• 2

    posted a message on Luck on my side - Tavern can be useful

    Today i think the arena was worth it :)

    Posted in: General Discussion
  • 0

    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place! V2

    Im the only one who feels the meta to balanced? Everything beats me, but i beat nothing :D 

    Posted in: General Discussion
  • 2

    posted a message on New Rogue Legendary Card - Heistbaron Togwaggle

    Broken

    Posted in: Card Discussion
  • 0

    posted a message on Good lists for Jade Shaman? And is he viable?

    Even version is good. I dont played for months in wild and tried it last week. From 24 >> 13 with 5 losses :)

    Its a good deck now if you dont get in to long games.

    Posted in: Shaman
  • 0

    posted a message on Is Odd Mage the new Spell Hunter?

    Wait up until the meta starts to shift and counter it. I count on to see more silence and Big Game Hunter maybe.

    Posted in: Standard Format
  • 12

    posted a message on Kripp Zul'jin Spell Hunter

    Try something else, or at least wait a few days. Its a good deck but its not worth to destroy your collection.

    Posted in: Kripp Zul'jin Spell Hunter
  • 1

    posted a message on New Hunter Card Reveal - Revenge of the Wild

    My new favorit card :D

    Posted in: News
  • 0

    posted a message on The nerfs and buffs we need but don't deserve... | Part 1 - Classic set
    Quote from Velerios >>

    1.) Lord Jaraxxus: NOPE: This would allow you to have a 30 Health +Armor Jaraxxus, and this is totally overpowered. The Hero-power is one of the best in the games, even above the powerelevel of the other ones, for this he have weaknesses. Will never happen.

    2.) Nozdormu: Has a unique effect; not useful at all in any decks, but he's quite good when you can special summon him sometimes. especially against combo he's a 
    There is only one thing i would change: the effect should NOT end when he get destroyed. If a turn started with him on the field, the rope always go off in 15 seconds. This would be a huge buff to him, and still keep him as he is. No real need to change him.

    3.) Keeper of the Grove: He was before 4 mana 2/4, and used in any druid deck. Not sure if i want to see him again.

    4.) Mana Wyrm: While i can totally understand where this come from, i still think nope. Mana Wyrm got butchered and still see play. This shows how op it was. While a nerf to 2 health seems far more reasonable; i'm not sure if this would not maybe even nerf the wyrm more than the cost-increase to 2 mana.

    5.) Sorcerer's Apprentice: Yes. We have the same effect on Summoning Portal. Having mutiple 0 mana spells is together with antonidas too op. Or change the fireballs of Antonidas to not trigger itself. Maybe the second one would be better.

    6.) This would be more of an buff than a nerf; i don't understand what you mean: that he would maybe discard some cards? Uninteresting in aggro-decks. Don't matter if you discard cards, it were cards that you never drawn anyway. You win fast or give up. If you discard 3 cards it's the same as if you simply leaved them in the deck when you gave up. No, this is no nerf, this is a huge buff.

    7.) Only change that i can totally agree with. Doomguard should have Rush, and the Battlecry give him Charge. Don't matter if he discarded cards or not, the battlecry should only give it charge. Would still be insanely strong, but would be a nerf ONLY when you special summon him. And he could even then still trade at least.

     Thank you for the feedback.

    Just one remark on 1.) Lord Jaraxxus: It would still switch you to 15 life (no armor) as it does now, it would just appear in your deck and hand as a hero card. No changes on how it works are intended by me.

    Posted in: Standard Format
  • 0

    posted a message on The nerfs and buffs we need but don't deserve... | Part 1 - Classic set
    Quote from Akrosian94 >>

    This seems like a "I don't losing to this cards so they should be nerfed" kind of thread.

     I can assure its not :)  Its more 'wanna see some things done right' type of topic.

     

    Posted in: Standard Format
  • 0

    posted a message on The nerfs and buffs we need but don't deserve... | Part 1 - Classic set
    Quote from CranberrySawce >>

    I agree with most of your ideas, and in particular the armor tech card. However, I like the meme aspect of Nozdormu. Even if the card is unplayable, having this dragon occasionally pop up creates delightful moments.

     There is a heavy discussion ongoing because a lot of mobile players with bad connection loose to this card. Until re-connection is done you already lost 2 turns and the game.

    Posted in: Standard Format
  • 0

    posted a message on The nerfs and buffs we need but don't deserve... | Part 1 - Classic set
    Quote from darkhunter94 >>

    Divine Favor should be nerfed to say:

    "Draw two cards; if you have fewer cards in you hand than your opponent, draw a card."

    That would actually be close to balanced.

     I like this, can i take this and edit the post with this?

    Posted in: Standard Format
  • 1

    posted a message on The nerfs and buffs we need but don't deserve... | Part 1 - Classic set

    Good recognized. I wanted to aim for overdraw... Ether this or a limitation like draw not more than 4.

     

    Posted in: Standard Format
  • 1

    posted a message on The nerfs and buffs we need but don't deserve... | Part 1 - Classic set

    POST EDITED

    I see it coming; a lot of you will down vote me to the ground. The ones who don’t do it please feel free to give this a constructive critic.

    Part 1 - Classic set

    Lord Jaraxxus
    >> Change it to a Hero Card
    Remark: it should have been already done for a long time 

    Nozdormu
    >> new Battlecry: Add ’ The weight of time’ spell to your hand
    >> ’The weight of time’ spell: 3 mana spell – ’Half the Armor of both players’
    Remark: The needed Armor tech card and it also solves the Mobile Player issue in one step

    Keeper of the Grove
    >> new body: 2 attack / 3 health
    Remark: with a stronger body it should see more play and shake up the meta

    Mana Wyrm
    >> new body: 1 attack / 2 health
    >> original mana cost: 1 mana
    Remark: It’s the nerf we need but don’t deserve….

    Sorcerer's Apprentice
    >> new body: 2 attack / 2 health
    >> updated effect: Your spells cost (1) less, but not less than (1).
    Remark: It’s the nerf we need but don’t deserve….

    Divine Favor
    edited>> Draw as many cards as your opponent has in his hand.
    UPDATE>> Draw two (2) cards; if you have fewer cards in you hand than your opponent, draw one (1) additional card.
    Remark: It’s the nerf we need but don’t deserve….

    Doomguard
    >> Rush
    >> Battlecry: Discard 2 cards to gain charge
    Remark: It’s the nerf we need but don’t deserve…. (im unsure in this one)

    Posted in: Standard Format
  • 0

    posted a message on Rdu's Spell Hunter [Legend 20]

    Use it to dig Tempo. Most of the time you try to build up the tempo and press, your secrets should take care about most of your problems. Let your opponent trade.

    Posted in: Rdu's Spell Hunter [Legend 20]
  • 0

    posted a message on Thijs EZ Big EZ Druid

    Yes! I removed the DK and it fits pretty well until now. 9:2 Win / Loose ration around R11

    Posted in: Thijs EZ Big EZ Druid
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