I don't understand the technical appeal of Captain Blackbeard. It's a vanilla 5/5 with a VERY rare chance of becoming an 8/8 which gets hit by BGH. This is very similar to Druid of the Fang but Druid of the Fang is more reliable because you can play a beast and get the buff and not lose out on value.
The only card I actually like is Ammo Crate because not only does it give fuel for Hunter's Lock and Load (and Hunter's terrible card draw), it would allow hunter to "control" by flooding the opponents hand with cards. Hunter doesn't have the most efficient board clears or minion removal and by going at it like this gives Hunter another option for control. It is extremely weak against Flamewaker mage but, solid in control vs control lineups.
I'd be thrilled if my opponent used BGH on a 5 mana minion, now my Dr. Boom/Ragnaros/Whatever is safe and has a bigger effect on the board. Plus (as others have said) it makes the Parrot playable which is cool.
Anyone who complains about "cancer" decks and then tries to play them and fails with them: 1. Proves that the decks aren't truly cancerous because they aren't free wins. 2. Don't have the skill to play a deck competently or the patience to learn one. And 3. Shouldn't start a post about it, go to the salt thread to complain.
Freeze Mage is good because of the board-clear potential and survivability. But Mages can't clear Dreadsteeds. And that 1-5 Damage each turn adds up fast.
Flame Juggler I have played this card quite a few times (atleast 20) and never seen it hit a minion. Every single time it goes face even if a pally just Muster'd. Oh and whenever I have a card with 1 HP and my opponent plays it it's like a heat seeking missile.
Every class has RNG based cards, that's what makes up a lot of Hearthstone... But Mag is in no way the most RNG. I would have to go with Shaman, most of their Removal/Direct Damage is RNG dependent and even their Hero Power is RNG. Mage is by no means the most RNG dependent.
It's easy to look at it and say something like that it's 11 mana for 15 damage and that's way too good,
Technically it's 18 damage if you're going to account for the hero power mana, right? (1+5) x 3
Don't you think that it is too much damage for a single card to enable? Regardless of face damage or board control, it is quite a powerful tool for the late game. You want to compare it to fiery war axe, but I think that's unfair because you can't expect for those optimal value cards to be transported to bigger mana coasts and retain all the value. A fireball does less damage than pyroblast, for a much better mana/effect ratio, but it still won't kill your opponent at 8 if you top deck it. You can't expect them to release a card that is as efficient as a fireball, except that it costs 10 mana and deals 12+ damage, right? That is because the card itself is a cost. You had to draw that card, that costs you a draw step or mana + draw effect. So, if you want a bigger effect for the same amount of card drawn, it is expected that is is not as efficient as cards that cost less mana, I would say.
But you also have to take into consideration that other Direct Damage spells are uncounterable in Hearthstone (except Counterspell of course) where as this 18 damage can easily be reduced to 6 or even 0 if you remove the weapon before it can b used more than once (or at all). That is a huge draw back... 7 Mana and a huge tempo turn for a fireball isn't worth it if it gets removed the same turn.
Its for Winterveil so that wouldn't make any sense... That's like asking if Santa can be in the Mall year-round because you like seeing him... Its not feasible.
Eh, it's looking at the cards and seeing enough AE and clears in Warlock to throw it together and see what happens. The theory would not be to lean on Lifetap, which is why both Sir Finley Mrrgglton and Lord Jaraxxus are in the deck.
Mortal Coil was included as it allows you a potential draw without taking damage, or one point to something on the board. The draws should be offset by Dancing Swords, keeping you at effective zero draw compared to the opponent, as the idea is more to use the opponent's draw against them, as they will be (most likely) expecting a different flavor of Warlock.
As for why this exists, it's an idea sparked off of Curse of Rafaam, looking at other ways to make the card useful.
I understand that, but the point of a fatigue deck is not to be "even" with your opponent in draw, but to make them draw more than you do to put them in fatigue faster. A warlock deck just doesn't have the right tools to accomplish this task, you'd be better off just aiming for a control deck.
Mill Decks are fun for me, they might not be too effective, but when you have your opponent at fatigue and you still have 4-5 cards in your deck and removal in your hand you just know theres nothing they can do to win and its amazing. (Unless you get that 1/1000000 game where they have OTK in hand and are just BMing you by pretending they are going to be fatigued to death, but thats funny anyway so its still awesome!)
I feel like the AID effect warrants a card that lets you re-organize your hand. Without it, and even with it to be honest, the class is to RNG reliant on when you draw cards due to the need for AID cards to be directly on the left of any card you want to benefit from it.
