random effects are going to be from the standard pool while you are playing standard (so told blizzard once).
- Kingbobtheking
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Member for 9 years, 8 months, and 25 days
Last active Mon, Aug, 20 2018 15:41:13 -
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Benchmarque posted a message on hidden rhino + wolfsPosted in: hidden rhino + wolfsCan I hide my rhino under the hat?
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ThisWasTheOnlyUsernameAvailable posted a message on How can you enjoy HS without knowing the lore of warcraft?Posted in: General DiscussionThe only lore I care about is the ancient of when it's smacking my opponent in the face.
I don't think I could careless about the lore of warcraft if I tried.
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IFTKICS posted a message on Paladin lacking a 1 drop.Posted in: General Discussionthe reason that they lack a one drop is because they dont need it. They have one of the top three two drops, a top five three drop, they can easily put many four+five drops in their deck that are powerful, an amazing six drop, dr boom(really very few decks wiith huge six seven drop) PLUS they have tirion, which is a top 5-10 legendary. They also have capable turn 1 plays with secrets or secretkeeper(practically a paladin card if were being honest). They dont need a specific one drop. Also your one drop...no. Its a cool idea, but op as shit, which paladin doesnt need more of.
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Nellast posted a message on Legend of the Warsong CommanderPosted in: Legend of the Warsong CommanderThis deck is OP, Blizz plz nerf
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JacquesDupont posted a message on The Grand TournamentPosted in: GuidesI wonder at which rank you are. I haven't seen a Shaman in ages.
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NutsNatsu posted a message on LEGEND#1 GORMOK THE SMORKPosted in: LEGEND#1 GORMOK THE SMORKYsera is good but Deathwing curves better.
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z686 posted a message on [S18 2#LEGEND] Mech WarriorPosted in: [S18 2#LEGEND] Mech Warriori have a feeling it's not the deck...
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maroon5five posted a message on [P4wny's] Inspire Warrior 70% Winrate - Full Video GuidePosted in: [P4wny's] Inspire Warrior 70% Winrate - Full Video GuideIf you are losing before turn 5 with any control warrior build then you are playing the deck wrong.
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That was random.... I feel like that is something I would ask when I forget to take my ADD medicine...
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It happens before every expansion. People want to get as high of rank as possible before the meta becomes unstable due to new cards. Normally expansions cause the meta to do this:
Aggro > Hyper Aggro > *Expansion* > Unstable/Card Testing > Control > Midrange > Aggro
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You are complaining about aggro being popular in a a very fast meta... yet you have no issues farming new players for golden heros... What is the bigger issue in hearthstone: A fast meta or new players quitting the game because they are farmed so often at low ranks. Seems to me that the latter is the bigger issue
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If you look at every previous nerf that is along the same lines (Starving Buzzard or Undertaker) the nerfs happen a few months after new cards are added once the meta has settled and they are able to determine that said deck is clearly limiting the meta to only select decks. When they feel that a deck hurt the meta but think that there is still a chance the deck might be countered some how. An example of a deck that they felt wouldn't be able to be counted was the old miracle rogue before GvG added spare parts. Clearly they think patron might still be able to be countered which is why they aren't nerfing it yet but that doesn't mean that it can't still happen.
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You have to remember that to keep all classes balance they all have to have something that they are good at and something they are bad at. For example Druids are great at cheating their mana curve, but if they lose board control it is very hard for them to come back. For hunter they are really great at dealing tons of damage very fast however they have a very hard time dealing with multiple large bodies. Any time a class gets a cards that helps them overcome their weakness that card has to be a worse version than the cards than similar cards in other classes otherwise it would make the class stronger than the rest. For example warlocks cards are generally worse than any other similar cards ex: Darkbomb is worse than frostbolt. Just because it is worse than another class's card doesn't make the card bad if it overcomes a weakness that the class has.
