Kael nerf is fine - it's still an auto include in Guardian Druid, just means your best turns are capped at being grossly unfair, rather than game-ending.
Do not understand the point of the Illucia nerf yet
3
Kael nerf is fine - it's still an auto include in Guardian Druid, just means your best turns are capped at being grossly unfair, rather than game-ending.
Do not understand the point of the Illucia nerf yet
4
Because 25/28 on board and +4 /+4 for all your minions on turn 3 is not OK.
1
Yes it counts as a zero cost card .
1
Even if some of the cards are much better in one class i feel like this dual class expansion was very flavorful and the cards were really designed well. I do like more dual class cards in the future.
1
Quote from RendInFriend >>Pure pally is a tempo deck deck. It aims to play multiple buff cards per turn to build a big board and end the game before plague of death can be played. Libram of justice and consecration does make it a control deck.
Are t4/5 wins considered tempo now? Sorry, I'm falling behind in the conversation.
So libram is Tempo/control/agro depending on your Mulligan?
When it CAN win is not the most important imo, it is rather about playstyle, when the swing-turns happen and if it is attacking or defending in different matchups.
Pure paladin is absolutely tempo in my opinion, as it relies on a board to stick and buff it up from the early turns. Odd paladin is also tempo imo, but slightly faster.
Some times, obvious tempo decks are called aggro because they are the fastest decks in the metagame, and are indeed the aggressor in almost every matchup.
Common CCG knowledge says there is always a "beat down" and a "control" deck in every match. A control deck typically needs to be the "beat down" against combo decks, killing them off before they can gather their pieces. Also, a very fast aggro deck can end up be the "control" deck against and ever faster deck with more burst and less board presence.
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Pure pally is a tempo deck deck. It aims to play multiple buff cards per turn to build a big board and end the game before plague of death can be played. Libram of justice and consecration does make it a control deck.
2
If you want to argue that the game is rigged, learn statistics and present actual evidence.
This ain't it, chief.
7
There's nothing skilled about it. The only decision you need to make is - does my hand have anything useful that I want to cast?
Yes - don't cast; No - cast. It really is that simple.
It's very simply an undercosted draw card with a quirk. I'm not saying it's stupidly OP or needs a nerf, just that it's not as clever as you think it is. It does make tracking look a bit pish tho...
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the thing is, he also plays the broken druid deck. Get rekt mate
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Quote from Dauthdaert1 >>In a way I support this design philosophy in Digital Card Games because they're mostly free and errata can just be applied through patches. Its a little more frustrating because of the raw power some of these cards have, but i do have a genuine question.
Would you rather them make underwhelming cards that aren't powerful? As a business trying to get money off of a free game, they need to make purchasing packs with money seem appealing somehow.
Would it be better if the evergreen sets, Basic and Classic, had a higher level of power itself, to balance out new cards entering at this standard?
This is the reason why year of the raven was the worst standard, The witchwood, Boomsday and Rastakhan where so underwhelming in terms of good cards that the meta game never really changed
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"unchecked" they literally nerfed half the demon hunter set, this is the first time they nerf so many cards from one specific class in a short amount of time.
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Jesus christ will they ever stop nerfing DH? I just came back after a 30 days break thinking this would be a good time to finally try out the new class, turns out they are not done nerfing the shit out of Illidan until he gets 30% overall winrate and 0 playable deck in Wild.
How about you give DH a balanced 2 mana hero power instead of nerfing every single good card they have to compensate for the better hero power? This is giving me old warlock vibes, but worse. At least warlock used to straight up get shit cards, not super enjoyable cards nerfed to oblivion.
Looks like it was all planned from the beginning to make people buy more packs. It was painfully obvious that they made it too strong at release, but it is now painfully obvious that they are trying to kill the class until the next cycle of OP cards, because it's so much more fun to lose to mages.
Nerfing warglaives is a ***ing joke, at release we had countless 5 mana cards to play with, so much that warglaives was even considered a weak card. Now illidan has to play neutral cards to fill his curve with decent 5 drops LOL.
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So actual statistics show DH being fine in tier 2 or 3, but you know better than statistics because you lost against DH?
Okay dude. Of all the things that need a nerf in Wild DH is the last one on the list.
Also it's a card game so yeah dude RNG got you to legend that's not a surprise and that was a thing before DH.
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There will never be any creativity anymore but this has nothing to do with the rotation.
Creativity was gone when Blizzard decided to hand it over to streamers to play the expansions a few days before everyone else.
By the time the expansion actually launches, everything is already on YouTube, everyone knows what are the bad cards and the good decks, theorycrafting has already shifted to refining.
1
Really?
I have seen one DH play that card against me and it didn't go well (triggered once, wrong target). I don't even know how you win with that deck. Once the Wrathscale is gone the deck does nothing.
It's like the worst DH archetype right now. Face and midrange DH decks are more impactful imo. I'm climbing the ladder with the midrange one.
1
In Wild, meta decks are secret mage and quest mage, from rank 20 all the way down to legend 1. You will encounter so many mages that any other decks feels refreshing and off meta
In standard I'm not sure I haven't played much. Things are about to change anyway with the new expansion.
3
Care to explain why it's the most cancerous deck in history ?
I still have bad memories of pre nerf starving buzzard beast hunter, and pref nerf undertaker face hunter.
Pirate warrior with pre nerf patches.
Aggro druid with pre nerf force of nature, that 14 health threshold that you had to maintain at any cost while clearing the board every single turn.
And more recently secret mage in Wild is giving ME cancer. You just lose if you're not playing a t1 deck with an insane opener. There's just too much consistency, synergy and mana cheating in that deck for my taste. And the anti secret tech that is just so slow and barely improves your chances while ruining your deck against other classes.
And these are just the aggro decks. I won't go over cancerous combo decks but I could.
Nowadays Hearthstone has a little more tools to deal with the insane aggro openers.
Priest and Warrior with their efficient, low cost board clears and numerous healing cards will destroy this token DH deck.
Token decks can be very powerful but also very polarized and susceptible to counter decks/cards in my opinion.
In fact I think aggro DH with all the token synergy replaced with weapons and hero attack buffs and cheaper cards will be much harder to deal with. Wrathscale Naga is very clunky sometimes and without this card the decks barely does anything. And feast of souls while potentially game breaking I'm sure you found out is hard to include in a deck and can be sitting in your hand for a long time (I see there is only one in the deck you linked, doesn't surprise me) aggro DH needs cheap, direct damage, and cheap, direct card draw, not combos. And he has a ton of that. Cycling through your entire deck with Altruis will be crazier than turn 8 Wrathscale and Knife juggler shenaningans I think.
1
At first when I read "2 turns" I thought she would be OP but then I saw her being played and the 2 turns include the turn you play her. It's still better than freeze but not that much. Control decks will probably play actual removal over his temporary dormant effect, but she'll be played in a lot of tempo decks for sure.
And a nice tech against deathrattle decks I guess. Maybe control decks play Maiev after all.
1
I can see this being used in some sort of rez priest or deathrattle synergy whatever class, where you constantly get back al'ar and the ashes and the multiple al'ar eventually get too sticky and impossible to deal with.. I guess
1
Well if all you want is counter aggro and have enough time to play yogg, just play a lot of healing/armor cards, don't try to build a real deck.
Aggro is the easiest archetype to counter if you're not at all trying to compete against other archetypes. Especially in Wild where there are tons of good "sustain" cards. Just play 29 of these cards (preferably spells of course) + yogg.
Maybe put in there some anti secret tech otherwise secret mage will bully you of course, because having mana cheating on half your cards is stronger then heals and taunts.