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    posted a message on Looking for decks with lots of comic potential

    I've had many fun games with a thief rogue deck. You can get a lot of cards without any normal draw cards. Then reduce the cost of those cards and get some crazy combos. Some matches felt more like a tavern brawl then standard.

    I've been playing off and on since the beta, so I have quite a few legendaries. So I made a Legendary Warrior for wild. It has about 3 stalling cards and the rest are legendaries, including Varian Wrynn. It's weak against aggro and there's almost no synergy, but most of the cards have a lot of value. 

    Posted in: General Deck Building
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    posted a message on How to make Warlock great again?
    Quote from Redqueen >>
    Quote from Lucied >>

     We need more healing options now that Reno is gone. I'd like to see something like a 4 mana minion with a battlecry of "Restore 2 health to your hero for every card you've discarded this game." Or a minion with a battlecry like "Destroy a friendly minion and restore 2 health to your hero for every time you've damaged yourself this game." 

     How about "Restore 1-2 health to your hero for every card in your hand" ?
     That heal would heavily favor handlock over discolock. That's not a bad thing, but I think discolock needs more help. I'd be fine with both, but discolock should be the priority since that's our quest and it's possibly the weakest since we don't have enough tools to support it.
    Also, whatever the effect, it needs to be a battlecry or a cheap spell. Healing won't help much if we're sacrificing board presence.
    Posted in: Warlock
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    posted a message on How to make Warlock great again?

     We need more healing options now that Reno is gone. I'd like to see something like a 4 mana minion with a battlecry of "Restore 2 health to your hero for every card you've discarded this game." Or a minion with a battlecry like "Destroy a friendly minion and restore 2 health to your hero for every time you've damaged yourself this game." 

    Posted in: Warlock
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    posted a message on Is quest rogue unbeatable?
    Quote from ArgentumEmperio >>
    The quest should be changed so it doesn't work with Swashburglar anymore (in regards to the bouncing, once the quest is played it is fine if its a 5/5) since it completely breaks the flow of the game and even any potential counterplay would be thwarted by bad RNG.
     Even if you're right about everything, do you think Blizzard would actually make a change like that? Take the Warsong Commander nerfs. It used to give charge to all friendly minions, but they changed it because of the Molten Giant combo. Then it had a nasty combo with Patrons, so they changed the card again. Has Blizzard ever nerfed a card by saying 'Now this card will work with every minion except one'? It would be confusing for new players and not like Blizzard. They don't exclude specific combos unless theres a bug involved, which there isn't in this case.
    Posted in: Rogue
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    posted a message on Is quest rogue unbeatable?
    Quote from jiggs >>
    Quote from Lucied >>

    What do you think of the idea of changing the quest to say something like 'Play 4 minions with the same name that cost 3 or more'? It would slow down the deck and require the Rogue to play control while they're setting up the quest. 

     The problem with that is Rogue, as a class, is not cut out to play a control game. No class heals and the hero power becomes more and more useless as the game goes on. By the time they get their Core up, viable control classes(Warlock, Warrior, Priest, etc.) would outvalue them at the end game. If a nerf like that happens, Miracle Rogue will once again be the only viable archetype Rogue can play. 
    Playing and bouncing Earthen Ring Farseer would be a decent heal. Shadowstep can effectively heal one of your minions. There are a lot of 3 cost minions with very useful battlecries that could help control the board. Plus, once it's complete, a bunch of cheap overstated minions would also certainly help control the board if they need to. 
    Posted in: Rogue
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    posted a message on Is quest rogue unbeatable?

    Yeah, lack of creativity is a big part of it. Quest Rogue is a cheap deck to make, beats many decks by turn 6 or 7 and discourages creativity in deck building on both sides.

    What do you think of the idea of changing the quest to say something like 'Play 4 minions with the same name that cost 3 or more'? It would slow down the deck and require the Rogue to play control while they're setting up the quest. 

