"But I'm da best at watch'n da door."
- Krishno_NL
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16
BOOSHACK360 posted a message on Weekly Design Competition #14 - [Ended] -
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user-14927397 posted a message on Headed for Legend - S13 April 2015Posted in: General Discussiongot to legend today with my version of demonlock, switched to control warrior around rank 5 because that's usually where the face hunters cap and it's generally free wins with control warrior , then stopped seeing them at rank 3 so switched back to demonlock and made it to legend half an hour ago.
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iMPose posted a message on Pros/Cons phone versionsPosted in: General Discussionis it possible for my daughter to be added on the same iphone hearthstone?
2 accounts on 1 device?
Sure, it's just like both of you playing HS on the same computer. You'll just log in/out each time you want to switch users.
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Beesman93 posted a message on Sell me your class: trying to decide which next to work onPosted in: General DiscussionHello, and welcome to our show.
Are you tired of your class?
Do you sometimes feel rage when some OP class bullshit turn 6 s**tface kills you?
Do you feel like it's pointless to play a class you already got golden portrait of and 60 levels?If you answered YES to all or any of these questions above - you need to try:
WARLOCK
Warlock is full of variety, easy to transition from other class into. And most importantly: The most f**king fun you can imagine.
This includes (but is not limited only to) these archetypes: Handlock, Zoo, Deamonlock, Deathrattle Deathwing lock, MrgrgrglrLock and Hypercombination of any of those above.
- No longer run out of board with ZOO
- No longer run out of big s**t with HANDLOCK
- No longer run out of tempo with DEAMONLOCK
- No longer run murlocks cause GvG basically brought mechs that are like bilion times better in every way
And much much more.
Disclaimer: If this awesome warlock add didn't convince you, please contact your local doctor as soon as possible or play facehunter.
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Frozen_Inferno_1 posted a message on Weekly Design Competition #11 - [Ended]This effect takes place whenever any player tries to draw a card. Not only does your opponent not draw a card on their next turn, but if you decide to kill his Bloodmage Thalnos after dropping Ozumat, he's suddenly one step closer to fatigue. This card is kind of like Jeeves in a way, because sometimes you play your Jeeves, and your opponent decides he wants to benefit from Jeeves's card draw. Your opponent can choose not to kill the Ozumat if he wants, causing you to miss out on drawing a card on your next turn. I think it's a fun card. I'm not sure how much serious play it would see, but it would work well in mill decks and against any deck that likes to dump its hand quickly.
Another funny idea I had is that it could end topdeck wars. If it's in a true topdeck situation and the board is empty, playing this card immediately after drawing it leaves your opponent cardless and with no way to recover. I'm pretty sure it would be a rare occurence, but nonetheless, this card would lead to some crazy games.
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Aelfscyne posted a message on Weekly Design Competition #11 - [Ended]This spell summons four random cards. Thus, this could be any card in the game - any class card, any neutral card. The Mage gets the advantage multiple cards and the more (potentially) powerful cards at the expense of adding a card to the Mage's opponent's hand all at a cost of 5 mana. The spell can often times yield net value for the Mage and at other times result in a poor value trade for the Mage.
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SirFunchalot posted a message on Nefarian StatisticsPosted in: Card DiscussionI'm fixing this to have the following definitions for good, conditional, and bad. Good = You can literally always play the card to either gain more (and relevant) resources, or pressure your opponent's life total. Conditional = You can use this card to gain tempo, trade for your opponents minions, gain HP to draw the game out longer, or additional threats. Bad = incredibly inconsistent in the late game with little combo potential outside of niche scenarios.
