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

    Topdecks in the game are BULLSHIT! What is the point of playing this game where an aggro rogue just top decks secret Passage into lethal?

    Or Priest randoms into their 100th random bullshit minion! IT IS FUCKING CRAZY

    Posted in: General Discussion
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    posted a message on Anyone disappointed with Tavern brawls lately?

    Like Tavern brawls used to be updated frequently and lately they seem to mostly just be repeats. 

    I understand you not Always going to get a new tavern brawl, but we have an event this week and instead of a fresh tavern brawl based around the current expansion, we are getting brawliseum which you can only play once or pay like 1000 gold to enter again. 

    Anyone else feeling a big disappointed with the lack of new brawls and brawls linked around the expansion? Like we don't even have recipe brawls anymore which I feel like is another blow as getting to play free current deck lists is pretty cool!

    Also just did a count and we have had 9 weeks of repeat brawls 

    Posted in: General Discussion
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    posted a message on Anyone else a little sad we don't have a Scholomance single player coming?
    Don't get me wrong, The book of heroes looks AMAZING! I am so excited about playing it and having fresh content every month. I do think that is very healthy for the game and a great Idea! However, I am a bit disappointed that we are not going to have the story of Scholomance told.

    Like I love single player stories and I was very excited to see what kind of things they were going to do with Scholomance Academy! They had such a good theme and really hyped up the story in many ways:

    1: The trailer hinted from 48-56 seconds about an evil cult under the school https://www.youtube.com/watch?v=RyhD3x-MzNc

     

    2: The post hinting a story about something darker in the school "Just . . . don’t go exploring those dusty crypts beneath the schoolgrounds. There’s no reason at all to be concerned about what Kel’Thuzad and the Cult of the Damned are stirring up down there ..." https://playhearthstone.com/en-gb/news/23453343/announcing-scholomance-academy-hearthstone-s-newest-expansion

     

    3: Alot of the card art like Flesh Giant andDisciplinarian Gandling showed a darker side of the school which would have been cool to explore.

    Then they kind of just fell flat on their faces a bit and decided not the tell the story? Like I don't know how everyone else feels, but I just a little disappointed as I personally was excited for this story after all the hints which was dropped about something evil happening. Like from a flavor point a view I have so many questions like What happened to Infiltrator Lilian? What was the cult of the Damned doing under the school? Were all the teachers Evil as well? Did Headmaster Kel’Thuzad complete his goal? which now will never be answered.

    Anyone else feel like it was a missed Opportunity a bit?

    Posted in: General Discussion
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    posted a message on Cards I would Nerf in Wild from each class and Neutral to make Wild more fun
    Quote from TwentyOneBeers >>

    Sure you are allowed to opinions, and it's amazing that you post it so that we can wreck it :) or maybe i'm wrong and i'll be wrecked by saying NO to BORINGSTONE.

    Lol not much of a discussion when you just wait for people to put opinion up and go and "wreck them" and tell them to  "Quit the game". Could at least offer a more argument if you disagree :) I may be very wrong, but just my opinion like I said.

    Posted in: General Discussion
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    posted a message on Cards I would Nerf in Wild from each class and Neutral to make Wild more fun

    Wow, I am not allowed an opinion? I never said Wild it not perfect, I just listed cards I thought I would change To make wild a bit more fun in casal.

    Maybe read the post before you comment as I said "Opinion" like 8 times. 

    Posted in: General Discussion
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    posted a message on Cards I would Nerf in Wild from each class and Neutral to make Wild more fun

    This is just my opinion of cards I would change or nerf for wild to be a little more fun and less mana cheating or broken, so please remember this is my opinion. I play wild mostly and have played with almost all the current top decks to I have a good idea of cards I think are causing trouble/preventing fun. 

    DISCLAIMER: THIS IS FOR FUN PURPOSE ONLY AND MOSTLY FOR CASUAL MODE!  JUST AS I KNOW PEOPLE SEE ANYONE WHO SUGGESTS CHANGING A CARD AND GET SUPER DEFENSIVE! NOT CALLING WILD UNFUN, JUST PERSONAL CHOICES! NOT MEANT TO BE A SALTY RANT

    Here is my 1 or 2 choices for each class:

    Demon hunter: Demon hunter is not too powerful in wild compared to How powerful it used to be With Odd Demon hunter. If I had to choose a card to nerf here is my top choice, however not too many cards which I see as being in need of a change:

    Glaivebound Adept: This card feels really aggressive at 5 mana for a 6/4 with  the flexibility to deal 4 damage. It works well with demon hunters 1 cost hero power and has a very Big body to deal with. I would say it to a 5/4 just to it is still a fair stated 5 drop, but a little less aggressive.  

