• 3

    posted a message on New Card - Dirty Rat

    It will take that one minion out of their hand and put it into play. Think Doomguard with 1 card. Still activates. Also, GG N'Zoth, the Corruptor, C'Thun, Reno Jackson or Kazakus if you pull one of the them lol.

    I really want to say this card is good because it is interesting, but I realized that -ON TURN 2- there are some decks where you do not want to play this guy. Shaman being a big one, as he may keep a Thing from Below to come out after his Tunnel Trogg into Totem Golem shenanigans. In addition, pulling Malygos without Entomb is just as bad as having the combo ready. Most control decks might get a little pissy, but it might not matter all that much what is pulled. You might pull an aggro minion but if it has 3 health, the rat can't kill it anyway.

    TL;DR: I am skeptical.   

    Posted in: Card Discussion
  • 2

    posted a message on Attention Paladin players, let us all agree...

    Ol' Sparky or Big Bertha. Hehehe...

    Posted in: Paladin
  • 1

    posted a message on Why People Don't Give Up Yogg?

    The difference between 10 mana - do nothing and conceding is zero. There is no reason not to use Yogg-Saron, Hope's End if you were going to lose anyway. His function was never to be a win condition, he is a comeback, through and through. And some archetypes simply do not have a replacement for his blessed potential. 

    Posted in: Standard Format
  • 5

    posted a message on Weekly Card Design Competition #4.13 - Submission Topic

    I thought giving Hunter more control options that don't feed aggro would be good. It applies the original attack, then reduces it to 1, using Blizzard's conventions of writing. 

    Posted in: Fan Creations
  • 1

    posted a message on That's why you should go wild .

    I love my Wild screw around decks! Got the RNG only one, 35 legendary deck, got a few more viable ones on the back burner... but yea, I love playing Wild when I don't feel like winning. 

    Posted in: General Discussion
  • 1

    posted a message on Card Nerf - Yogg-Saron, Hope's End

    There is a reason, it dawned on me, that Yogg's nerf might not matter all that much. A good use of Yogg-Saron, Hope's End is literally at hope's end: when the game is in such as state you will concede anyway. Well, a 10 mana card that does nothing is exactly the same as conceding, and when we look at the class most likely to keep him (Druid), it is not like there are obvious and viable alternatives as far as late game board clears or catch up cards anyway. Sure, he has a bigger chance to flop, but given how he is used, flopping is the same result as not having him at all.  

    I still don't like that they nerfed my favorite card in the game, but it actually is not that big of a deal. Being saddled with overload is going to hurt though. 

    Posted in: Card Discussion
  • 5

    posted a message on Lack of an equalizer?

    This is an observation, merely a thought that just occurred to me while I was watching a recent Kripp video on e-sports. 

    Is it possible there are only a few truly top tier decks now because, in part, "splashable" (meaning always good to add) neutrals are basically nonexistent, which exaggerates the reliance on class cards?

    I like Trump's assessment that a great ladder deck has to be "unfair" somehow. Couple that with the specialization needed to utilize the common neutrals we see on ladder, such as dragon decks and aggro decks running a few staple neutrals, the power of class cards could conceivably exaggerate the division of classes we see occuring.

    As much as people chided Dr. Boom and Piloted Shredder, the fact that everyone could have them made was a hidden equalizer. At the same time, everyone could pack a counter, prenerf Big Game Hunter and Ironbeak Owl respectively. Sludge Belcher and Antique Healbot were control cards that everyone could use, so even if you were not Control Warrior, you could still do alright to play the control game by putting up those trusty walls and healing for 16.

    The class I see everyone complain about, as of writing, is Shaman. It is impossible to deny that Shaman is the class to beat, but it is the tools only he wields that make it so. Tunnel Trogg, Totem GolemFlamewreathed Faceless, and Thing from Below are all very powerful minions. Spirit Claws and Doomhammer are fantastic, abet slightly situational weapons. Throw in Maelstrom PortalHex, and the occasional Lightning Storm, and Shaman clearly has a bit to work with.

    Now, we see only Warrior as top dog for control, with any other class attempting the same finding themselves unable to match the utility of his armor gain. Additionally, part of the reason he is cited as strong is his excellent removal tools in Execute and Shield Slam, giving him the flexibility either to play any style he chooses. Once upon a time, everyone had comparable tools for 3 mana. Now only Warrior can do it for 1 mana. (Naturalize is terrible unless you run mill.) Brawl being one of of the best AoE spells as of now does not hurt either.

    The reliance on class cards also exaggerates flaws in class kits. which is what has happened to Priest. Having a large number of reactive, situational cards in the class, along with the overall quality of neutrals being diminished does not help the Priest's situation very much, often finding himself outclassed in any pursuit due to another class having better tools (tools unique to them).

    Now I am not saying that splashable neutrals is going to fix the meta. I am not one hundred percent sure it is good for the game to have cards you always want in every deck either. Nor am I whining about Standard/Wild division, or ranting about a class being good or bad. I am merely postulating on a phenomena in the game as I see it. 

    Posted in: Standard Format
  • 1

    posted a message on Lack of an equalizer?

    Fair enough. 

    Posted in: Standard Format
  • 2

    posted a message on What do you think about Yogg-Saron?

    Personally. I enjoy Yogg-Saron, Hope's End and these people who bemoan the second coming of RNGesus should calm down. 

    Puns aside, what I like about Yogg is its ability to change the course of a game. Instead of certain situations being forgone conclusions (the worst feeling in the game, imo) like Druid v. board swarming, Mage v. Control Warrior, or anyone without Brawl v. N'Zoth, the Corruptor, now there is a chance it could still work out for you. Deathwing was the original incarnation of this concept, and it turned out discarding your hand was too high a cost most of the time. 

    As for bans, I would point out that it denies a core concept of the game which would then lead to the question of "why not ban all RNG based cards?"  

    Posted in: Card Discussion
  • 16

    posted a message on Weekly Card Design Competition #4.09 [SUBMISSION]

    Treant and Sapling for clarification.

    I think more support around these wooden tokens would be pretty cool.

    Posted in: Fan Creations
  • To post a comment, please login or register a new account.