    Posted in: Rogue
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    posted a message on Is quest rogue unbeatable?
    Quote from Yasyne >>

    Forcing people to make decks to counter other strong decks is what hearthstone is all about. When one deck gets popular, then people start playing the counter. Then people play the counter to the counter. This is how the meta has always worked. Just because the deck you like doesn't beat one deck, doesn't mean something is wrong with that deck. Quest Rogue win rates are not out of the ordinary. If you are seeing a lot of them, change to a deck that plays against them better. 

    What's the difference between Quest Rogue and a deck like Patron Warrior at the peak of it's power? People said there were counters to Patrons, but it seemed like most players think Blizzard was right to nerf the deck. 
    Posted in: Rogue
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    posted a message on Is quest rogue unbeatable?
    Quote from ArgentumEmperio >>

     1. The Rogue QUEST is beatable by simply putting in cards that are cleverly designed to either survive for more than one attack (i.e. Direhorn Hatchling) or efficently deal with several 1/1s OR; 5/5s (i.e. Maelstrom Portal, Arcane Explosion, Wild Pyromancer OR; Dragonfire Potion, Brawl, Ancient of War).

    2. If you don't want to be dealing with the quest directly then how about killing them faster than they spend their first 3-4 turns working on the quest to kill 'em? Most if not all aggressive decks are favoured to beat 'em and some midrange decks also have a pretty good time as the Rogue in question has to work on their quest or ... let's say use Fan of Knives to deal with a bunch of murlocs and then using a Bloodlust to finish 'em off - I take this approach with my murloc shaman deck currently.

    3. Rogue has to dedicate their entire deck to completing the quest as fast as possible which means it usually runs out of steam very quickly if ANY of the two above are in play. That's a fair game, they dedicate their entire deck to their gameplan and if you want to tech in choices to deal with that then you do so and you get ahead very quickly and thus' counterplay has been achived. Both Dirty Rat, Counterspell and hell even a Mana Wraith can do a surprising amount of work for yer'.

    1. Many of those counter cards are fairly high cost cards. They don't help much if the Rogue can often finish the quest before you can play the counters. Sure, you might have time to Dragonfire or Brawl, but a smart Rogue would keep a few minions in hand in case you have a board wipe. Deck balancing can't depend on one player making a stupid move. What good is a 5/10 taunt? It will slow them down a bit, but they can't take it out with a sap or two 1-cost cards, which they have plenty of.
    3. Exactly, a Rogue dedicates their entire deck to the quest, so they have many different ways of completing the quest quickly. But if you're relying on 2-3 cards in your deck to counter them, there's a decent chance you won't draw the counter cards in time. We could dedicate more of our decks to counter the quest, but isn't that a sign of an OP class? If the meta is forcing 8 classes to build around countering 1 class, then that sounds like a good reason to nerf something about that one class.
    What about changing the quest to say something like "Play 4 of the same minions that cost 3 or more"? That would force the rogue to play more of a control deck so they'll survive long enough to complete it. Having a bunch of 3 or 4 cost minions also means they aren't useless if the quest isn't finished. Also, the quest reward should be a buff that's automatically applied to every minion the rogue summons, not a permanent aura on his side. Hexing a minion should always turn it into a 0/1 taunt, not a 5/5 taunt. A quest reward shouldn't make two class's primary removal spells almost useless. 
    Posted in: Rogue
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    posted a message on Card suggestions

    I like where Warlock is going this year, but it feels like it's missing a few pieces, especially if you get behind at all. Here's a few cards I'd like to see, or at least the rough concepts of them.

    A 5 mana 4/4 or 4 mana 3/3 that restores 2 health to your hero for every card you've discarded this game. It's not huge, but it may buy you a little time to get your quest finished.

    Instead of an overstated minion that discards a random card, what about an understated card that discards a card of your choice from your hand?

