• 2

    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
  • 10

    posted a message on New Neutral Epic Card Revealed - Smothering Starfish

    Destroys taunt, buff, freezes, deathrattles, everything... It's so lazy design. Not even lower stats. Remember how owl was 3 mana 2/1 silence? How blizzard avoiding giving silence because it makes this "feels bad" situations when your entire archetype gets destroyed by a single card? Well I guess they forgot...

    Posted in: News
  • 4

    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
  • 2

    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
  • 1

    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
  • 1

    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
  • 8

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

    because it's bullshit the existence of one card makes me play inefficently for entire game. Doesn't matter if you have it in your hand, deck, if you play it, i have to play around it from turn 2 onward every single turn, make turns which i don't wanna play against class which you should suppose to rush down in order to win. There is no other card in standard or wild which does such thing and it's because of it's low mana cost. We had mass hysteria card and people didn't freak out about it, didn't make inefficent plays for entire game. The ability to target specific minion makes it better than mass hysteria.

    Posted in: News
  • 0

    posted a message on Patch 20.02 - Balance Changes - Duels and Battlegrounds Too & Bug Fixes

    Not so certain. 3 health is weak on minion that can't attack, it's basicaly 2/3 with taunt now with extra effect (usually will be 1 time only, 2 times max). 3 mana watch post will be even worse because the same - it's 3 mana 3/4 taunt now. Not good enough, if annoying it can be answers relatively easily if not, than it stays on board and does nothing. That's the reason this card started being cut from some lists. Assuming that control warlock will be better i don't have much hope for it but still more than for 2 mana watchpost (which was by far better) but now it's too easy to remove for every single class. 

    Posted in: News
  • 2

    posted a message on Lightshower Elemental

    I hope that N'Zoth priest will come up with this.

    Posted in: Lightshower Elemental
  • 3

    posted a message on Mordresh Fire Eye

    10 mana cost didn't make Amazing Reno unplayable. In fact it was played in every single control mage. This is 10 mana 10/10 with pyroblast into face and twisting nether on board. It's insane 10 drop. Meaning - 8 mana for nether, 10 mana for pyroblast and let's 7 mana for 10/10. It's 25 mana play which wipes the board. Btw you don't even need to make heropower control mage, just put 4 cards increasing your heropower dmg and you have it active.

    Posted in: Mordresh Fire Eye
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