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    posted a message on When is the Nerf Necessary?

    Miracle Rogue had a much higher winrate than Patron Warrior, had no counters that were commonly run (whereas patron loses horribly against any form of a control-ish Warlock or Mage deck, including Handlock, Demon Handlock, Control Mage, etc, and also has a negative winrate versus another deck from its own class, Control Warrior), and more importantly, was THE ONLY ROGUE DECK.

    That was literally the only Rogue deck. There were no others. There was no Oil Rogue, no Mill Rogue, no Control Rogue.

    At the moment Rogue still has issues with the fact that Oil Rogue, despite having some decent variance within it, is the only commonly used Rogue deck, but it's not dominant the way Miracle Rogue was.

    But ultimately, the comparison between Miracle Rogue and Patron Warrior is mostly unfounded. Patron Warrior is the best deck right now, because it has the highest average winrate. Miracle Rogue was the best deck because it had the best winrates against ALL DECKS. There was a time when five of the top 10 legend spots were taken up by people playing Miracle Rogue. We've never had more than two people playing Patron in the top 10, and even then only for a short moment.

    Basically, there will ALWAYS be a deck that's the best deck at a given time. It's only when a deck is actually 'dominating' in the sense that you can't play around it that you've got a serious issue, and right now, according to the last Meta Snapshot, Patron is boasting a lovely 20% winrate vs Control Mage, a 30-40 vs Handlock variations, a 40 vs Mech Shaman and less than 40 vs Control Warrior. The worst matchups Miracle ever had were Face Hunter and Handlock, and pretty much every single other matchup it had was either floating around 50% or much, much higher than that.

    So yes. Patron is the best deck on the ladder. It's not even close to what Miracle Rogue used to be though.

    Not really comparable circumstances.

    Posted in: General Discussion
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    posted a message on Legendary Tier Crafting Guide

    Competitively, Levi has some niche uses in some variations on giants Mage. Greenskin has some niche uses in midrange Paly and control Rogue. Deathwing has some REALLY niche uses in rattle Shaman.

    Cho isn't competitive at all, but is reeeeaaally fun.

     

    Take your pick based on what you play. If you don't need anything, but just WANT something, I recommend Deathwing and Cho, based purely on raw fun.

    Posted in: Card Discussion
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    posted a message on Any ex-Legends who can help me?

    Number one biggest recommendation from a player who's hit legend, but struggled a lot to get started:

    Take time on your turns.

    People complain about long turns a lot, but the single biggest thing that improved my play was just taking the time to consider what my opponent might play, what the repercussions of my actions might be, what cards I might draw into or how likely I will be to win in a few turns.

    Posted in: General Discussion
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    posted a message on Weekly Design Competition #19 - [Ended]

    http://i.imgur.com/eooPU7L.png

    Totem tribal, here I come.

    Posted in: Fan Creations
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    posted a message on Does Dr. Boom Need to be Nerfed?

    The reason Boom is being so heavily called to the nerfstick is that although some people are making claims about his difference in speed vs Rag, with the reason the speed of the damage matters being your opponent's ability to respond and play around it. Once Boom is on the field, 2-8 damage can be considered guaranteed. Nobody runs Mass Dispel. Rag hits End of Turn. What this means is that it's in that spot BEFORE your opponent can play around it, but AFTER you're able to play around it. As a result, unless you're TRYING to go for face, Rag can whiff very easily. If he's removed by a spell or a BGH the turn after he's played, he's VERY likely not to have been worth the cost, unless you played him for the win.

    Boom's damage comes in at a speed AFTER you're able to play around it, but also WHEN you're opponent can play around it.  What this means is that Boom's actual slowness is only half the disadvantage versus Rag that an actual battlecry would be, because even with Rag, YOU can't play around your own damage. UNLIKE Rag, Boom is split into 3 units. This means that if you throw a kill spell on Boom, then he still does 2 damage a turn AND has 2 health, even after dying. Rag averages 8 damage in a game. Boom average his 2-8, plus 2, and ALWAYS trades 2 for 1, because he HAS to be either traded into by multiple creatures into three targets, or takes two spells to kill.

    He's stickier than Rag, averages only 1 less damage when played, 5+2 versus 8, and trades 2 for 1 guarenteed versus Rag who can trade 1 for 1, or even 1 for 0 versus BGH.

    ...And I never even bothered mentioning that he costs less mana.

    We need powerful legendaries in the 7 slot. This much is obvious. I think, despite the public outcry at it, that Leviathan was an EXCELLENT addition to Control mage and Giants mage. But having a card so powerful that you run it in aggro decks at 7 mana is absurd.

    Posted in: Card Discussion
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    posted a message on Does Dr. Boom Need to be Nerfed?

    I think you may wish to consider paying a little closer attention to the competitive metagame. Shamans with Nep also run Boom, Rogues run it AS WELL as sprint, competitive Hunter actually does run it, even Warriors with Gorehowl run it too, Mages with Antonidas also run Boom, both combo Druid AND ramp Druid run Boom, combo because the extra minions are amazing, Ramp because it provide both more stats and an effect AND can't be removed by one spell vs Ancient of War.

    YES. The 7 slot is lacking in incredibly powerful legendaries. But when a 7 mana card is even run in Aggro decks, you have a serious issue with the design of a card. There isn't a single competitive deck that exists, with the SOLE EXCEPTION of Freeze Mage, that DOESN'T run Boom. Freeze Mage is the only deck that's so strapped for cards in its strategy that it can't AFFORD to run Boom. But if a deck actually runs minions, then it runs the card that gives 18 stats for 7 mana, can't be removed by a kill spell, AND gives 2-8 damage on top of that.

    Before GvG came out, the only deck that was known to consistently run BGH was Combo Druid, despite the prevalence of Handlock at the time. AFTER GvG, Nearly every class runs at least one, with some running two. The ONLY card added in GvG that's regularly used that has 7 attack or more is Dr. Boom.

    That's not a coincidence, broski.The basic fact is that YES, we need some better 7 drops outside of Druid. I'm not counting Troggzor, because despite how incredibly baller his effect might be, he's really just a more expensive, worse version of Loatheb.But a drop so good you run it in aggro at 7 mana is insane.

    Posted in: Card Discussion
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    posted a message on Epidemic of People Wasting Time

    I used to look at the board, look at my cards, and make a play. Most of the time I found once my opponent played their turn, if I was paying any attention, I would see a better play I could have made. Once I slowed myself down, and made sure to consider my plays and my opponent's counter-plays, I started doing a lot better on ladder. I've made it to legend most seasons now, and I attribute that to a slowing down of my play then almost anything else.

    Posted in: General Discussion
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