*Note* Conditional cards are bad in certain matchups and in various scenarios and will not always be good cards that you will actually want to play. Even most good cards you won't necessarily always want to play them and there will be times when other cards you have access to are better and of higher priority.Against Mage (23 cards):
Good (4): Arcane Intellect, Fireball, Frostbolt, Pyroblast
Conditional (18): Arcane Explosion, Arcane Missiles, Polymorph, Cone of Cold, Flamecannon, Mirror Image, Frost Nova, Flamestrike, Unstable Portal, Echo of Medivh, Ice Lance, Duplicate, Ice Barrier, Mirror Entity, Counterspell, Vaporize, Ice Block, Blizzard
Bad (1): Spellbender
Probability of drawing one good spell: ~17%
Probability of drawing two good spells: ~3%
Probability of drawing one conditional spell: ~78%
Probability of drawing two conditional spells: ~61%
Probability of drawing one bad spell: ~4%
Probability of drawing two bad spells: >1%Against Druid (23 cards):
Good (6): card]Starfire[/card], Swipe, Bite, Nourish, Force of Nature, Dark Wispers,
Conditional (15): Claw, Healing Touch, Innervate, Mark of the Wild, Mark of Nature, Power of the Wild, Savage Roar, Soul of the Forest, Wrath, Naturalize, Tree of Life, Poison Seeds, Savagery, Recycle, StarfallBad (2): Moonfire, Wild Growth
Probability of drawing one good spell: ~26%
Probability of drawing two good spells: ~7%
Probability of drawing one conditional spell: ~65%
Probability of drawing two conditional spells: ~43%
Probability of drawing one bad spell: ~9%
Probability of drawing two bad spells: ~1%Against Hunter (19 cards):
Good (3): Animal Companion, Kill Command, Tracking
Conditional (14): Arcane Shot, Hunter's Mark, Cobra Shot, Multi-Shot, Deadly Shot, Explosive Shot, Flare, Explosive Trap, Freezing Trap, Snipe, Misdirection, Snake Trap, Feign Death, Unleash the Hounds
Bad (2): Call Pet, Bestial WrathProbability of drawing one good spell: ~16%
Probability of drawing two good spells: ~2%
Probability of drawing one conditional spell: ~74%
Probability of drawing two conditional spells: ~54%
Probability of drawing one bad spell: ~11%
Probability of drawing two bad spells: ~1%Against Priest (21 cards):
Good (1): Holy Fire
Conditional (20): Holy Smite, Mind Blast, Power Word: Shield, Shadow Word: Pain, Divine Spirit, Holy Nova, Mind Control, Mind Vision, Shadow Word: Death, Silence, Thoughtsteal, Velen's Chosen, Shadowform, Inner Fire, Circle of Healing, Light of the Naaru, Shadow Madness, Mindgames, Lightbomb, Mass DispelBad or Conditional (0):
Probability of drawing one good spell: ~5%
Probability of drawing two good spells: >1%
Probability of drawing one conditional spell: ~95%
Probability of drawing two conditional spells: ~91%
Probability of drawing one bad spell: 0%
Probability of drawing two bad spells: 0%
*Note* Most priest spells are incredibly situational but potentially powerful so while they're not consistently good they do have the potential for big swings while at the same time they could also end up being completely useless.Against Shaman (18):
Good (5): Rockbiter Weapon, Crackle, Lightning Bolt, Feral Spirit, Lava Burst
Conditional (12): Ancestor's Call, Forked Lightning, Ancestral Healing, Frost Shock, Hex, Windfury, Bloodlust, Reincarnate, Ancestral Spirit, Lightning Storm, Far Sight, Earth Shock
Bad (1): Totemic MightProbability of drawing one good spell: ~28%
Probability of drawing two good spells: ~8%
Probability of drawing one conditional spell: ~67%
Probability of drawing two conditional spells: ~44%
Probability of drawing one bad spell: ~6%
Probability of drawing two bad spells: >1%Against Warrior (17):
Good (2): Heroic Strike, Mortal Strike,
Conditional (14): Bouncing Blade, Whirlwind, Cleave, Charge, Execute, Inner Rage, Rampage, Shield Block, Slam, Brawl, Crush, Battle Rage, Commanding Shout, Upgrade!,
Bad (1): Shield SlamProbability of drawing one good spell: ~12%
Probability of drawing two good spells: ~1%
Probability of drawing one conditional spell: ~82%
Probability of drawing two conditional spells: ~68%
Probability of drawing one bad spell: ~6%
Probability of drawing two bad spells: >1%
*Note* Shield Slam is considered a conditional card if you are playing Nefarian in a Warrior deck.Against Rogue (19):
Good (2): Eviscerate, Sprint
Conditional (14): Vanish, Preparation, Sabotage, Assassinate, Backstab, Sap, Cold Blood, Conceal, Fan of Knives, Shadowstep, Shiv, Betrayal
Bad (3): Deadly Poison, Tinker's Sharpsword Oil, Blade Flurry, Sinister Strike, HeadcrackProbability of drawing one good spell: ~11%
Probability of drawing two good spells: ~1%
Probability of drawing one conditional spell: ~74%
Probability of drawing two conditional spells: ~54%
Probability of drawing one bad spell: ~16%
Probability of drawing two bad spells: ~2%
*Note* Deadly Poison, Tinker's Sharpsword Oil and Blade Flurry are all conditional cards if you are playing Nefarian in a weapon class.Against Warlock (17):
Good (1): Darkbomb,
Conditional (13): Drain Life, Hellfire, Shadow Bolt, Demonfire, Mortal Coil, Twisting Nether, Power Overwhelming, Soulfire, Imp-losion, Shadowflame, Siphon Soul, Bane of Doom, Demonheart
