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    posted a message on New Card - Stand Against Darkness

    I didn't realise Grand Crusader was in need of a nerf.

    Really though, Pally can do with a few less OP cards, so this fits quite well in bringing Paladin down a notch.

    Posted in: Card Discussion
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    posted a message on Elise Starseeker

    Seriously though, I've put together some basic Elise Warrior deck. I swear - half of my games either Elise OR the Map OR the Monkey is the last card in the deck. How does that happen? 

    Makes the card totally unplayable even though the statistics say this should not happen.

    Posted in: Elise Starseeker
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    posted a message on So BGH is "unhealthy"

    If the biggest concern of BGH being nerfed is that Giants will run riot, isn't the simplest solution to change the Battlecry to "Destroy a Giant"?

    Also a good opportunity to finally introduce the Giant Tribe.

    Seems to me a very simple and elegant solution that avoids needing to nerf any Giant.

    Posted in: Card Discussion
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    posted a message on Deal Your Fate - Tavern Brawl #38

    Gawd another constructed where people with better decks to begin with can show off their amazing decks. Or where you play for half an hour only to lose to an RNG from an unstable portal.

    Quite boring too to face Mage after Mage after Mage. Is it so difficult to design interesting Brawls?

     

    Posted in: Tavern Brawl
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    posted a message on Explorer's Hat

    HATES being told "that hat looks good on you"

    Posted in: Explorer's Hat
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    posted a message on Mindgames

    Although as Kripp has pointed out, the Discovery mechanic now means that instead of running one big 8-drop, most players are now running Discovery cards that are more flexible.Jeweled Scarab instead of a 5-drop and Tomb Spider instead of anything above 4. Hell, I do that because single minions are too risky.

    This card remains a marginal one because the chances of really getting something meaningful into play are small.

    Posted in: Mindgames
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    posted a message on Safe to craft x2 Doomhammer?

    I would also say, don't craft anything. Just collect dust for a few months - how desperate are to that you absolutely must play Aggro Shaman the next 2 months? Is there no other deck at all that you want to or can play?

    Posted in: General Discussion
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    posted a message on Cards to focus on in the Classic/Basic review

    Very good list, I would only slightly disagree.

    One is, Unleash the Hounds is Hunter's only AoE removal (*Explosive Trap can be played around; some other spells only hit 3 minions max), and one that can't get past Taunts OR easily does more than 1 damage per minion. So that is fine by me - it's the interaction with the Juggler that is the problem. (Compare with say, Swipe - yes, against 6 minions of which no Taunts, UtH does 6 face damage for 3 mana. But Swipe for only 1 extra mana does 4 face damage PLUS 6 damage to the minions AND bypasses Taunt... so that seems fair)

    Secondly I don't really agree about the Taunt part. Bypassing a Taunt is IMO an essential part of the game, else it'd just come down to packing as many big Taunts in your deck as possible. Ramp Druid would become quite an OP deck. Also Sunfury is hardly played and in my experience even DoA often just sits in my hand waiting for buff targets - realistically DoA only gives good value after t6 and more often t8. Unless your opponent leaves your minions and goes for face in which case DoA is actually necessary anti-Aggro tech.

    But apart from that I agree wholeheartedly with everything you say.

    Posted in: General Discussion
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    posted a message on What classic cards to buff/nerf?

    I think some people are missing the point about BGH not being seen much before Dr 7 came along, "therefore" not needing a nerf. 

    For one, there simple weren't as many 7+ attack minions at the start of HS - by definition, as the game was new. I count 17 in the Expert set [I note that Naxx only added a single card with 7+ attack - Stalagg]. As more expansions get added, BGH limits design space because any 7+ attack minion from now on until perpetuity has to have instant value before it gets BGH'ed (or some weird Deathrattle like Anub'arak).

    For two, there is also the obvious trade off in building a deck where people simply don't (didn't) include 7+ attack minions precisely because of BGH existing. This leads to a situation where simply the existence of BGH is enough to not bother; in turn BGH isn't really needed. 

    In any case BGH is OP as heck, as a 4/2 body for 3 is aleady pretty much spot on so you get free hard removal of something your opponent likely paid at least 6 mana for. A 9-mana swing from a 3-drop is quite frankly ridiculous.

    Posted in: General Discussion
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    posted a message on Mini nerf-predictions competition! ( for fun :) )

    When nerfing I keep in mind that most cards need a nerf for the effect that they produce, not their card stats or even their mana cost. Looking at the Warsong Commander nerf, the card remains a 3 mana 2/3. So, to propose a 2/2 Knife Juggler, a 4-mana Savage Roar without a nerf to FoN, or a 4 mana BGH is missing the point fo why these cards are overpowered.

