Classic self-propaganda Yogg.
Sometimes he's just "meh, not now...".
Why would someone play Odd Paladin or Big Priest at a new expansion's week?
Vargoth and Catrina will rule Wild forever...
I've been thinking about this deck for a long time, but I've been only able to craft cards for it now, thanks to the Hall of Fame dust profit.
The current version looks like this:
# Class: Rogue
# Format: Wild
# 1x (0) Backstab
# 1x (0) Preparation
# 1x (0) Shadowstep
# 1x (2) Annoy-o-Tron
# 1x (2) Mechwarper
# 1x (2) Sap
# 1x (2) Upgradeable Framebot
# 1x (3) Bronze Gatekeeper
# 1x (3) Fan of Knives
# 1x (3) Necrium Blade
# 1x (4) Blightnozzle Crawler
# 1x (4) Gorillabot A-3
# 1x (4) Mechanical Yeti
# 1x (4) Piloted Shredder
# 1x (4) Replicating Menace
# 1x (4) Tomb Pillager
# 1x (5) Elise the Trailblazer
# 1x (5) Gral, the Shark
# 1x (5) Vilespine Slayer
# 1x (5) Wargear
# 1x (5) Zilliax
# 1x (6) Piloted Sky Golem
# 1x (6) Reno Jackson
# 1x (6) Safeguard
# 1x (6) Unidentified Contract
# 1x (6) Vanish
# 1x (7) Sprint
# 1x (8) Sneed's Old Shredder
# 1x (9) Valeera the Hollow
# 1x (10) N'Zoth, the Corruptor
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
I know, control styled Rogue is a hard one, but I try to make the best version of this deck. With the lack of removal cards, I've tried to make the best curve to gain control over the board. For AoE I only have Vanish and Fan of Knives, single target removing is no problem. For Healing, I have Zilliax and Reno, they were enough so far.
The main problem is swarm deck handling and the vs value deck late game, if I go too greedy, aggro and midrange decks gonna' stump me.
It's kinda messy in this form, this is my 1.0 version.
What could you suggest to make this a better deck?
Discovers* sorry xD
Ouch, my English strikes again :D
your opponent shouldnt do anything during your turn
Let your opponent decide his own fate...
What do you think?
(Maybe the Battlecry should read: "Your opponent Discover a tragic fate at the start of the next turn". In this way we didn't break the rules of Hearthstone - about opponent activity in own turn.)
I was so excited to see a new Rafaam card. But when they revealed him yesterday, I was totally stunned, how lazy designed card it is.
I'm tired of Legendary cards that create other Legendary cards. We always get at least one per expansion. There are so many fun, flavourful and creative custom cards in the net, but the official cards always ends up in this boring design.
I'm talking about these cards:
- Sneed's Old Shredder
- Confessor Palatress
- Jan'alai, the Dragonhawk
- Toki, Time-tinker
- Prince Liam
- Elise Starseeker
- Face Collector
- Prince Malchezaar
And now Arc-Villain Rafaam.
Why? Really? How long can this go on?
He is an evil relic-thief, an iconic figure in the HS history, and that's all he's got?
Since the game became 5 old, I'd like to take a callback for it's eras.
I've started playing after the relase of Old Gods, so I can't talk about the experiences before that.
From Un'Goro to Frozen Throne (Honorable mention: from Old Gods to Karazhan)
The meta was good in both game modes, good counter-cards for the previous bad cards, good power level in overall, the game was popular.
From Gadgetzan to Un'goro (Honorable mention: from Boomsday to Rastakhan)
It's funny how close it is to the best, but in experience-vise, it was a nightmare. Annoying meta with annoying cards, over the top power level without any counterplay, coinflip simulator ladder.
I think the game is not in it's best mood right now, but with these Hall of Fame picks, maybe it will became better. The new expansion will have to be really good to keep the playerbase.
That card that you love, dispite it's almost unplayable.
For me it's Blood of the Ancient One and Mekgineer Thermaplugg. Both of them designed to create some endgame wombo-combo, but sadly their effects are just too hard to trigger and they weak to single-removal.
Their entrance sounds are really fun too :D
I think the ladder experience would be much better, if it would work like a scoreboard.
The idea is this:
No ranks, no stars, just numbers. At the start of a season, everyone goes down to zero. You can achieve plus numbers by playing the game, despite the game's end.
Let's say, the winner gains 80-100 point after a game, and the defeated player 5-15 after a loss. In this way, you didn't feel, like you just wasted your time. Also, if you go full concede at the start of every match, you only put the enemy player above you, so even if you get some points, the winners still gets better.
To avoid the Aggro grind, the points could be given by played cards or played turns.
I'm not a game developer, but this would be a good sytem imo.
I want to experiment with some own decks. I've come up with three different ideas but all three require one missing Legendary:
-Soularium (Odd Quest Warlock)
-Spiritsinger Umbra (Reno Rogue/ OTK Zombie Heal Priest)
-Open the Waygate (Mecha'thun Mage)
I can only craft one of them. But I want to make sure, if the chosen deck fails (I mean really-really), the spent dust for the Legendary will not disapper in the abyss useless. I know these decks are seems really weird (and bad), but I want something fresh :D
I'm gonna play these in Wild, so in rotation-perspective the choice doesn't matter.
Don't judge the deck idea, I'm only looking for advice in Legendary flexibility-vise.