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    posted a message on Celebrate Midsummer Fire Festival with the Ragnaros' Fire Festival Brawl!

    Check again.  I have the level 3 fireworks and I never had more than 17 kills in a single game.  The reward screen stops telling you to feed it more kills once the cumulative kills reached 60+.

    Posted in: News
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    posted a message on nerf Radiant Elemental? (or cheap Priest spells)

    Most of the priest cards are fine.  I would be open to increasing the cost of inner fire.  The way I see it, the card would function mostly the same even at 3 or 4 Mana but the rediculous turn 2 or 3 combos would not be possible.  I like combos for what they add to the game but it's bad when they can go off on turn 2 or 3.

    Posted in: Card Discussion
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    posted a message on I finally caved and crafted The Caverns Below

    You should win any game that goes past turn 8 unless you draw very poorly but that said, people who know how to play against quest rogue will push for early aggression.  Even if you play the quest turn 5-6 it's often not enough against a proper aggro deck or a mage who plays a strong early game.  Keep playing and once you get past the low ranks you will understand how it balances out.

    Posted in: Card Discussion
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    posted a message on Un'Goro Cards Nerf/Buff Predictions

    Quest Rouge is fairly healthy for the meta at the moment.  It is preventing control decks from becoming too greedy which would lead to fewer decks being playable.  

    Posted in: Card Discussion
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    posted a message on Who agrees that we probably have the healthiest meta yet?

    The meta has definitely improved by almost every measure after the rotation and it's great that there are so many decks that perform well.  Still things could be better and I think they will improve given some more time.  Right now the worst thing about the meta is how swingy things have become.  Right now you can spend 5 or 6 turns completely outplaying your opponent, making the right trades, countering their plays, pressuring damage, and running then short on resources but suddenly one of a handful of combos jumps out to flip the game and even though your deck can also run such a combo, you may spend the next 2-4 turns fishing for it only to draw the worst cards your deck can offer.  I like combos and I like cards that reward holding back to get more value but some things push past balanced and I think the culprit is that these combos work out of hand.  If a combo requires you to keep a minion on board or survive a turn before it goes off then it gives us a chance to respond but dropping 3-4 cards that all work off each other is very destabilizing.  

    Interestingly, and I am sure it will be an unpopular opinion, I think it's demands from control players that led us down the path to the awful metas of the past and I hope Blizzard resists listening to them in the future.  Neutral heals are what a re ultimately to blame for the super aggro metas since too many heals means its ok to print faster and better early game minions.  Reno was the ultimate example of this and games became hyper aggressive knowing a full heal was around the corner and control decks desperately fishing for Reno.  Without the late game heal, Blizzard may have reconsidered premium stated 1 & 2 drops in favor of midrange answers for control.  Premium board clears are another example.  They should be strong but not common and not 100% effective otherwise you need to print bigger midrange minions (4 Mana 7/7) or stronger combos to counter such effective clears.  In that nature, I think Brawl should go.  Warrior has board control in the form of some of the most powerful taunt minions so giving them a supper effective clear that allows them to trade inefficiently​ but without punishment is disruptive.  Post Reno warlock, on the other hand, has very well designed clears since they can be played around and are balanced by the risk reward nature of the class.  Healing breaks that balance by removing the downside to the class.

    We still have a lot of remenants of the previous meta lingering but they are starting to fade.  If the destabilizing control cards (ice block, brawl, equality, etc.) and balance that with the removal of some of the best early game cards you can slow down the game without making it a fatigue nightmare and give everyone even more room to experiment and succeed.

    Posted in: Standard Format
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    posted a message on Why don't people play water rogue anymore?

    The old stealth / finja rogue deck was fun but never top tier.  It could win most matchups at the time but it still relied on good draws to win the bad matchups such as Reno decks.  The cards it lost were key to the early game and it always played as a midrange deck that could (sometimes) rush like an aggro deck given the right draws.  In this meta that is the weakest place to be.  Early game is key against decks like freeze mage and aggro decks.  Midrange is dominated by combos like inner fire priest and Hunter.  Late game quest warrior or mage will always out value you.  

    Quest rogue works because it snowballs around turn 4-5 consistently.  Most decks can do this too but only with perfect draws and even then tend not to have as much steam left at that point compared to quest rogue.  The only decks that do well against such an early consistent deck are aggro decks.  

