what do u mean no reason to buy , this is hearthstone , if you wanna keep playing this game you need to consider every single opportunity that blizzard gave players , mini sets are great even thought cards are terrible.
- H1st0ry
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Nirnaeth posted a message on New Mage Cards Revealed - Throne of Tides CardsPosted in: News -
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MysteryboxHS posted a message on New Mage Cards Revealed - Throne of Tides CardsPosted in: NewsYou can tell so many people on this website have no idea what they are talking about. The Legendary is very strong. 5 mana 5/5 better antique healbot see's play all day every day in mage. It also works with Brann. Ya'll are wilin.
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kwikill posted a message on New Mage Cards Revealed - Throne of Tides CardsPosted in: Newsplease stop giving mages mana cheat
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SmilyF0x posted a message on New Mage Cards Revealed - Throne of Tides CardsPosted in: Newsstill no reason to buy this DLC..
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GibreelFury posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place! V2Posted in: General DiscussionQuote from TheDarksider >>Quote from Vendetta1978 >>Pirate warrior and again a pirate warrior.....4 out of 5 games are against those BRAINLESS FUCKS!!!
BRAINLESS CUNTS!!!
I ROPE THEM FUCKS TO HELL!!!!
Babyraging ropers are worst than meta slaves. Just end the fucking game, you gain nothing doing this.
You people need to understand the psychological purpose of roping. It's about payback. It's about players wanting to impose 3 minutes games to each and every opponent. And about opponents exercising their right to negate that imposition by using the only tool they're left with: time wasting.
So no, we don't gain anything from roping. But we pay them back with the same currency: frustration.
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jonkacz posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place! V2Posted in: General DiscussionConstructed is so toxic and unhealthy I can't believe it came that far.
Minimum board interaction and you either destroy the oponent or get smashed with "miraculous" turnarounds. EVERYTIME with the start of new expansion some toxic shit happens, like c'mon. Switheroo turn 4 you're dead in both format, thank you very much.
..also 1000 pages of quality salt, nice.
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3nnu1 posted a message on Holy !$?! Blizz disable switcherooPosted in: Card DiscussionThe shills in this game are so disgusting, people point out something obviously broken and unfun. And the shills suggest that every other player should run something that weakens their deck just in case they face priest while it weakens them against most other matchups. This is the stupidest and most disingenous argument a player can make for something to be balanced when it is clearly not.
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Jonesy978 posted a message on Holy !$?! Blizz disable switcherooPosted in: Card DiscussionQuote from RendInFriend >>Quote from CoraxCorvus >>It's impossible to win a turn 3 priest that plays 2 12/12 minions...
Yeah, they printed neutral mass silence and people can’t figure out how to stop losing to switcheroo
"Priest has switcheroo on turn 3 and you don't have starfish, you lose" or "Priest has switcheroo on turn 3 and you have starfish, automatic win and priest concedes" I'm sorry but is this what qualifies as an exciting card game now? I don't think these coinflip "does he have it or automatic win" scenarios are fun for either player involved. Priest having access to a 1 mana "fuck all your taunts" in shard makes it even more obnoxious since you can't use taunt minions to find time to resolve the stat sticks.
+1000
This is just shit game design, it leads to non-games so often, and is incredibly frustrating to lose against.
Add to this that idiotic Naga Mage deck which will become as common as pre-nerf Garrote rogue soon enough.
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SoundwaveVR posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place! V2Posted in: General DiscussionGoing to 20 mana is so fair. Fuck you, aids druids
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MysteryboxHS posted a message on The Druid Problem: An AnalysisPosted in: General DiscussionI'm not going to lead in with some long winded intro, but I will preface this analysis by stating that this is going to be broken down into various parts, aimed to encapsulate the areas that makes Druid strong, and how those area's play onto one another's inherent strengths.
Let's get started.
-The Consistency Problem-
One thing that Druids do, far better than any other class without any semblance of reasonable close comparison, is find their strongest cards, namely Guff, with extreme consistency. The offenders and enablers of this are as follows:
These three (six) cards contribute insurmountably to the success of Druid. They allow Druid to shore up their necessary pieces to produce a consistent experience with each playthrough. An experience offered to very few other classes in any capacity. I feel the abundance of cheap, efficient "tutoring" options that Druid has access to contributes more to their success than any other factor. Every other strength of the deck is magnified by the options to see those strengths at all via these enablers.
