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    posted a message on Merry Christmas hearthstone community! Santa claus is coming to town
    Quote from batanete >>
    Quote from Mandragoras_EU >>
    Quote from batanete >>
    Quote from Mandragoras_EU >>

    Oh boyyy! What are the gifts Mr. Batanete?

     Were you a good boy this year?
     Yes Mr. Batanete!
     Here you go then:
     Oh boyyy! I'm touching myself tonight!
    Posted in: General Discussion
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    posted a message on Merry Christmas hearthstone community! Santa claus is coming to town
    Quote from batanete >>
    Quote from Mandragoras_EU >>

    Oh boyyy! What are the gifts Mr. Batanete?

     Were you a good boy this year?
     Yes Mr. Batanete!
    Posted in: General Discussion
  • 0

    posted a message on Merry Christmas hearthstone community! Santa claus is coming to town

    Oh boyyy! What are the gifts Mr. Batanete?

    Posted in: General Discussion
  • 0

    posted a message on Beat the Deck

    OTK mulroc paladin takes on control priest.

    Posted in: General Discussion
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    posted a message on Sacred trial not working as indented! (Dr Boom)

    I was playing against a mech paladin with my renolock. He had Sacred Trial secret active and 2 minions and i had only a Twilight Drake on board. Then i play Dr. Boom he spawns the two Boom Bots and the trap activates killing Dr. Boom.

    Sacred Trial's text reads: "Secret: When your opponent has at least 3 minions and plays another, destroy it."

    I had one minion when played Dr. Boom.

    This is clearly a bug to add on your Fixing List.

     

    I just posted this on the official Bug report section of Hearthstone. I post it here too so people will be aware of the newly found bug.

     

    Posted in: Card Discussion
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    posted a message on LOE Tier Arena Rankings

    Pit Snake should be in good tier.

    I have used it and saved me many times since hard removals are hard to find in arena. In turn 1 it forces the opponent to hold back a bit or hero power to remove it and not developing a board. On later turns it gets prioritized (since it's an immediate threat to any big drop) and "protects" other minions that might been cleared via trade or ping. You just need to know how to play it.

     

    Anyfin Can Happen should be on the meh tier.

    I regret not choosing it (over Ancient Watcher, which i pick and Alarm-o-Bot). Since paladins in arena always peak Murloc Knight and produce some murlocs Anyfin Can Happen can be a good come back from a late game weak board.

     

     Although i have no experience with Tunnel Trogg in arena, i believe it should be on good if not meh tier.

    It can get out of  control in constructed but in arena you can't guarantee for good overload cards. Plus if you pick too many of them you will lose tempo.

     

    I think you should make some rearrangements because the ranking seems a bit contracted play influenced.

    Overall it is  decent.

    Posted in: The Arena
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    posted a message on Why do Paladins and Hunters have Secrets, but Rogues don't?
    Quote from eliasfh >>

    I personally think it is very important to not base cards of WoW lore, base cards over fun and interactive design. Then put a skin on it afterwards.

     I disagree! HS is based on Warcraft lore and WOW gave more depth in each class. In WoW Paladin had Seals and Blessings (minnor buffs/spells). Seal of Light and Seal of Champions are the only and very good implementation of WOW lore in HS Paladin. If the devs kept this course Paladin would have been way better and more interesting class too play.
    Moreover secrets represent (in some cases try to) abilities/buffs that are triggered from opponent action. In WOW hunter had the traps, mage had a few nothing major and paladin even less if nothing.
    Druid on the other hand had Entangling roots and could have been a better choice for third secret capable class for HS instead of Paladin, in my opinion. 
    P.S: At this point the devs hands are pretty tied up for such major changes.
    P.S. 2: At least the can change the "I will fight with honor" emote to "My mouth is sealed"
    Posted in: General Discussion
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    posted a message on Paladin Deck
    Quote from BogdanHS >>

     

    Sorry because i didn't put the pictures of the cards, but i don't know how.

