The deck works as advertised against Highlander (and the players who bother teching Steamcleaner are too few at the moment), but Even Shaman has been ruining my day trying to play your deck. Not sure which cards should be cut to make room for clears (without compromising your deck's uniqueness/coolness factor too much).
- Gargini
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mshan95032 posted a message on Oh we excavate alright... with BOMBS!Posted in: Oh we excavate alright... with BOMBS! -
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Nymrod posted a message on Balance Changes Next Tuesday - Kael'thas, Switcheroo, Warrior Quest & MorePosted in: NewsAgreed, most of the time my issue is having to face a sudden 7/1 gorehowl to the face or a free Smite.
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YourPersonalGuru posted a message on Balance Changes Next Tuesday - Kael'thas, Switcheroo, Warrior Quest & MorePosted in: NewsI'm also a bit surpised that they would nerf the card twice rather than addressing the massive highroll potential that mostly just piss people off...
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Sarlatan posted a message on Balance Changes Next Tuesday - Kael'thas, Switcheroo, Warrior Quest & MorePosted in: NewsPlease, please don't EVER print quests again. All the Stormwind quests are obnoxious, unfun to play or play against and your reluctance to properly balance or rework them shows how little you know about your own game.
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mickle1934 posted a message on Balance Changes Next Tuesday - Kael'thas, Switcheroo, Warrior Quest & MorePosted in: Newswhat a joke
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AnythingGoes posted a message on Balance Changes Next Tuesday - Kael'thas, Switcheroo, Warrior Quest & MorePosted in: NewsThe warrior questline was fine and adding 1 more step makes no difference because there are too many cheap pirates. The problem is Mr.Smite and the 1 mana version of it, I really don't understand why they insist of doing nothing about that and its not only for warrior, rogue and paladin are problematic too when it comes to Mr.Smite.
I like the other nerfs so far.
Hunter questline needs at least 2 more steps (3/3 3/3 2/2) and ofc ban for wild.
Mech mage and demon hunter needs some adjusting too.
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Honestly would make more sense to nerf the Juggernaut itself. Just make it so it can only summon a pirate that costs (3) or less and give you a weapon that costs (3) or less. Getting ridiculous value out of nowhere is basicaly this deck's main win condition, and with that change, deck would be more balanced and would force warriors to play a more self sustained archetype, rather then unadulterated aggro which should only have place in wild.