    Miracle has always been about cheating value by sacrificing late game (fatigue is a big weakness) for mid game dominance.  The new tools like the flowers have made it more consistent and less reliant on combos like Leroy + cold blood or Mally which is why it has become popular again but it does have weaknesses to decks that can out value their turns or have enough answers to last into the late game.

    Posted in: Standard Format
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    posted a message on Can i ask why Ice block wasn't hall of famed?

    I would like to see ice block rotate out if only to force mage decks to play a more interactive deck type instead of just stall stall stall.  There are definitely other types of mage decks out there.

    Posted in: Card Discussion
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    posted a message on 5 solid new archetypes (first 24 hours analysis)

    The rogue quest turned out a lot more consistent than I think most people imagined. Youthful Brewmaster, Gadgetzan Ferryman and Shadowstep is easily enough to work the quest and when you throw in Mimic Pod it doesn't really matter if you run the elemental version or not.  When I first started running it I actually achieved the quest on turn 3 and forgot that I couldn't cast the spell for another two turns (ended up costing me the game since my small minions were killed before the buff took effect).  Not sure if it will be oppressive to the meta but it does set a high bar for other viable decks.

    Elemental mage is nice when it goes off but it doesn't really benefit from the mage class as much as Shaman does but basically all version are just Elemental Tempo decks that hope to take advantage of the synergy of the elemental tribes.  If you draw a good curve it is powerful but if you miss a drop you it could cost you the game.  Still, I prefer midrange decks to control so I am not too bothered by these decks.

    Druid is low tier.  By the time you achieve the quest you don't have much left in the way of cards so what good is free drops.  I think its really outclassed by the rogue deck which can actually deal with a flood of free big minions since every token becomes as big a threat as the majority of the cards in the druid deck.

    Still not sure about discard zoolock.  The quest hurts tempo and fellhound is very underwhelming compared to 5/5 floods and the elemental curve.

    Sadly, none of the hunter builds appear to work very well with the quest.  As expected, going all in on the quest leaves you with poor topdecks since you usually have more then 15 cards left when the quest pops there is a good chance you will still draw into crappy 1 drops after the quest drop.  Midrange builds with just enough 1 drops for a late game boost also don't work because there is just not enough draw power to follow up with the raptors.  If the meta shifted to a fatigue state it would work but for now the best hunter decks will forego the quest and just run a beast synergy build.  Perhaps Dinomancy will shine but it still seems slow compared to the Rogue builds.  

    Posted in: General Deck Building
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    posted a message on Will you throw Elise in every deck?

    I don't think anything outside of greedy control builds will run her.  Unguro cards are nice but having an extra 5 in hand won't stop you from reaching fatigue and you could wind up with a pile of worthless minions or cards that require synergies that you don't run.  Right now the control builds that are shaping up look like a control warrior (might run her but the quest should be enough to out value most control decks) and control style mage decks with otk combos (which don't need or want a minion that hurts their top deck for the last combo piece).  She is definitely nice value but I think she is overrated much like Malkasar was.  The old Elise was a staple in control because against control decks it converted your worthless aggro/midrange tech cards into potential win conditions.  With Reno gone I don't think games will be long enough for Elise to work well.

    Posted in: Card Discussion
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    posted a message on The Masked Ball is This Week's Brawl!

    Not a very fun brawl.  Even if you play a solid midrange deck that takes advantage of good trades and the deathrattle value, you can still just get screwed over if you get poor drops off the deathrattle and your opponent gets great ones.  Just spam high cost minions and hope your opponent can't respond.

    Posted in: News
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    posted a message on The Coin (interactions with the new mage quest)

    So it's clear that coins created by cards will count towards the new mage quest but if all things remain as is, the coin generated by going second will most likely also count and that isn't a great thing for the game.  

    To be clear, I love the concept of the coin and how it helps to (almost) remove the penalty for going second.  Still, over time we have had to deal with certain interactions that we're unintended and pushed an even more significant advantage for certain decks.  Rouge has always benefited from the combo advantage although this mechanic has always been a bit weak so it never really caused disruptions.  Tempo mage and, in particular,Flamewaker, presented the first instance where this became a problem since the tempo and value gained from playing coin and a 1 Mana spell turn three was often something that you couldn't come back from with most decks.  Again, this issue was small enough that it didn't completely disrupt the game but it lead to a lot of frustration due to how un-interactive it was coupled with the RNG factor making people feel cheated (even if the probability wasn't ever on your side).  Now we have a very powerful quest that has a sufficiently high requirement in most cases but I think coin could top it to unbalanced.  I don't know about you but I don't like the idea of going first becoming the "bad" outcome of the coin flip.

