Looks fun! what can i repace illucia and arcane giants with? don't wanna craft illucia or the giants just to play this one deck haha.
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KylarAdams22 posted a message on wild - spell giant priestPosted in: wild - spell giant priest -
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Chchelse posted a message on Warlock allowed to destroy entire deck with Tickatus in ranked?Posted in: WarlockI’ve never heard of this Tickatus thing before. Why wasn’t a thread about this made earlier?
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HMcCool posted a message on An Average players Honest Review on each GamemodePosted in: General DiscussionThis is my opinion on every gamemode. Obviously it is just my opinion so keep that in mine, but I have played enough of every gamemode to give a pretty honest feedback on every one. I am a player of 6 years, have 4 golden heroes, 5000 MMR Battleground, 12 wins in arena and been rank 1 many times in diamond. So I do have experience on alot of these gamemodes:
Standard:
Pros:
1: It has alot of different decks constantly changing the Meta: I feel like standard feels really fresh compared to some of the other gamemodes. Most classes are playable and each expansion and rotation has an impact on the meta game (unless the expansion is really bad). In year of the phoenix I think most classes have had a chance to shine at least once which means it has been good to play around with different decks and climb the ladder with different heroes.
2: It has balances patches frequently: Another positive is compared to most gamemodes it does have frequent balance patches. It a card or a class gets too overpowered they do balance it within a week or two which is reasonable quick.
3: You do not have to play around everything: Even if cards are generated randomly, it feels like there is less to play around than lets say wild. It is nice to have an idea of what kind of things your opponent could discover or get randomly, even if sometimes it can be hard.
Cons:
1: It only takes one card to warp the meta game: Just look at Bogspine knuckles as an example, That one cards wrapped the meta and now cheese paladin with High Abbess Alura has taken it's place. Having one card more powerful than the other's can lead to one class dominating for large periods of time.
2: It can get stale: Even with the balance patches, Standard has periods which do feel pretty dull half way through expansion cycles as there is less to play around with.
Wild:
Pro:
1: You can play with ALL Your cards: You are not limited to only playing with the newest cards and can enjoy your full collection. If you play wild you may even choose not to craft whole new expansions and only focus on a few cards to slot into your already wild decks, which means you can save gold for other things!
2: A lot more decks to play and try: You can explore more in wild as you have more decks to try out. Wild allows you to try all kinds of decks and combinations with new and old cards for each class.
3: The Combo and Meme potential: Just look at all the different combos and memes you can try in wild! turning your opponent into Ragnaros to kill them, Shooting infinitive fireballs, Using shutterwock with Armor vendor to hold your opponent hostage. Alot of cool and crazy interactions to try.
4: More Hero cards: I am a bit bias, but I like hero cards. It is nice to have more of them in wild like the Death knights to try. I do think they do warp meta games a bit and would probs not work as well in standard, but fun to try them all in wild.
Cons:
1: The Mana cheat is unreal! The Mana cheat in wild Can be brutal. Cheating our huge minions in big priest, Zero mana secrets in mage, Having 5/5 worth of stats on turn 1 in aggro decks and zero mana spells. Wild can be a scary place if you do not know how to counter them.
2: Broken classes stay broken: Getting a balance change in wild is very rare. So the top classes like Darkglare warlock, Secret Mage and Raza priest will ALWAYS be the best classes.
3: You can't play your favorite old decks and win: I think iksar's tweet about "Wild being the place you can play your favorite old decks" is simple not really true. Yes you can play them, but your chance to winning is significantly lower.
4: You can't play around everything: With over twice the amount of cards in wild, It makes is much harder to play around everything, decks like casino mage can lead to games where you are playing against 20 random mage spells which can feel a bit crazy (in a bad way)!
Battlegrounds:
Pros:
1: It is super fun and each game feels different: It feels like a fun gamemode to play as most games do end up playing out different depending on which hero you choose! I enjoy all the different play styles and builds you can make.
2: Has many mini expansions throughout the year: Battlegrounds have many mini expansion and new minions and heroes being added, which does help keep it really fresh.
3: Your decisions can matter: I think battleground has very interesting decision making opportunities like which minions you want to attack first and what minions to buy. This helps make the game feel fresh as each game is a bit different.
