• 1

    posted a message on Rafaam- for those who played him, how good has he been?

    Rafaam is BGHable and is easier to trade into than Ysera. Doesn't give consistent value if left unchecked like Ysera does. Rafaam's 10 mana card basically determines everything you do next turn. The opponent even gets to KNOW which card you pick. So it's like announcing your next move. Ysera has 5 options; your opponent can't tell what you have. The cards she brings are all lowmana cards with high efficiency, so you won't be mana locked during the next turn.

    I have already stated why the 5 Ysera cards are good.

    Timepiece of Horror. If you think Ysera has too much RNG Idk what you think about the mana-inefficient dealing 10 dmg to random enemies. It's helpful on an emptyboard. So is Ysera.

    Mirror of Doom is pretty good.

    Lantern of Power.. if you spent turn 9 playing Rafaam you better pray that he isn't killed. Otherwise this card is useless. If you have other threats they'll probably die anyways, since you spent turn 9 doing basically nothing as well as giving your opponent knowledge that you have the Lantern of Power. If you have a ton of minions on the field, Kel'Thuzad would just be way better. You can clear all your opponents minions and get immediate value.And your opponent still has to dealwith it.  

    Posted in: Card Discussion
  • 3

    posted a message on [S21 Asia #1] 100% win rate 21WIN-0LOSE

    Demonwrath and Imp replacements?

    Posted in: [S21 Asia #1] 100% win rate 21WIN-0LOSE
  • 2

    posted a message on Eerie Statue

    Because, to set up the 4/9 takes time, and that 4/9 is weaker to silences. You basically have to use heropower every turn. This gives you more options. Specifically, you can darkbomb their 2-drop.

    Posted in: Eerie Statue
  • 2

    posted a message on Eerie Statue

    Umm isn't this usually better than twilight drake in handlock?

    Posted in: Eerie Statue
  • 2

    posted a message on Balancing Dominant Cards

    Azure Drake, Cabal, Brawl, Darnassus(it dies to one drops so.....), DIvine Favor(really? 6 CMC?), 

     

    BGh is wayyy worse. Will be basically useless except in heavy control and maybe fatigue decks. Death's bite is in a worser spot. 

     

    Screw it, you are just nerfing every single card in the game, and, at this point, there is no need to explain why the nerfs are too extreme.

    Posted in: Card Discussion
  • 1

    posted a message on SALTY!! - the most fun you can have with a deck when it works ( around 30% win rate).

    ..... just... no..

     

    On a side note, this has given me an idea to build something akin to MTG's hatebears/death N' taxes... but dragon priest seems to fill that role much better...

    Posted in: Priest
  • 2

    posted a message on Legendary Craft Help (F2P)

    Blingtron 3000is my suggestion for you, is a mech and gives you a weapon, pretty good for tempo play and gives you the extra dmg for 1-2 turn kill

    no. pls no.

    Posted in: Card Discussion
  • 3

    posted a message on Secret Paladin is just forcing more aggro decks into the meta

    "pretty much",not the exact same. It fixes some of MTG's flaws, but introduces others as well. Adding RNG might have sounded cool at first, but it's bad in the grand scheme of a longterm game.

    Ever started with 4, 5, and 6 drop in Hearthstone that you couldn't drop on turns 4, 5, and 6?

    Yeah.

    Outside of a few gimmick cards that specifically say "random" and don't have restrictions, how exactly is the RNG worse?

    Few gimmick cards. Amazing. Ok. This will take a while. Knife Juggler, Flamewaker, MadScientist, Webspinner, King's Elek, Joust as a whole, Brawl, Nexus Saraad, Animal Companion(Always Huffer), Arcane Missles, Random Spare Parts, Avenge, Murloc Knight, Thoughtsteal, Dark Cultist, Tuskarr Totemic, Shaman's Hero Power, Lightning Storm, Doomguard, Deathlord, MC Tech(Personal Biased I think, I just like running the card, it helps against those aggro decks people use to stop secret pallies). Those are just the cards that are popular. How much of MTG competitive do you see cards with "random" in their text or as a part of a keyword? The only additional RNG MTG has would be the land system. 

    "Sure, you run a lot of four-ofs in a MTG deck to increase your odds of drawing that card when you need it.  But 24-27 of those 60 cards in your deck just get put on the table anyway without any effect."

    Ok, if you run 24-27 lands in your MTG deck... there is something weird. Control decks usually run 23 lands, tops. Anything after that, then you are really bad at deckbuildinng. Fetchlands are used to filterlands. They are in the current standard rotation and allow a lot more variety in color choices. They have always been staples in Eternal formats, where they can thinout yourdeck and fix mana issues. Horizon Canopy can draw, Dryad Arbor is a creature, Blinkmoth,Inkmoth, and Mutavaults become creatures, Celestial Colonade and Creeping Tar pit become finishers. And no, those cards aren't just used for gimmicks.

     

    Please don't talk about games you do not have experience in. At least, not in THAT manner.

     

     

     

    Posted in: General Discussion
  • 1

    posted a message on Skill factor in Arena

    Really lucky.

    Posted in: The Arena
  • 1

    posted a message on You're more likely to face the same class after you lose a game to that class?

    Unfortunatly, to draw conclusions, you need a immensly larger sample size. Not just one guy. It would be great if others could help get data, but I won't because i'm a lazy jerk.

    By large amounts of data, I mean as much data as Ben Brode claims he has.

    Posted in: General Discussion
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