Well there's an existential crisis if I've ever seen one.
- Leonaras
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Member for 6 years, 4 months, and 27 days
Last active Sun, Apr, 9 2023 03:20:18 -
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CheeseEtc posted a message on Weekly Card Design Competition 9.18 - Submission TopicPosted in: Fan Creations( ͡° ͜ʖ ͡° ) -
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Remster101 posted a message on .Posted in: TournamentsQuote from Schw_Tr_d_Le_en_W >>Please post a videolink with exact timestamps for detailed further discusssion.
Without a source one can claim anything.
ok i'll keep it simple. I think this probably cost Viper the game: https://www.twitch.tv/videos/417424950?t=10h49m26s
Playing the second Azalina there while he knew that hunterace will have less big threats in his hand was not the best play there. He discarded/threw away his own big threats while maybe hoping that hunterace had topdecked hagatha so he could get it too. But that is the only reasonable gamble there and even then it was completely unnecessary.
Viper should have exhausted his own resources first (for opponent's Hex targets, and so on) and then refill with Azalina on empty hand, getting maximum value for second azalina, instead of throwing away huge value of his own. He also knew that hunterace still has one Hex, etc. while playing 2nd azalina and throwing away his own potential Hex/removal targets. This also leaves Viper with less breathing space and possibilities later on, as he could have known to be the case.
TL;DR, I see absolutely no reason for Viper to play Azalina there. (With his knowledge of what cards Hunterace has already played, and what cards he still has in his hand+deck)..
Ok lets say he does your play. 21 damage is on board after killing annoy o tron. He has 21 health. Your play was to give lethal on board to the opponent?
I definitely think viper made misplays. But judging by your post you have no clue what you're talking about.
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RavenSunHP posted a message on Mid-Term Bingo: Guess the NerfPosted in: General DiscussionDISCLAIMER: this is no salty or whiny thread.
We all know a set of nerfs is coming during mid-term, it's always been that way. So what about guessing them?
Ofc, we can discuss the guesses, but i will take care to report anything that is not kept quiet and constructive. We can argue without flaming.
Each answer is meant to be divided in 2 parts:
1) what cards do you think will be hit? Please be honest, don't tap into hate only
2) how do you think those cards will be hit?
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So for me:
#1 Possessed Lackey: mana cost increased to (6) (it is not just a mana cheat, but also a selective draw cheat. Imo, it would be OP even at (6))
#2 Spiteful Summoner: mana cost to (8). (value would still be there)
#3 Call to Arms: recruit 2 (2) minions. (The card is too dominant and staple, while increasing its mana cost to odd value would probably kill Even Paladin, which is not the point)
#4 Divine Favor: mana cost to (5). (Aggro decks should not be able to have an efficient draw system).
#5 Naga Sea Witch: mana cost increased to (8) (the deck would still be playable, but more vulnerable to burn, as any other combo deck).
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All these nerfs should still keep the affected decks as powerful, but more vulnerable to other strategies, namely Midrange variations, without the latter being warped around specific but boring mana cheating strategies.
What do you bet?
Please, keep it easy. I repeat: THIS IS NO SALTY THREAD.
It is meant for discussion about possible nerfs, and above all it is meant to be CONSTRUCTIVE.
After the nerfs kick in, we'll see who was the wisest of us at guessing. :)
Thanks.
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Dendroid posted a message on Boomsday Espionage Miracle DeckPosted in: RogueI think Academic Espionage it's a little anti-synergic with the Gadgetzan Auctioneer
Any kind of card draw has insane synergy with Academic Espionage, I'm very confused by your point. It can also make spells that cost 1, further feeding the Auctioneer into more 1 mana cards. The tempo from that is RNG based but potentially totally busted.
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user-20492089 posted a message on Nerfing Decks and Dust Refund PolicyPosted in: General DiscussionIf you actually play giant decks often, I sincerely hope you don't have enough dust to play wild ever again.
Anyway, I kind of agree that the dust policy can be BS in some cases, but that's just how it is. I don't really agree that HS is an expensive game at all, but I realize that's an unpopular opinion in itself.
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Manuelo46 posted a message on I'm getting sick of Shaman hate trainPosted in: ShamanTL;DR
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user-24259300 posted a message on Swear to god arena matchmaking is riggedPosted in: The ArenaThis deck looks pretty bad - Few one drops, bad big drops, almost no value...
Maybe it's time to turn off that arena helper ,_, -
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Rippy posted a message on Swear to god arena matchmaking is riggedPosted in: The ArenaWhy even good?
Only 3 1mana drops, 4 lighting storm and a lot of big stones.
Maybe its time to turn off your tracker...
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Dropping a loothorder/thalnos on turn 2 stops this being a dead card early game. Effectively turns it into an arcane intellect. Which is still a strong 3 mana card. Not ideal use of the potential in this card but its more flexible than it seems.
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No offense, but theres literally no way you can play this deck wrong unless you pass the first 5 turns then start playing. It is a value tempo deck with hagatha as an endgame win condition.
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Tbh its all fairgame imo. Starcraft arcade is free to play as it stands at the moment. If you dont like it, dont buy it. Simples.
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Yeah its sadly a case of flexibility over consistency. Just generally as a starting hand, i was always happy with a firefly there. I Teched in 2 unleashes as soon as i ran into the first baku paladin. Shame they dont help complete the quest, they make nice dire frenzy targets though.
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Played this deck since the release of witchwood, and i feel dropping the fireflies is pretty detrimental to the consistancy of the quest being completed. I feel fireflies bring better value than the diremoles really. Just my 2c.
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Dont see much diversity, cube lock and 2 different builds of aggro pally :D
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There is no reason to nerf the deck itself, it is slow and reliant on a lot of cards to pull off the combo. The issue is the animations, and the fact that if someone doesn't pull the damaging parts of the combo they can stall the game for as long as they want with animation spam just out of spite.
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Sounds like someone got shudderwock milled.
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Tbh the animation of shudderwock pauses the opponents turn timer for its duration. So turn destruction isnt an issue in that regard.
The only thing that makes the animations so long is that murmuring elemental interacts directly with shudder. Creating 5-10 min segments of animation spam under certain conditions.
I have no issues being killed by the combo, i do have issues with the combo taking 10 mins to resolve :P.