    Druid: Druid plays a few different decks, but my main focus is on the mana cheating Aggro deck which has the ability to cheat out and buff a huge board on turn 1 or two. I think the issue is the high roll of this deck which can win games on turn 2-3 if they draw well. He is my top card I would change to make it a little less oppressive in some matchups:

    Lightning Bloom: Too good in standard and wild. A druid now the ability to empty its hand on turn 1 and making a huge board and buff it where they have won the game unless your opponents has a card like Devolve or a coin into a 3 cost board removal. In a big deck, it cheats out HUGE beasts or minions early on and can be an issue. I am not sure How to change the card, but I feel like Having refresh 2 mana crystals (Overload 1) would be a big fairer and make it a late or mid game card instead of an early board swing or a cheat mana card. 

    Spreading Plague: I find it just an obnoxious card to play against. Having a board of 1/5 with taunts for 6 mana is really good and punishing your opponents to that degree and slowing them down is just really annoying. I say making the taints 1/4 is still good and makes it a little more vulnerable to cards like Flamestrike.  

    Hunter: Another Class which is not too powerful in wild so I am being picky and just choosing a cards which seems to make some games feel the same or a bit too aggressive and can spiral out of control if not removed. 

    Phase Stalker: The issue with this card is Wild has ALOT of secrets now and it is kind of hard to play around EVERYTHING. This mana cheat card is not oppressive, but spirals out of control if not being removed quickly. I say making it a 2/2 makes it a bit easier to kill as it's effect is really good. 

    Dinotamer Brann: King krush and a 2/4 on turn 7 is a bit mental and combos well with Kill Command for a huge amount of damage on turn 10. I say making it 8 mana feels a little better as it is still REALLY good and having King krush on turn 8 is powerful, but limits swing turns and slows down the effect a bit. 

    Mage: Mage has alot of decks which are too random of oppressive in Wild. Nothing is crazy Broken at the moment, but open the way gate deck and secret deck feels unfun to play against, so I will target them for changes. 

    Sorcerer's Apprentice: Main reason why Open the way gate is so unfun to play against and the main problem with quest Mage. Spamming 1-cost spells is pretty horrible at can complete the quest very fast. Making is so (spells can't cost less that one) keeps the flavor of the card without destroying it, but makes it less oppressive. 

    Arcanologist: A 2/3 that draws a Secret? If Secrets were bad I could understand why the card is overstated for a draw card, but this card is NUTS! and Helps not only control the board, but also draws a card which is heavy synergistic with the rest of the deck. Making it a  2/2 would be fairer and keep the effect. 

    Cloud Prince: This is a difficult call on a card, but personal choice. while the card is not broken, it is frustrating to play against in Wild. It is a 1 mana 4/4 which has battlecry: Cast fireball which seems so good in a deck which wants to burn you down as fast as possible. I say Making it deal 6 damage to a minion only rewards secrets being used in a control aspect and making sure the card stays strong. A subtle, but big chance I would say to make secret Mage a little less swingy. 

    Paladin: Some small tweaks to make the class a little less crazy in certain games. Overall the class is not one of the top performing, but Has the ability to do crazy things with Mechs and Odd cost cards which could be toned down a bit. 

    Crystology: Hard call for a card when it comes to changing it as I know It was buffed, but 1 mana drawing 2 cards which can tutor seems a little over the top. Having the ability to draw Glow-Tron, Aldor Attendant, Flying Machine, Lynessa Sunsorrow and more can be brutal at any time of the game. I say Making it draw either one 1-attack minion or making it cost 2 mana would bring it back into line of power. 

    Muster for Battle: The reason why I put this card is that it just is so powerful at 3 mana and works well in almost every aggressive paladin deck. Maybe the best 3 cost card of the class every printed, I say maybe tone it down a bit, Maybe having a 1/2 weapon or it summon 2 silver hand recruits would be a little less bonkers. 

    Priest: Highlander, enough said. 

    Raza the Chained: Simple, make the hero power cost (1) again. It is a cool card, but having it cost (0) mana for the rest of the game gives incredible healing potential and combos too well with the death knight.

    Mass Hysteria: Personal choice, but I feel like this card has become almost too good for 5 mana. I like good board clears, but it just seems too effective and targets everything your opponent has which can be so soul crushing to play against. Making is 6 mana kind of makes sense as flavor wise 6 is seen as an evil number so it causing "Mass Hysteria" seems more appropriate and it makes it the best 6 cost board clear which is still balanced. 

    Rouge: Kingsbane rouge is too aggressive in my opinion, seems like 1 or two cards in the deck should change a bit to become a little more in line. 

    Secret Passage: 1 mana draw 5 and always draw your Kingsbane and cheap pirates and finding lethal is annoying and unfun. I say make it draw 4 cards and not keep any cards you draw would kind of be a little more balanced and still a good card. 

    Cavern Shinyfinder: The issue with this card is it's attack. I know it has 1 health and can easily be killed, but It having 3 attack on a tutor card for 2 mana seems Bonkers to me. Like it is a battlecry: draw a huge weapon and summon an aggressive started 2 drop which needs to be answered. I say just make it a 2/1 which still is good and works well. 

    Shaman: Not a great class in Wild so Only have 1 card I would change. 

    Lightning Bloom: Too good in standard and wild. A card which can allow shaman to cheat out huge things which is one of it's only good decks, but still mana cheating and can be unfun to play against. Same change idea for this card as the Druid one. 

