on Half of the Wild problems would be solved if players would play more skilfully
    Quote from RavenSunHP >>

    You see, by pointing what you deem as half of the problems of Wild, you are actually implying the other half is not a problem at all, just the state of things. But is it actually inevitable?

    Wild appears to be unfixable because at EVERY EXPANSION they keep printing a bunch of obviously broken cards that are exclusively kept in check by the Rotation.

    Why do they keep printing cards that allow to play other cards way before their mana is reached on curve?

    Is it REALLY NECESSARY to have these mechanics, in order to generate fun?

    If they strictly followed the rules of the mana curve, with only Mountain Giant as the exception about mana cheat, Wild would be a paradise now.

     

     

    This is just another mechanic in the game. Different strokes for different folks. Its not about mana cheating. People troughout the HS history complained about everything. Tutoring effects,Charge effects,Healing effects. EVERYTHING. If highrolly part of the game completely dissapeared people will change their hate towards any other aspect. Thinking that after highroll decks nerf that the Wild will be paradise is delusional.

    I havent said that other half is not a problem. Im saying that half of the problem can be easily solved by community. Afterall, how can you play an Eternal format yet missplay and not tweak your decks so hard and badly even though the game exists straight 5 years? Thats my problem. The other half won't be solved anyway. As I mentioned in my other posts on this forum: Wild is more broken format with more broken comboes across all archetypes(highroll included)

    Posted in: Wild Format
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