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After GvG control hunter just barely didn't make the cut, it could crush most control decks, had a pretty fair chance against midrange, and got decimated by aggro. When I look at Acidmaw and Dreadscale I see 1 card that screams anti control and the other that screams anti face decks. Dreadscale is clearly the anti aggro/face card. In many ways this card is exactly what control hunter needed to have, a way to stop decks like Face Hunter from killing it before it could ever get to late game. The reason that control hunter was never able to beat aggro was because there never was enough room to fit any kind of healing into the deck because you had to run a lot of cards that comboed for removal. The combos I am talking about were things like Wild Pyromancer + Arcane Shot for a 3 mana removal + 1 damage AOE, Hunter's Mark to combo with Wild Pyromancer, Steamwheedle Sniper for 2 damage removal, etc. While I think that many of these cards still have a good chance of being in a control hunter deck, it feels like there is a much lesser need to run 2 of most of these cards. Dreadscale means that you don't need as many spells to combo with Wild Pyromancer (which I would expect would only be a 1 of if you are running Dreadscale) meaning that you likely then have room for either a Antique Healbot or Bolf Ramshield. In addition to making room for much needed heals it also has the benefit of comboing with Acidmaw for late game board clears and being an activator for Gahz'rilla (Since Gahz needs to stick for one turn anyway it means that your opponent needs to either sacrifice their board to deal with the 12/8, kill it will 2 or 3 spells, or silence it making it a 6/8. no matter what they do it is hard to deal with it)
Even if control hunter ends up fizzling Dreadscale still has potential in midrange hunter in certain metas. Paladin has always been a horrible matchup for midrange hunter due to it being hard to deal with the silver hands and deal face damage at the same time, you always had to either choose to ignore the silver hands and then lose to Quartermaster, or deal with all the Silver hands leaving you with no minions to attack face and running out of steam. Dreadscale is a really good way to deal with the silver hands and still have your other minions attack face. It is the same thing with face hunter, it is really hard to kill their minions and still deal enough damage to their face to have a chance to race them. Dreadscale gives you 2 turns to try to out race them since as midrange hunter all your minions have 2 health and Face hunter won't trade.
Over all I have a lot of hope for Dreadscale andAcidmaw
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This is going to be an amazing card if/when hunter can be a control deck. After GvG control hunter just barely didn't make the cut, it could crush most control decks, had a pretty fair chance against midrange, and got decimated by aggro. When I look at Acidmaw and Dreadscale I see 1 card that screams anti control and the other that screams anti face decks. Acidmaw is clearly the anti control card and has insane combo potential. Everyone keeps saying that this card has great combos on turn 10, but in a control deck you likely run Emperor Thaurissan meaning that it is far more likely that all of the following combos are turn 8 combos. Acidmaw + Dreadscale = clear the whole board except for a 4/2 and a 4/1 that will clear the board again next turn if they aren't killed. Acidmaw + Unleash the Hounds = kill everything on their board that doesn't have divine shield. Acidmaw + Powershot Kill 3 of your opponent's minions that are next to eachother. Acidmaw + Any minion that you already have on the board or that has charge = use any minion to trade up.
I think that this card has potential to be huge for hunter overall because hunter never had a way to mass remove a board of minions that have more than 1 health... This is that card.
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Not only that but if they kill Acidmaw [/card] with a minion then it will also die due to it's effect. Plus combo this with Emperor and it becomes an 8 mana [card]Twisting Nether that leaves you 2 large bodies. If I had to guess I would say that the inclusion of 2 legendaries for hunter that are clearly aimed at late game control means that they feel they have added the cards hunter has needed to be able to be a control deck.
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it will likely be the 23 or 24 depending on your region since if you fast forward the time on your computer then the option to preorder the 50 TGT packs goes away on that date
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Here's hoping that hunter gets a legendary that is 6 mana or less and isn't meant as a face hunter card.... however I'm sure that they will get another legendary that would be amazing if it didn't cost just 1 or 2 mana more than hunters are able to use effectively.