     When posting there is a menu similar to office word. The two last icons are for Card hyperlink and adding deck list, respectively.
    Note that in order to add a deck you must create it first in the deck building section of the site. Then you copy the deck's BBcode and add it to the post.
    With cards you just need to write the card name and replace the text that reads "card name".
    Now, you can follow these steps and edit your post accordingly.
     
    Posted in: General Discussion
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    posted a message on LOE Heroics easier?

    Previous adventures, and mostly BRM were very RNG dependent. From LOE Rngsaur  Hex is the most frustrating much up form me.

    P.S: I haven't tried Raffam unleashed yet but he seem a bit rng oriented.

    Posted in: Adventures
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    posted a message on Why people generally hate on aggro so much?

    Because some people hate to be reminded/lose to the deck that started out with, before they become "skilled-net-deck-palyers"

    Posted in: General Discussion
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    posted a message on Long Time No See - Advice?

    In my experience you shouldn't get so many 2 drops if you could. Cutting 3-4 2-drops and 1-3 3-drops for 1-2 4-drops 5-drops and late game. Ancestral Knowledge seems a bit useless especially if it was an early pick. The same goes for Gnomeregan Infantry. Booty Bay Bodyguard is a decent taunt, and Lance Carrier can produce a good tempo swing.

    Of course all these choices are relative to and vary depending on the cards choices you had and how deep you where in the building phase.

    I like the choice of Stormforged Axe it gives early board control.

    And remember the most important thing is to realize your mistakes and learn from them.

    Posted in: The Arena
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    posted a message on Long Time No See - Advice?

    From my experience each time an adventure or expansion are introduced in the game it good to read some threads and find which classes are favored in the arena. Also the main goal in the arena is to have board control, so classes like mage and even rouge have hero powers that support that. Furthermore a good curve is the key to accomplish that.

    Keep in mind that the arena requires two skills in order to have an effective run. It takes good deck building and good deck playing. A good deck builder is a good player, but a good player isn't always a good deck builder. That's a point that people fail to see and start blaming their luck or the concept of the arena in general.

    I'm a player of an average 3 to 5 wins in arena and until recently i was creating my decks own my own. Then i tried hearth arena and i have to say my win average went up 2 to 3 wins. It does not just helps you build a deck it also explains a bit why you should pick a certain card through out the build phase. And after you build the deck it gives you a small summary with pointers on how to play it, which is a big help. Plus you get a chart section with synergies, card classification by round/big drop/removal/etc.

    Some people are naturals, they can calculate the synergies and have knowledge of their deck every step of the building phase, and in my opinion that's admirable. 

     

    Posted in: The Arena
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    posted a message on Thoughts and opinions on OTK Murloc Paladin
    Quote from Notorious_BLT >>

    So that's not a OTK. It's just a strong finisher, like FoN/Savage Roar, which is easier to set up and can potentially be done on turn 6. Sorry if that seems like splitting hairs but there's a big distinction between dealing enough damage to kill someone from full health and dealing enough to finish them off. Otherwise you might as well say Moonfire is a OTK on a 1-health opponent. To actually OTK someone from Anyfin... you need to have played a pretty good game.

     

     FoN/Savage Roar is very good  two-class-card combo that can be run in any druid deck. Just like Gromash and Death's bite/inner rage/cruel task master for warrior. Both combos have fixed dmg while in the case of paladin it builds up with each passing turn up to  one turn full health dmg. To OTK someone with anyfin... you just need to stall and control the board and paladin has great tools for that.
     
    Quote from Notorious_BLT>>

    I don't know about MR but I think Patron Warrior was easier to pull off. To get a true OTK from Anyfin... you need to have drawn and played 7 specific creatures, they need to be conventionally killed and you need to have drawn Anyfin Can Happen. That's 8 specific cards that need to be drawn and played to bring about a OTK in a class that doesn't have a heap of draw mechanics. Although some cards were key for Patron Warrior (Grim Patron, Warsong, Berserkers) there were more combinations and activators you could use to deal massive damage. It also varied a lot with board state - I've seen Patron Warrior deal 30+ damage from an empty board and no set-up with just 6 or 7 cards if the opponent has minions in play to activate Frothing Berserker.