Bad (3): Sense Demons, Corruption, Sacrificial PactProbability of drawing one good spell: ~6%
Probability of drawing two good spells: >1%
Probability of drawing one conditional spell: ~76%
Probability of drawing two conditional spells: ~58%
Probability of drawing one bad spell: ~18%
Probability of drawing two bad spells: ~3%
*Note* Sense Demons is a good card if you are playing Nefarian in Demonlock and Sacrificial Pact is a conditional card if you are playing against a Demonlock.Against Paladin (21):
Good (4): Avenging Wrath, Hammer of Wrath, Lay on Hands, Muster for Battle,
Conditional (16): Holy Wrath, Seal of Light, Avenge, , Noble Sacrifice, Redemption, Repentance, Divine Favor, Blessed Champion, Blessing of Kings, Blessing of Might, Blessing of Wisdom, Consecration, Holy Light, Humility,Equality, Hand of Protection,
Bad (1): Eye for an EyeProbability of drawing one good spell: ~19%
Probability of drawing two good spells: >4%
Probability of drawing one conditional spell: ~76%
Probability of drawing two conditional spells: ~58%
Probability of drawing one bad spell: ~5%
Probability of drawing two bad spells: >1%
*Note* Most of paladin's conditional cards are fairly low impact so while they might not be completely terrible like some of the bad cards they're not exactly doing very much in the late game.
FINAL THOUGHTS:
Overall Nefarian is a card that if you're going to play it you really should only use it in Control Warrior as it will have the fewest matchups where it can steal objectively bad cards by turning Shield Slam, Deadly Poison, Tinker's Sharpsword Oil and Blade Flurry in to conditional cards while also having the benefit of being a solid late game oriented deck that plays other large minions so that you can bait out Big Game Hunter before you want to stick Nefarian. However the extreme randomness of his effect and high likelihood of pulling situational cards that won't even be helpful in the late game lead me to believe that this is an objectively bad card and one that will be consistently underwhelming. You should never play this card unless the metagame grinds to a complete halt and you are already playing Ysera and need even more late game bombs to grind out wins in the control mirror. But in metagames where that is not the case, I think you should steer far away from this underwhelming 9 drop. -
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user-10633212 posted a message on Unbeatable Thermaplugg Mech MagePosted in: Unbeatable Thermaplugg Mech MageThanks for the advise man :D
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I had so much fun :P
(and yes, i know I am occasionally BM'ing...)
First 2 games were so much fun I decided to put my whole run here!
funny arena game...
game 2
game 3
This guy with 3 legendaries... wow :(
What is it with those m.f. Warrior in this m.f. game? (read in Samuel L. Jackson voice)
should have played a bit safer by healing for 6...
its over guys....
it was a very fun deck, and very funny to play, but lack of skills I assume...
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donate to the needy...
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people play standard because its cheaper... although, that is what I hear, they dont want to spend so much on cards... but on the long run, because cards dont cycle out wild is still cheaper to play...
I tried standard... its just... boring.... give me wild, where the cardpool is bigger and surprise cards are more... surprise me with the cards you feel fit in that mode :D
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Hello,
I for one would love a pre-nerf yogg back in wild... the problem is I have a feeling blizzard would never do this, but a prenerf giant was done before... How can we pull blizzard's attention on pre-nerfing yogg, and would it be something that the heartsthone playerbase would be interested in? He is by far the most funny card in the game... often ending the game all by himself...
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Zombies... how do you kill that which has no life? :P
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why not the priest loa? he seems good in this deck...
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Awesome combo with...
ehm...
Im sure there is a great synergy with this card...
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I still believe that they should add some cards from the rotating sets to classic... some iconic cards like hallucination for rogue and iron hide for warrior for example...
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1) Overkill: gain life equal to the overkill damage
2) Overkill: gain +1/+1
3) Overkill: summon a random minion with cost equal to the overkill damage.
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This!!!!
I'm playing since beta, and since the split between wild and standard all I play is wild... sometimes I play standard to complete some quests, but I enjoy wild a lot....
I hate standard... so I should disenchant all standard legal cards then! :P