    The best solution I can come up with is to keep all generated coins the same but change the coin flip coin to read "this card doesn't count as a spell".  It would be a very minor change but it would balance out the intent and prevent certain decks from having an unfair advantage at the coin flip.

    Posted in: Card Discussion
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    posted a message on My TTK Exodia Mage

    Burgly Bully, even if they play around it, will probably be a better choice then the manipulator.  At 6 health it should take at least 2 minions to trade and 4 attack means they will probably die (or your follow up blizzard will finish them). If they do use removal to take it out it's at least one coin which gets you to your combo one turn earlier both in Mana and the spell generation.  I might even run two.

    Posted in: General Discussion
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    posted a message on Control Quest Warrior ft. N'zoth
    Quote from Frigi01 >>
    Quote from Mael >>
    Quote from Frigi01 >>

    Close to what I had in mind but I think every Control Warrior needs double Dirty Rat because that card is just so good in CW, needles to say what a great synergy it has with Brawl. Also Dirty Rat is a minion with taunt so it helps with a quest.

     If you are talking about the current meta yes but with Reno leaving I predict a resurgence of midrange decks which make Dirty Rat a big risk.  It becomes a dead card against almost any deck playing a quest and you know people are going to try to run some of the new big minions.  Could also be punished by elemental decks who still get big minions that wreck your value.
    How is it a risk? Do you just play your Dirty Rat on curve and hope for a non-disastrous outcome? Speaking of the card rotation there will be no more Brann Bronzebeard  and Reno Jackson but also no more Ragnaros the Firelord and Sylvanas Windrunner, both potentially problematic Dirty Rat outcomes. Do you understand how good Dirty Rat is in Control Warrior regardless of the meta? The thing is that once you have enough armor accumulated you can Shield Slam the worst outcome (not counting the rare occasions in which you will pull Soggoth or something like that), you can also use Execute with some wounding effect in order to remove a very strong minion.
    The best part about the Dirty Rat in the Warrior is the situation when your opponent (I agree there will probably be a lot of midrange decks) has a decent board and will not play any other minions, then the Dirty Rat is played. If you pull the high value minion you then have much more Brawl value than the turn before, if you pull something weak you can maybe decide to stall even more since your Dirty Rat by itself is a 2/6 taunt minion that will absorb some of the incoming damage in the next turn.
    Imagine that this kind of deck becomes one of the meta decks, pulling the N'Zoth, the Corruptor with your Dirty Rat in mirror match is more or less game over.
    My opinion is that in top tier CW decks of the future expansion there will be x2 Dirty Rat in most (if not all) good lists. We shall see, maybe I am wrong but I think I am not since I have a ton of experience with CW decks and the Dirty Rat was super good in any CW so far.
     The situations you are describing are already favored machups so I don't think Dirty Rat adds consistent value.  Right now it's a great card because the meta is filled with combo decks and aggro decks but that is about to change.  If you already have a bunch of armor then you could just as easily wait for the minion to be played instead of forcing it out.  No more Brann for double Mind Control Tech shenanigans. Brawl is still a risk since there are not a lot of low value minions in the deck to up the chances of winning the RNG.  All this on top of the fact that everyone is trying to make decks full of high powered minions to cheat out as soon as possible (druid quest, elemental, etc).  This deck is weakest against a good midrange build that drains your resources before you can stabilize and with the loss of Reno and Justicar you don't have a reset button to bail you out if things go wrong.  
    That said, if the time warp otk mage decks become common then dirty rat will be a good tech choice but it will need to be played very carefully.
    Posted in: Standard Format
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    posted a message on My TTK Exodia Mage

    What is your intended target for the Faceless Manipulator?  It's too costly to fit into your combo.

    Posted in: General Discussion
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    posted a message on Control Quest Warrior ft. N'zoth
    Quote from Frigi01 >>

    Close to what I had in mind but I think every Control Warrior needs double Dirty Rat because that card is just so good in CW, needles to say what a great synergy it has with Brawl. Also Dirty Rat is a minion with taunt so it helps with a quest.

     If you are talking about the current meta yes but with Reno leaving I predict a resurgence of midrange decks which make Dirty Rat a big risk.  It becomes a dead card against almost any deck playing a quest and you know people are going to try to run some of the new big minions.  Could also be punished by elemental decks who still get big minions that wreck your value.
    Posted in: Standard Format
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