-The Card Advantage Problem-
I am not going to reference cards in this category, as I feel this is is glaringly apparent and obvious. Fourteen of the thirty cards in the standard list draw or produce additional cards, with almost all of them producing several additional. Druids are, in short, capable of churning through their deck with both extreme ease and consistency.
-The Kazakusan Problem-
All of this deck churning mentioned in the previous assessment would, in most cases, result in a sense of inevitability for the Druid via self fatigue. However that opposition is solved by a single minion that we all know and love, Kazakusan
Rather than this reckless deck churning running the Druid out of fuel, they are rewarded with a deck that flips their own inevitability onto their opponent. All of a sudden, the Druid's deck now consists of the strongest cards imaginable. One's that the druid will also have ease of access to, thanks to previously mentioned strengths.
-The Tempo and Counter Tempo Problem-
So let's start with the Counter or Anti-tempo problem. One thing long time Hearthstone players will remember is that Druids traditionally don't have the easiest means of clearing enemy boards, be them wide or tall. Blizzard decided to remedy this shortcoming through the likes of:
Where Druids once fell short of options to catchup on a lost board, their woes have been remedied through these means to some extent.
As for the Tempo problem itself, I think this is something we have all experienced. Druids dropping the ever favorite Oracle of Elune , and proceeding to summon 16/16, or even 32/32 in stats, for 0 mana, thanks to a giant that synergizes extremely well with their already sound gameplan.
-The Sustain Problem-
So you may think that you should be able to stick a bunch of damage early game while druid is in their "set up" phase, and then finish them with reach, right? Wrong. Blizzard has brought back Earthen Scales to give Druids a very consistent 1 mana: Gain 9+ armor. Sometimes running into three of these thanks to Moonlit Guidance. Another weakness of sacrificing an early game shorn up with a single, cheap card.
-The Ramp/Guff Problem-
Finally we arrive at the problem that Druid is notoriously disliked for. Their ability to bridge a wide gap in mana with their opponent. Well, thanks to their new hero Guff, this gap has been taken further than ever seen before. It is not uncommon for the Druid to be at 14+ mana while you're at 6-7, and anyone on the receiving end of that knows the kinds of disadvantage that provides. I'm not going to delve deeper into this, as it's very known and apparent. We've all been there. We've all seen what a class can do with twenty mana and no shortage of cards.
-In Conclusion-
I want to conclude by saying that, of all of the problems listed above, I believe the greatest offender to be the consistency problem. Everything else is made possible by Druids ability to consistently find the pieces needed. It all falls into place because Druid is very good and efficient at making it all fall into place. Guff wouldn't be the problem he is if he wasn't consistently found and played on or shortly after curve.
But that aside, something has got to give. It's a class that basically has everything, and lacks little. Early game, big tempo decks like Demon hunter, Pirate warriors, and some Mech variants can still bring Druid to heel. But even against all of that, Druid can still easily sneak out a win if they don't whiff on too much early game.
Something needs to give with Druid Blizzard, they shouldn't have "it all."
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The Dragon is extremely strong with the Amulet. Maybe not as a standalone card but it still is strong.
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Entomb is back... I dont like it. But its good for priest.
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this card should never been printed... can we stop making cards that mess around with ANYTHING you want to do? Especally cards in your hand and deck should be save or carefuly removed. Not those "delete your hand" kind of card
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Microsoft has nothing to say for the next 12 months. Mercs is just not good.
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You know that MS will take the lead next year right...
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in options is a new well option that is on "medium" at default. Switch it to high and it should work again
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Brilliant changes
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Guff needs hefty nerfs. I would even say put him on 7 mana and change the HP to only give an EMTPY mana crystal and no crystal on the battle cry. As soon as this card is out druid will be manageable.
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Kaza is the biggest problem because that is a win condition on its own without counter. Everything else can be dealt with with silence, hard creamoval and board clear. Kazas text need to be changed that it just works if you have dragons in your deck and that you get ONE treasure per dragon in the deck. This shit card need to go.
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I play mech paladin. I love board oriented decks. Paladin does not have those heavy damage rounds like mech mage with the shark but much more value generation. I love killing quest warriors and hunters >:)