I dont have problem with high sustain deck that play lot of armor/health gain and big proactive minions. Its strong but his hero power isnt that good when you dont play small minions against it and he cant burn you down when you are constantly getting armor or health. Anyway Iam sure it will be nerfed soon.
Priest lacks draw. We can't go any draw minions because of Insight tutor and we can't even run Power word shield because we have elusive minion so any draw we can get is welcomed. You need to draw your minions fast. Amulet and Shard are only tradable priest spells. So basicaly it's just a draw tool because obviously we don't play any deathrattles.
I dont like rng of warrior questline reward. Sometimes it gives you 1 dmg weapon and 1/1 pirate and sometimes it gives you gorehowl and summon Mr. Smite. It should not be so highroll. It should be given like summon 4/3 pirate equip 3/1 weapon deal 2 damage to enemy hero and 2 damage to random enemy minion.
I agree wild is not fun anymore. Its easy to hit legend, but deck building is very limited and games are boring because of warrior and hunter questlines. I dont know if we can do something. Iam so pissed that Iam making deck that are made only to f**k with them. Like priest with Kobold monk and Robes of protection vs hunter and rogue with Gollaka crawlers and Lab recruiters vs warrior, but it wont stop them.
My biggest problem is the damned deadmines cards. The cannoner and Smite are a bit too much it gives so much unexpected damage for which you cant prepare. They should never printed these two cards when they play them I always loose no matter what.
Nah the hero cards are too slow, they have no chance against turn 5 Juggernaut. Dead knights heroes are strong and almost noone play them because they are just too slow. I just dont think there should be consistent way to gain infinite value at turn 5 or 6 or even 7.
Yeah it's terrible. Especialy in wild. If they highroll they can play Rokhara turn 5 otherwise like 6 or 7 and sometimes they don't even need her with Smite. Iam really pissed. I would like if games had at least 10 turns. Maybe if they set quest rewards cost to 8 or 10 mana it would help, but I would love to see it go. They should have make questlines like druid one. Its strong, but easily countered with taunts and armor/heals. I dont like decks which you can't counter.
I played game as Diablo against Warlock with the 1 mana discover and discard + draw hero power. One of his passives was the one that set expensive minions cost to 5. I dont remember his second passive, but on turn 5 he suddenly played completed C'Thun the Shattered and dealt 30 damage to me. I was so shocked i didn't even take a picture. He did't play a single part of C'Thun. I won in the end, but I still have no idea how he did it. Any ideas?
0
I dont have problem with high sustain deck that play lot of armor/health gain and big proactive minions. Its strong but his hero power isnt that good when you dont play small minions against it and he cant burn you down when you are constantly getting armor or health. Anyway Iam sure it will be nerfed soon.
0
With golden you get 6 gold and double the stats which is nuts.
0
Lol Rafaam is the best hero I always win with him.
13
Wow such huge nerf for pirate warrior that deck is obviously doomed KAPPA.
0
Priest lacks draw. We can't go any draw minions because of Insight tutor and we can't even run Power word shield because we have elusive minion so any draw we can get is welcomed. You need to draw your minions fast. Amulet and Shard are only tradable priest spells. So basicaly it's just a draw tool because obviously we don't play any deathrattles.
0
I dont like rng of warrior questline reward. Sometimes it gives you 1 dmg weapon and 1/1 pirate and sometimes it gives you gorehowl and summon Mr. Smite. It should not be so highroll. It should be given like summon 4/3 pirate equip 3/1 weapon deal 2 damage to enemy hero and 2 damage to random enemy minion.
4
I agree wild is not fun anymore. Its easy to hit legend, but deck building is very limited and games are boring because of warrior and hunter questlines. I dont know if we can do something. Iam so pissed that Iam making deck that are made only to f**k with them. Like priest with Kobold monk and Robes of protection vs hunter and rogue with Gollaka crawlers and Lab recruiters vs warrior, but it wont stop them.
0
My biggest problem is the damned deadmines cards. The cannoner and Smite are a bit too much it gives so much unexpected damage for which you cant prepare. They should never printed these two cards when they play them I always loose no matter what.
2
Mega bundle - 5 legendaries :(
0
Ok if it was heroic I take it.
0
You deserve that for playing Diablo with demon seed. Its disgusting.
0
It looks bad on first sight, but it's not that bad for agro. You can trade your tokens and replace them with new tokens.
1
Nah the hero cards are too slow, they have no chance against turn 5 Juggernaut. Dead knights heroes are strong and almost noone play them because they are just too slow. I just dont think there should be consistent way to gain infinite value at turn 5 or 6 or even 7.
0
Yeah it's terrible. Especialy in wild. If they highroll they can play Rokhara turn 5 otherwise like 6 or 7 and sometimes they don't even need her with Smite. Iam really pissed. I would like if games had at least 10 turns. Maybe if they set quest rewards cost to 8 or 10 mana it would help, but I would love to see it go. They should have make questlines like druid one. Its strong, but easily countered with taunts and armor/heals. I dont like decks which you can't counter.
0
I played game as Diablo against Warlock with the 1 mana discover and discard + draw hero power. One of his passives was the one that set expensive minions cost to 5. I dont remember his second passive, but on turn 5 he suddenly played completed C'Thun the Shattered and dealt 30 damage to me. I was so shocked i didn't even take a picture. He did't play a single part of C'Thun. I won in the end, but I still have no idea how he did it. Any ideas?