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    posted a message on Surprise tech option against Demon Hunter - Icehoof Protector (good in Reno decks)

    Here you go:
    https://www.hearthpwn.com/decks/1408214-reno-paladin-the-perfect-list

    Just put Icehoof over Cornelius. I was experimenting with the card as Paladin sucks at card drawing. It was doing okey but i really want to beat those DHs.
    Vs. control you just hope cariel and colosals will carry. You're slower with drawing so you kinda go into fatigue the same moment as kazakusan warrior after drawing all treasures. It can withstand this deck but you know, can't beat two waves of rager + reflection, but honestly - noone can.

    Took a lot of time tweaking this deck, making the curve most smoth you can, every minion must have some removal or sustainability purposes. Don't be scared about only 5 spells cause as I said - you can generate some and your minions are pseudo-removals.  

    Posted in: Card Discussion
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    posted a message on Surprise tech option against Demon Hunter - Icehoof Protector (good in Reno decks)

    Just look at this card and think about multi-strike... DH can't attack face again and next turn is frozen too. 
    If he goes for minions trading we have pseudo 6 mana freeze from shaman. 
    In worst case senario they go hero card and still we freeze two huge minions and next turn we can dig for answer not being woried that those minions will refresh his heropower. He might also commit more in his next turn and our boardclear will be more efficient.

    I already put it in my reno quest priest and reno control paladin. It works as intended. 
    So if you really hate DHs consider putting this card into your deck, it's really not bad option and the only taunt in the game that withstands multi-strike... and it has 10 freaking health!

    Posted in: Card Discussion
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    posted a message on Sleeper OP - Sticky Buff Paladin

    I made this deck before druid was everywhere. There was just few of them and I guess people didn't know what to mulligan for? I even don't play anymore (at least for now), as a returning player I guess HS is not for me anymore. It changed into direction I can't accept. And on the brackets I played people didn't play mech mage at all, don't ask me why. 

    Posted in: Sleeper OP - Sticky Buff Paladin
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    posted a message on Sleeper OP - Sticky Buff Paladin

    I actually myself started to lose with it a lot but you know, legend is a weird place, if people get into the most powefull stuff. And as you said, turn 5 onyxia is just - well, that's game. I'm actually suprised how quickly the fun I had this expansion turned into total torment of druids and pirate warriors. So I'm out and waiting for nerfs (yeah, alread). I just can't stand druids and I don't want another 3 months of countering one deck. 

    Posted in: Sleeper OP - Sticky Buff Paladin
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    posted a message on Welcome to the Year of the Hydra - The New Rotation Year!

    "On the contrary it is interactive since it requires a board. "

    And than you're dead in one hit from 25+ HP on turn 5. Cool. 

    " major drawback and can simply be a dead draw."

    Nice. Either your opponent is sad because he's dead either you're sad because it's a dead draw. We love those cards, don't we?

    Posted in: News
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    posted a message on New Paladin Epic Card Revealed - The Garden's Grace

    with that I completly agree :-) Card seems strong but needs good suport. I have faith. Besides I'm one of those loser who likes playing bad decks and bad cards so I really don't care if it's gonna be meta, I will try it anyway. Shame it's an epic... with my 70-80 packs per expansion it will be hard to find and dust is low and so many cool legendaries ahead of us. 

    Posted in: News
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    posted a message on New Paladin Epic Card Revealed - The Garden's Grace

    altough the second copy will cost 0 so yeah, second copy might use for the purpose you propose, as a 5 times 2 battlemaster finisher. We will see. 

    Posted in: News
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    posted a message on New Paladin Epic Card Revealed - The Garden's Grace

    If you're holding these 3 cards in hand you're probably slow deck or you're playing midrange deck wrong. 
    If you're holding them playing midrange buff-paladin/agressive deck means the rest of your hand is empty and you're not developing. You must consistantly apply pressure in these kind of decks in order to not fall behind and to actually chip these dmg in vs. classes that heals or gains armor. Saving these cards in hand means you're lower on resources and not developing. It has divine shield, it migt stick if you play it on minions so I wouldn't hold it in hand. 
    If you're playing slower deck then 22 dmg in one turn is not a problem. 

    Overall I think card has nice potential but it will depend on the holy cards they print or add to the core set. I don't think this will serve as battlemaster finisher from hand, you will just play it on minions when you can and hope it will stick for a battlemaster next turn. If the holy spells will be worth it, of course. 

    Posted in: News
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    posted a message on New Mage Legendary Card Revealed - Gaia, the Techtonic

    We have literally no idea what mechs will be printed. But seems underwhelming compered to 8 mana deal 10 dmg to face and minions for a small price of 4 deck slots (which are also not bad all together). Don't forget it's a big body left over. I think aggro will have to become super fast in order to keep up against any of those colosals. 

    Posted in: News
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    posted a message on This game should just be called wizardstone

    I so envy you my friend. All i meet are druids (like 80-90% of games), Other circa 15% are burn shaman, control warrior and miracle priest. 2 of them don't want you to play a game so... yeah...

    Posted in: Standard Format
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    posted a message on Voyage to the Sunken City: Card List, Release Date, & Expansion Details

    hope no 1 mana silence anywhere :-) 

    Posted in: Guides
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    posted a message on Voyage to the Sunken City: Card List, Release Date, & Expansion Details

    2 mana watchpost, 4 mana watchpost, 5 mana ogre, 1 mana trogg, new 4 mana guy (i know it's mediocre), 7 mana murloc (i know it's slow), 2 mana cult neophyte, 4 mana shuffle both hands of demon hunter, paladin's and hunter secret counterspells. I mean we have some but I agree with you, also I really demand dirty rat in core set! That would encourage people to run more minions in kazakusan decks. Oh we also have 8 mana 8/8 demon for demonhunter which makes spells cost 2 more. Summon it from hand, copy with faceless and gg. 

    Posted in: Guides
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    posted a message on Patch 20.2.2 - Balance Changes, Quilboars In Battlegrounds Nerfed & More

    Also with defile you still can go wide, just don't play 1,2,3,4 and you're mostly fine. Against hysteria you play one minion, sometimes you get 2 into play and try to pressure priest with your 1 and 1 attack minion (for example). Warlocks taps, lose health. Priest gain it. I never had any problem with defile and i can't stand hysteria. 

    Btw it still gonne be played in every single priest deck because it's still the best AOE in standard. 

    Posted in: News
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    posted a message on Patch 20.2.2 - Balance Changes, Quilboars In Battlegrounds Nerfed & More

    Defile was super easy to play around and it only punish small-health wide board. Hysteria punished every single board-centric decks. 3 minions? Forget it. 2 similar health minions? Great value. Huge minions, fantastic, medium - great, small, still okey if there is at least one minion with like more health then the rest (like 3 health let's say). It's only not great against token druid and that's it. That's first. And second which i should mention in my first comment is - warlocks has ALWAYS 2 defiles. Priest has unknown number of hysterias.

    Posted in: News
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    posted a message on Patch 20.2.2 - Balance Changes, Quilboars In Battlegrounds Nerfed & More

    Don't bother man. I gave up hope on that and moved to standard because they clearly don't give a damn about wild. They achieved what they wanted.

    Posted in: News
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