Cons:
1: No rewards/cosmetics: One of the biggest cons is the game mode feels like you don't really achieve anything. You do not get card backs or golden battleground heroes which feels like after playing all you can get to really show is either an achievement you have to work for or MMR. I think adding a card back or something could be a good idea in a future update.
Duels:
Pros:
1: It is a dungeon run: Another bias point, but I love dungeon runs and having a gamemode where you can play a dungeon run against other people is pretty cool.
2: Lots of treasures to play around with: I enjoy the fact you can build a starting deck around a treasure and hero power. It seems a bit more personalized than a normal dungeon run as you can build it instead of having a starting deck made by blizzard.
3: A free mode to enjoy: The casual mode is a good touch. Being able to test out decks and treasures before committing any gold or tavern tickets is a good thing.
Cons:
1: It is behind a paywall: If you want the actual crazy treasures and hero powers you have to buy tons of packs to get cards which I feel is a bit rubbish for a gamemode.
2: Some heroes, Passives and treasures feel oppressive: The zombie passive is an example of how mental some passives can be. I think some classes just shine more in the gamemode than others.
Arena:
I forgot this was a mode and have not played it in 2 years so can't say anything apart from IT NEEDS A HUGE CHANGE as it feels like playing curvestone.
What do you think of my review?
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DonCachopo posted a message on Hottest Decks for Madness at the Darkmoon Faire - Community Favorites - Standard and Wild!Posted in: NewsThx for selecting my deck, but it´s just a copy of Danehearth´s one. I just wanted to try some changes.
The credit is for Danehearth, it´s his deck
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Dakhrok posted a message on Hottest Decks for Madness at the Darkmoon Faire - Community Favorites - Standard and Wild!Posted in: NewsI think this is one of the most diverse metas ever. Every deck has like 3 variants, you don't know what to expect.
I love it but I also hate it :))
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UVE posted a message on 12 wins Control Stellina :DPosted in: DuelsI don't know why you aren't sharing the starter deck yet.
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papros77 posted a message on Diamond Rank 5 Slog is on again WILD Format!Posted in: Wild FormatHi, yes, as per meta snapshot :
1. Secret Mage
2. Darkglare Warlock
3. Odd Rogue
4. Reno Priest
5. Kingsbane Rogue -
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Posted in: General DiscussionQuote from DeafKnight >>They just hope to win with concedes by irritating.
Sounds like you're letting them succeed, too.
As is repeatedly the case, here - there is literally nothing wrong with roping for any reason whatsoever, whether it's trying to to figure out your next turn, how to deal with what's on the board or simply trying to annoy your opponent into conceding. These are all legitimate and valid reasons to take your whole allotted turn.You might as well get upset with people for playing cards you don't like or playing an aggro or combo deck etc.
The problem here isn't with them...We found us a roper, congratulations. With football the referree will pul out a yellow card for wasting time. Wasting time intentionally to earn that tad bit of xp is just bad. Same like a mosquito sound when your trying to sleep, irritating.
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way26 posted a message on Hunterace's Menagerie Murloc Tip PallyPosted in: Hunterace's Menagerie Murloc Tip PallyCool, I'm a Leo
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Lucero posted a message on Fasst Ass Aggro DuridPosted in: Fasst Ass Aggro DuridNow won 12 games straight. This deck is good.
Yeah man I added brawler too. Have you checked your data on hsreplay to see how wriggling horror is performing for you? I dropped it because it wasn't doing much for me according to stats. I hit a losing streak last night. The meta I'm seeing is so different from yours its wild. I'm facing basically nothing but pally priest and warlock.
Edit: My last ten games: https://imgur.com/4dYmHQl The warrior was big warrior, which is an awful matchup just like Duel pally. But pally just gets me every time. The hunter was a 50/50. He just got me before I could get him.
(Just so readers have an idea of my MMR, I reach at least Diamond 3 every season and have hit legend in the past. Kang and I have been spectating each other and we both know how to pilot the deck. I honestly think its the pally meta I'm seeing that is keeping me from a better win rate. As the stats show, I am facing 50% pallies, priests, and locks, my worst matchups. I should probably be piloting something else until that changes!!! Also the stats below do include a 2-9 run while I was still refining the deck in its early stages.)
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rank 5 means something for me
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if this card dies and get summoned on the same turn again it will summon itself on the board so you will end up with 2
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''alot of cards are going to disappear and the overal power level on ladder goes down'' xD