• 0

    posted a message on Most fun card to you?

    Master Oakheart, such a cool usage of a Recruit mechanics and building a deck around him is soooooo fun.

    Posted in: Card Discussion
  • 3

    posted a message on What is the worst deck you have ever build?

    A Rogue deck which uses Alexstrasza, Evolved Kobold and 5 Razorpetals to kill your opponent in two turns, never won a game or even pulled the combo in 35 games, I think I had a 6% WR. I thought it was a cool idea but as a rogue I was never able to control the board or not die. Well f*ck you Blizzard, why you don't let me pull the combo? Then I crafted Aggro Paladin *facepalm*... and as a human without the creativity with the power of net-decking I got 75% WR in 40 games. Was it worth 69% WR improvement? Hell no, but losing was such an emberassment after 15. game.

    Posted in: General Deck Building
  • 0

    posted a message on Wild Meta now is a problem?

    I haven't read the whole topic so I am sorry if someone said what i am about to say: 

    Wild Meta right now seems not bad as there is at least 15/20 tier 1 decks, but as always it is dominated by 2-3 of these decks and actually this is a must. There will be always dominating decks that you see 45% of the time as you play on ladder. These decks might be cancer and not fun to play against though and this makes your game experiences worse. But I don't think there is nothing that we can do about this. Because if some archetypes get nerfed or absolutely destroyed, some other decks rise and that deck gets problematic.

    On a side note the thing about wild is that decks will get more and more oppressing and dominating as time passes because:

    1- No cards get banned or stuff so you have all overpowered cards from the past.

    2- I don't think Team 5 cares about Wild that much and they will print cards or make changes that creates powerful interactions in Wild without realising it. 

    Posted in: Wild Format
  • 0

    posted a message on Post your card balance suggestions here!

    Bloodreaver Gul'dan's hero power should be one of the following:

    - Deal 2 damage Lifesteal

    - or the same but can't target heroes.

    I don't think battlecry needs a nerf because I think Doomguard will get nerfed as well. Which is either has Rush and not Charge or gain Charge throughout battlecry.

    About Call to Arms, it should be 3 mana and that's about it lol... on a serious note as well as being 3 mana it should also recruit just 2 minions that cost (2) or less. This way if an odd pala plays this it is nearly equal to a 3 mana minion from a stat standpoint. And if an aggro pala plays this (not even or odd) they will get 2 minions and as stats it' s equal to something between 2/2 - 4/6 which has some counters and some of the 4 drops could easily trade (at least i hope) 

    P.S: Well, f*ck... I totally forgot about The Coin; you can play this at turn 2 

    *facepalms himself to death* 

     

    Posted in: General Discussion
  • 1

    posted a message on Post your card balance suggestions here!

    so, I want to ask a question:

    What if Sunkeeper Tarim was 2/5 and set all of the minions stats to 2/2? It would still trade with 3 2/2 statted minions but against spells it's weaker and also it is not offensive like normal version because the burst from this one card will be 33% less. Is it too weak? (actually I love paladin as a class but card is a bit broken) 

     

    Posted in: General Discussion
  • 0

    posted a message on Quest Dollmaster Priest

    I think you should cut  Crystalline Oracles and add at least one Witchwood Piper (second card is up to you) it's a guarenteed draw and if you draw your cards that costs less (example: Spiritsinger Umbra) it will summon something cool when you combo it with Dollmaster Dorian but the problem is this card has no deathrattle and if you draw it while your Dollmaster Dorian is on the board it's a bad outcome.

    It seems not that reliable buuuuut... you could give it a try (I can't because I don't own these cards :/ )

    Posted in: Quest Dollmaster Priest
  • 0

    posted a message on How many games can you play in a row before getting burnt out?

    I don't climb at all, I get my 5 wins on ladder in last 3-4 days of a season. I am burnt even if I win.

    I just don't like competing over a card game, whose winner is chosen by RNG and Queue Luck (which is also RNG)

    In Casual We Trust! 

    Posted in: General Discussion
  • 0

    posted a message on Is it worth crafting bad wild cards for fun?

    Just look at the last word of the title. Your answer lays there, man. 

    You should have no regrets over a freaking card game, as others said. 

    FUN > All

     

    Posted in: Wild Format
  • 0

    posted a message on KOBOLDS & CATACOMBS WRAP-UP

    1. Which card was the most meta-defining card from the Kobolds and Catacombs expansion?

    Corridor Creeper and Carnivorous Cube

    2. Which card (or package) do you hate the most?

    Possessed Lackey + Dark Pact

    3. Which card were you the most wrong about?

    Skull of the Man'ari (I thought Twig of the World Tree would be better)

    4. What card was the most overrated? 

    The Darkness

    5. Which card do you think had the best art/animation? 

    For on-board animation The Darkness/ for art Crushing Walls (in my opinion the card has one of the best golden animations in the game)

    Posted in: General Discussion
  • 0

    posted a message on Paladin mains - Do you like where Blizzard is taking Paladin this expansion?

     I don't actually like the zoo, aggro or murloc (what ever you wanna call it) versions of paladin, it was so much fun when first Ungoro came and Control Paladin was somewhat viable. Now it s just murlocs and there is some off meta Hand-Buff Keleseth Paladins and i think with KaC, this won't change. But i still have a little bit faith in something like anti-aggro healadin (with blackguards, Rag and the new 3 mana card as well), this kinda combo may be fun. 

    Posted in: Paladin
  • 0

    posted a message on [old] The Right Way to Reward Dungeon Runs

    The easiest way, i think could be, giving at the and of the run, an arena pack, like ones you get when an arena run ends, and it grows bigger, further you go in the dungeon. if you lose at the first boss you would get 5-20 dust or 10-20 gold or a common card. And the biggest prize can be something like an arena ticket, a card pack, or an epic. But reward is always just one arena pack. Because it will be free, maybe there can be a limit of runs we can play in a day or a week so noone can't spam the runs and they will also play other game modes. 

    Posted in: Dungeon Run
  • 0

    posted a message on Discuss the Nerf - Murloc Warleader

    Best balanced card of the patch, indeed it was confusing for new players, and after the patch card will be still playable and this makes me proud, a card that team 5 nerfed is PLAYABLE! Isn t that a miracle?

    Posted in: Card Discussion
  • 0

    posted a message on Discuss the Nerf - Fiery War Axe

    PW might not be dead, but after the update, Warriors will have a big problem with maintaining the board in the early stages of game. This was not a right decision, i think making it 2/2 woulda been better. At least warriors could kill a 2/3 minion with one weapon charge and patches, now they have to wait a whole turn. I actually feel bad for Warrior class and Warrior mains. 

     

     
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    Posted in: Card Discussion
  • 0

    posted a message on I think Jade druid will be STRONGER with nerfs

    Innervate nerf is not enough by itself for jade druid (it might be enough for aggro though) i think, especially if they are nerfing the decks which are able to kill jade druid by turn 5 to 7 (Murloc Pally, Pirate Warrior and Aggro Druid)

     

    Posted in: Druid
  • 3

    posted a message on Obsidian Control By Ogreface

    i think he doesn't want to get cleric from barnes' battlecry 

    Posted in: Obsidian Control By Ogreface
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