    I realize card buffs from Blizzard are unheard of, but it couldn't hurt to ask. Zavas is a little underwhelming. It's nice having something in your hand that can absorb discards, but it doesn't do much once you play it. Even if you can get it to 10+, that won't help much if the opponent can kill you in 1-2 turns. I think a reasonable buff would be to give Zavas taunt as a default ability. I could see them increasing the mana cost to 3 to compensate, but that would still be worth it. 

    Posted in: Fan Creations
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    posted a message on I made a mage deck focused on stealing and completing enemy quests

    How would this help you? The other class quests would be very difficult or not impossible. You have nothing to buff your minions or discard cards. You don't have nearly enough murlocs. You have a slim chance of completing the hunter, rogue, priest, warrior and druid quest, but your opponent will complete it much faster since they have a deck built for it. You have a decent chance at finishing a mage quest, but then why wouldn't you just build your own quest deck?

    Posted in: Wild Format
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    posted a message on What time does Un'goro release?

    I think most expansions went live around mid-day Pacific time on the release date, so that's what I'm assuming. It is a little weird since the WoW expansions go live midnight. I don't see why they're not consistent.

    Posted in: General Discussion
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    posted a message on Celestial Dreamer + Jungle Giants quest interaction?
    Quote from GreenGrass >>

    Druid quest says *summon*. When it's summoned - it is already a 5\5, so I think it counts toward the quest.

    It can buff itself to 5/5, but it's summoned as a 3/3, so I don't think it counts. 
    Posted in: Card Discussion
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    posted a message on Any hope for Priests?
    Quote from SchruteBucks >>

    you can have 2x of a minion in your deck with raza, you just need to draw 1x of them first.

     Is that how Reno works as well? I thought that mechanic looked at your starting deck list. Regardless, stalling until you could get a combo to work won't be viable against the other quests.
    Posted in: Priest
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    posted a message on Any hope for Priests?

    The Priest quest was the first revealed and it seemed like many people thought it was OP, or at least very good. But now that we've seen the other quests, I'd say Priest got the weakest one. The reward gives almost no board presence. It's a stronger Reno, but Reno delayed your loss by about 2 turns when the opponent had dominant board control. What good is 40hp when the opponent gets a ton of value or burst damage from their quest? It would make more sense if Priest was getting a strong AoE, stronger deathrattles or more burst damage, but we didn't. The Priest combo in the extra clip at the end didn't even make sense because Raza wouldn't allow you to have two of the same minion in your deck.

    I'm not asking for Priest to be ladder competitive. My main Priest deck for a while now has been a Purify/Revive deck. I've had some fun games, but it doesn't climb the ladder. Getting crushed by other quest rewards just doesn't sound fun.

    Posted in: Priest
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    posted a message on Any must have cards yet in Un'goro??
    Quote from Deftmove >>
    Quote from Lucied >>

    I don't understand why so many people are pessimistic about cards like Lakkari Sacrifice at this point. We've seen only a little more than 10% of the cards in the expansion, so there could easily be some discard mechanics that make Lakkari more viable, and the same goes for every other underwhelming card so far. Maybe Warlock will get a spell or minion aura that says something like 'discarded cards go back to your hand' or 'discarded cards get shuffled back into your deck.'

     Because it's one of the worst designs ever? You have to sacrifce a card in your hand and your first turn in order to play a quest, and in addition to that you have to compound the card disadvantage by discarding more cards as requisite for activating it. The only deck that can possibly afford to discard cards is aggro, and missing your first drop is almost game losing to begin with. It's not like something that might have some potential like the Priest quest that just activates by doing your normal thing, you have to butcher your deck with very commital card effects to get a card that has extremely poor tempo the turn you play it and only pays off if you can survive.
    This card is probably one of the worst cards I've seen in a CCG in like 2 decades.
     That's if the new meta will be similar to the current meta. What if we get a mechanic that lets players keep discards in some way? What if we see more defensive cards that draw the game out longer? It might be terrible. I'm just saying we should wait at least until we see the whole set before we judge.
    Posted in: Card Discussion
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