    I'm not saying the card is weak BTW, I think it's potentially really strong and will see decent decks built around it. I just don't think it's massively OP. 

     In patron warrior you could provoke an opponents over-play and break the combo. Plus in order to combo you didn't play specific cards, unlike with pala that is able/obligated to play and loose the combo key cards without loosing combo capability.
    With the preparation round, marked by the play of Tharusan, you could prepare for PW's combo.* With pala there is no such thing. If play taunt you just stall for a round until the opponent removes it and plays anyfin the next turn.
    I agree that the anyfin isn't an op card by itself, however the specific combo of cards leans towards a path already experienced and finally got dealt with by blizz.
    *Although, as i said before, people got punished for playing minions, while in the case of paladin you get punished for killing enemy minions
    P.S: I'll leave the "moonfire on 1-health OTK"  comment speak for itself.
    Posted in: General Discussion
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    posted a message on Which legendary are you going to craft next?

    With no doubt Tirion Fordring, within the next week.

    P.S: OP you should have add poll with t1 legendaries.

    Posted in: Card Discussion
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    posted a message on Thoughts and opinions on OTK Murloc Paladin
    Quote from Hatchie_47 >>
    Quote from Mandragoras_EU >>

     It seems like each time a deck of this "genre" is introduced in the game it's easier, more stable and with less requirements than the previous one.

     How exactly do you call "less requirements" on a deck with OTK combo that in order to work needs to:
    - Find exactly 7 specific minions in own deck and have them all die (without transformations or schuffling into deck - looking at you Entomb)
    - WHILE NOT having any of the specific type minions die on opponents side (granted murlocs are not very common in constructed, but still can be produced by many random effects like shredders)
    - AND AFTER ALL THAT find a copy of spell that costs 10 mana and play it while enemy NOT having a Taunt.
    I'd say Patron Warrior, Miracle Rogue, hell even my Combo Dreadlock have much less requirements for their combos to work. Even tho Paladin is very well suited to stall the game requirements for this combo to work are high enough to let this deck work.
     - The 7 cards are needed to pull a 30dmg OTK by the time you are able to play Anyfin Can Happen you surly have applied some dmg and be able to OTK with even half the cards (ex. Old Murk-Eye+Murloc Warleader+Grimscale Oracle+Bluegill Warrior= 13dmg)
    - Only Murloc Warleader and Grimscale Oracle are truly vulnerable to Entomb and Hex the other 3 have charge and can be played around these counters.
    - Other than other murloc decks such as shaman and mill rouge that plays a lot Coldlight Oracles, one or two murlocs can't mess combo that much. Especially if you keep track of the dead murloc cycle. As I said above with four cards you can pull an equal to Force Roar combo.
    - Paladin's lack of deck cycling is a real consistency problem. Yet Cult Master and Solemn Vigil combined with Muster for Battle, not to mention Lay on Hands, can counter that problem.
    Patron Warrior and Miracle Rouge had a preparation round previous to the combo round, by playing Emperor Thaurissan and Gadgetzan Auctioneer respectively. That way the opponent knew that he will get comboed next turn and took measures  to prevent it. Murloc OTK Pala can prepare for 10 full rounds with nearly no hard counters (going agro is viable to win but technically you kill your opponent before he combos rather than countering the combo itself) and after that (depending on the situation) your are open to OTK.
    In my opinion i don't know why it is so hard to see that, having a certain number of cards (not necessarily seven) die by turn 10 and then pick 1 card is less of a requirement, compared to what PW (have certain cards in hand) and MR (play certain cards in specific time and order) required. 
    Edit: As for Dreadlock the requirements are more or less the same as Murloc OTK Paladin but Dreadlock leans more towards slow control giving the opponent many turns to respond. Plus a simple well placed silence trashes the combo.
    Posted in: General Discussion
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