    For example, BGH could be 6 mana and it'd still be OP because it would still do the same thing - instantly kill a 7+ mana minion with 7+ attack. It would still limit design space.

    Having said that here's me taking the Nerfhammer to some cards:

    Knife Juggler - whenever you play a minion, deal 1 damage to a random enemy; remains a (2) 3/2. Clearly the "summon" is what breaks this card, not the fact it has 3 attack.

    BGH - The targeted effect has to go; even targeting a minion for 5 damage still means insta-removal of pretty much any minion played. Plus that's still massively OP for mana cost - compare Bomb Lobber for instance. I think they might go back to the flavor of the cards' name and change the text to "Destroy an enemy Beast with 7 or more attack", no other changes.

    Force of Nature - I believe the problem is in the Charge. So, remaining at 6 I agree with earlier posters that this can change to "Summon 3 2/2 Treants with Taunt". The Charge effect is often used as an Unleash-style board clear but Druids already have other spells to do this.

    Savage Roar - Compared to Bloodlust this is OP - which goes against the archetype. I would up the mana cost to 4, no other changes.

    Explosive Trap - change to deal damage minions only (rest unchanged)

    Molten Giant - rewards having no early game allowing crazy cheap combos. Up base mana cost to 24, making it a lot more risky to play.

    Abusive Sergeant - Give only +1 attack permanently (compare Lance Carrier which costs 2 and gives +2 permanent)

    Master of Disguise - Give 1 minion Stealth for 1 turn

    I don't think any Legendary will get nerfed as Blizz really likes powerful Legendaries, so I think Alexstrasza and Tirion will remain the same.

    Posted in: General Discussion
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    posted a message on Sticky Egg Druid [75%-85% Win]

    Only a few games in Casual so far (I'm not normally a Druid player). The deck is so fast it tends to be winning by turn 5-6 so there's been little use for Illidan... I'll try it on the ladder early next season and see how that goes.

    Just thinking about the wording on Illidan's card text, of course it's easy to try (I don't have HS open) - but I'm fairly sure that things likePower of the Wild and Soul of the Forest would immediately also work on the summoned Flame.

    Posted in: Sticky Egg Druid [75%-85% Win]
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    posted a message on Sticky Egg Druid [75%-85% Win]

     I know this sounds weird because he's not a popular Legendary, but would Illidan Stormrage work in this deck?

    It is a deck that burns through low-mana cards quickly so that can create a lot of Flame of Azzinoth 2/1 tokens...

    I might run a few games with Illidan (for Sylvanas) and see how that goes.

    Posted in: Sticky Egg Druid [75%-85% Win]
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    posted a message on Hero Power blanked out glitch (?)

    This is weird, and I've not encountered it before.

    Playing Hunter against a Secret Paladin, the turn after the played his MC took me a while to play around the secrets, wait for them to activate, etc. I just missed my last action of the turn which was using my Hero Power.

    From that turn on however for the rest of the game, my HP was blanked out and when I tried to use it, I got the message "You can only use your Hero Power once per turn" (or however exactly this is phrased). It's as if the game got stuck between the end of my turn and the start of my next one and never got round to resetting the HP to be usable.

    I'll restart to see if that helps but I've not seen this ever before, I imagine it's glitch.

    Posted in: Site Feedback & Support
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    posted a message on (LoE) Top25 Legend Reno Hunter

    I don't have Dreadscale but I imagine it's quite good anti-aggro tech.

    Posted in: (LoE) Top25 Legend Reno Hunter
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    posted a message on King Krush

    You do have the versatility to choose between those options but he's overpriced for each individual option.

    I think you just answered your own question there. Like the Druid "Choose One", at a slight expense King Krush gives you the option to either burst or trade when you drop him. Plus he can switch between the two because he will very likely survive his first turn - clear a Taunt, then go to face, or vice versa.

    Icehowl is neutralised by any minion including a Wisp, how humiliating is that? Leeroy is 95% certain to be gone in 60 seconds.

    Then there is the Beast synergy that KK has, meaning that if he lives, you're 90% certain to win the game (Kill Command, Ram Wrangler, Houndmaster...). There's even synergy by simply having him in your deck via King's Elekk and Call Pet.

    This card is one of the next Legendaries I want to craft :)

    Posted in: King Krush
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