    Warlock: Mana chat seems to be a bit crazy in Warlock, so I think I would address 2 cards which would make this a little less mental. 

    Darkglare: The Darkglare warlock is WAY to Swingy in my opinion. Cheating huge giants and other creatures out has become a  huge issue and warped the meta a bit. I say Making it refresh only 1 mana Crystal is a subtle, but good change. 

    Voidcaller: You know a card is REALLY good when it is many years old and still one of the top card in most control warlocks. Cheating out a 9 cost demon on turn 4 or 5 is too much. I say make it cost 5 mana or make it that the deathrattle only triggers if it dies on your turn which fits well into sacrifice warlock flavor. I am just bored of Warlock in Wild basically just being This card as it's main thing for the last 3 years. 

    Warrior: Another class with only really 1 deck in wild, so going to choose 1 card which I feel can be a bit unfun to play against

    Wrenchcalibur: Cool name, but horrible design for a card. It is pretty powerful in standard and pops up in Wild and can be a bit aggressive. I am not sure how to nerf this one, maybe making the bombs deal 3/4 damage instead or making it cost 5 mana would be a bit better and slow it down. 

    Netural: 

    Common: 

    Ship's Cannon: I actually Hate this card, so a bit bias, but It seems like a busted version of Skybarge. Skybarge came out in 2019, but seems powerful, but not broken as a class card. Whereas Ship's cannon is a good stated 2 drop, has appeared in every pirate deck ever and can swing the early game with the amount of mana cheating Pirates that can be summoned. A simple change, make this card Pirates you PLAY! Then it is still good and weaker than the class card Skybarge

    Rare:

    Voracious Reader: I just don't think a super hyper aggro deck should always be reward with this card which is just a simply better version of Jeeves. I say make it only until you have 2 cards, which makes it a little less powerful and more like a weaker and cheaper Jeeves instead of just a better Jeeves all around. 

    Epic:

    Could not find any epic at the current moment which I find Busted in neutral, let me know if you have any?

    Legendary:

    Patches the Pirate Whenever Pirates become good, this card is in EVERY DECK. Don't know how I would change it, but It seems too good still and combos really well with Ship's Cannon. Any suggestions on this one?

    This is my list, remember this is just my opinion on what I think Would make wild a little more fun/less mana cheaty! What is your opinion?

     

     

     

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

    ANYONE NOTICES HOW PRIEST ALWAYS HAVE MASS HYSTERIA IN THEIR HAND BY TURN 5?

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

    Wild is a MESS

    EVERY DECK HAS TO BE BROKEN TO BE PLAYED

    Secret Passage is so good there IT FUCKING SEES PLAY IN EVERY ROUGE DECK

    Quest Mage is STILL an issue

    Aggro decks are everywhere

    And Pain warlock feels like the ultimate mana cheat 

    Posted in: General Discussion
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    posted a message on Forest Warden Omu Feels like one of the worst cards of the entire sets
    Quote from hillandder >>

     I mean I did say I want to see other people views of the card so saying "ok" is a bit pointless

    Posted in: General Discussion
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    posted a message on Forest Warden Omu Feels like one of the worst cards of the entire sets

    Forest Warden Omu in my opinion must be one of the worse cards in Scholomance and maybe the worse legendary of the set. 

    Like I just see literally no turns when this card is actually good in standard. It is a 6 mana 5/4 which is really weak, which requires a spell to be good for a one time effect and all you are going to gain is 4 extra mana on a turn and summon a 5/4 which feels like a weak effect even if it was a battlecry. 

    Just compare it to wild cards like Kun the Forgotten King which refreshes all your mana and summons a  0 mana 7/7. 

    I just want to see people's view of the card as spellburst is played ALOT as it is so good and balanced, but this effect seems just awful. 

    If you need the extra 4 mana on a turn just play 2 Lightning Bloom

    Posted in: General Discussion
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    posted a message on What card do warlocks play that gives them an auto win?

    Mecha'thun

    It reads with the game with they discard their hands, have no board and no deck left. 

    Posted in: Wild Format
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    posted a message on Made a Naruto inspired card would you use it? and how?

    Honestly Broken. 

    0 mana cards are always pretty good and this can easily be played with so many good spell on curve as it costs nothing.

     

    Posted in: Fan Creations
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    posted a message on New Druid/Shaman Epic Card Revealed - Runic Carvings

    6 mana for 8/8 worth of stats with possible Rush if you choose so AND they are treants + Totems

    I mean seems pretty decent to me.

    Posted in: News
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    posted a message on Why am I getting Minus MR so much when winning?

    Like I am getting top 4 in most games, but I have lost my MR, like atleast 90 in 3 games even though I seem to be winning, can anyone explain why?

    Posted in: Battlegrounds
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    posted a message on Next Hearthstone Expansion: Scholomance Academy!

    How does dual class work? does each class both get the same legendary?

    So if you open 1 copy you get it for both classes? 

    Posted in: News
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