And I completely agree with the post above, the HP is just too weak, maybe if the full keg healed for 2 and added 2 armor or something like that, but waiting 3 turns just for 3 hp is kinda rediculous, and the first 2 turns hero powers wouldn't be worth the 2 mana. (I know you might argue the whole "Turn 2 HP would be equal to both Priest and Warrior HPs" but it actually isn't, Priest HP can target minions which is infinitely more powerful for keeping board control, and Warrior HP adds armor which is effectively worth more than Health because it manipulates Warrior Class cards and can stack infinitely. So either way, the Monk class HP just needs an all around buff.
Not trying to be rude, but Warlock is the worst possible class for a fatigue deck. They have no synergy (Rogues have Gangup/Shadowstep, Priests have Entomb and shit tons of sustain and removal, Druids have Naturalize and big minions for board control) Warlocks have a Hero Power that causes them to fatigue themselves (even with Finley there is still no guarantee of changing HPs early enough for it to matter), no cheap mass removal that doesn't hurt themselves (Demonwrath will hurt ALL your minions in this deck, and so will Hellfire obviously, and Twisting Nether will use your entire turn just to leave you without a board as well) the only good thing about Warlock Mill would be Jaraxxus, and even then if you are going for Mill then Jackson fills the role better. You'd b better off investing your time in finding a good Priest build seeing as Priest Mill is still iffy, but it would work a lot better than Warlock will right now.
I think garona should read "whenever your hero attacks with a weapon, give it +1 durability." Solves the Harrison problem and has a balanced version of the same effect. IE) If she dies the effect goes away. I would also make her a 6/7.
Or make her a 6 mana 5/6, so she can be combined with master of disguise.
Or just "Your weapon does not lose durability" same effect, different wording, and if you play her with a weapon that has 1 durability it would survive the attack (assuming the weapon would lose durability before Garona's effect replenished the durability)
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Anyone who complains about "cancer" decks and then tries to play them and fails with them: 1. Proves that the decks aren't truly cancerous because they aren't free wins. 2. Don't have the skill to play a deck competently or the patience to learn one. And 3. Shouldn't start a post about it, go to the salt thread to complain.
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Freeze Mage is good because of the board-clear potential and survivability. But Mages can't clear Dreadsteeds. And that 1-5 Damage each turn adds up fast.
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Flame Juggler I have played this card quite a few times (atleast 20) and never seen it hit a minion. Every single time it goes face even if a pally just Muster'd. Oh and whenever I have a card with 1 HP and my opponent plays it it's like a heat seeking missile.
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Every class has RNG based cards, that's what makes up a lot of Hearthstone... But Mag is in no way the most RNG. I would have to go with Shaman, most of their Removal/Direct Damage is RNG dependent and even their Hero Power is RNG. Mage is by no means the most RNG dependent.
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Its for Winterveil so that wouldn't make any sense... That's like asking if Santa can be in the Mall year-round because you like seeing him... Its not feasible.
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Both. Oh and I saw someone mention Dreadsteed, its such a fun deck!! If you go to my profile you can see a decent Dreadlock Zoo deck.
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Mill Decks are fun for me, they might not be too effective, but when you have your opponent at fatigue and you still have 4-5 cards in your deck and removal in your hand you just know theres nothing they can do to win and its amazing. (Unless you get that 1/1000000 game where they have OTK in hand and are just BMing you by pretending they are going to be fatigued to death, but thats funny anyway so its still awesome!)
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I feel like the AID effect warrants a card that lets you re-organize your hand. Without it, and even with it to be honest, the class is to RNG reliant on when you draw cards due to the need for AID cards to be directly on the left of any card you want to benefit from it.
And I completely agree with the post above, the HP is just too weak, maybe if the full keg healed for 2 and added 2 armor or something like that, but waiting 3 turns just for 3 hp is kinda rediculous, and the first 2 turns hero powers wouldn't be worth the 2 mana. (I know you might argue the whole "Turn 2 HP would be equal to both Priest and Warrior HPs" but it actually isn't, Priest HP can target minions which is infinitely more powerful for keeping board control, and Warrior HP adds armor which is effectively worth more than Health because it manipulates Warrior Class cards and can stack infinitely. So either way, the Monk class HP just needs an all around buff.
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Not trying to be rude, but Warlock is the worst possible class for a fatigue deck. They have no synergy (Rogues have Gangup/Shadowstep, Priests have Entomb and shit tons of sustain and removal, Druids have Naturalize and big minions for board control) Warlocks have a Hero Power that causes them to fatigue themselves (even with Finley there is still no guarantee of changing HPs early enough for it to matter), no cheap mass removal that doesn't hurt themselves (Demonwrath will hurt ALL your minions in this deck, and so will Hellfire obviously, and Twisting Nether will use your entire turn just to leave you without a board as well) the only good thing about Warlock Mill would be Jaraxxus, and even then if you are going for Mill then Jackson fills the role better. You'd b better off investing your time in finding a good Priest build seeing as Priest Mill is still iffy, but it would work a lot better than Warlock will right now.
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