you know what? what the heck, lets go nuts.
74
you know what? what the heck, lets go nuts.
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8
I hate big Priest with new stuff from RoS
4
Agree with you, Mill decks for me are the worst archetype ever!
15
You know what I want? Ben Brode. Not as a Dev, but as the guest who’s just now seeing the new cards. I’d love to see what he thinks of the cards his ex-coworkers are making.
25
2:08 Hex is cost 3 mana, because... this expansion is ready for quite time. They tested this expansion way before the Hex mana change. HS is way ahead us, guys.
51
Star-crossed lovers from different houses (Rogue and Priest) - what happens if you reunite them?
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1
As expected from the Blue Dragonflight. Cool card indeed.
I wonder if it will see play on Wild Reno Mage lists.
15
It's great that you can immediately play a card on the same turn, making this a very viable option for all control type mage decks. Dragon mage anyone?
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5
Oh man, it's almost like Wild is full of every single broken card and combo to ever exist in Hearthstone on top of the insane power creep that has been happening since the start of this game.
Look, if you don't like Wild, don't play it, stop complaining about it, it won't change shit.
0
Yeah, unfortunately the wild deck they posted was Mill Rogue, a deck that anyone who has actually played against it will tell you that it is terrible experience.
1
Honestly, for the whole of Hearthstone, you have to look at Tracking from the perspective of what this game has in terms of the 'graveyard'/'discard'. Hearthstone has next to nothing in terms of graveyard interaction, and most of it requires the minion that was played to die first, with very little for the other things.
If Hearthstone had more graveyard/discard interaction like Yu-Gi-Oh, MTG, or Pokemon, then Tracking would be one of the most busted cards in this game, an odd combination of MTG's Brainstorm and Faithless Looting, or the ability of recent MTG card, Underrealm Lich (a 5 mana 4/3 that replaces every draw you would perform with tracking, look at your top 3 and choose 1, discard the other two).
With basically no real graveyard, Tracking becomes a good card for an aggressive deck, allowing you to dig through your deck for the card you need in a situation, or maybe in a combo deck with only a few pieces, making them easier to get (unless you get really unlucky).
I personally think that Hunter should not ever play Tracking though, there are better cards that draw or add cards for most of the Hunter decks, ranging from various deathrattle minions to cards like Master's Call, Secret Plan, and Quick Shot (though this one is Wild only), all of them conditional, but still better than Tracking in my opinion.
Overall, Tracking sucks, OP isn't wrong, and this thread exploded in three days, hot damn.
2
Look, I know Big Priest is a problem deck for Wild and Barnes is a major card in terms of the power level of the deck, but I'm going to be honest, Big Priest does not even need Barnes, in fact, you could build a Big Priest deck without Barnes and probably have a similar win-rate.
We could nerf Barnes in a hundred different ways, in fact here's a short list of the various ideas I've seen put forth for a Barnes nerf;
All of these things have been suggested, people have argued against the various ideas and all that, but here's the thing. You could remove Barnes from Big Priest and probably do just as good, you would still have Shadow Essence, Resurrect, Eternal Servitude, all the various giant minions that Big Priest likes to summon, as well as many board clears and removal spells necessary.
In the end, any change to Barnes just removes Barnes from Big Priest and maybe from the other decks that run Barnes (this depends on the change though) and Big Priest remains mostly the same. If any change is made to Barnes, it should be to remove the highroll factor from Big Priest in an attempt to put in it line with the other decks while not actually affecting the power level, so the last two options I mentioned above would probably be the best ones (imo).
1
I feel like my first post made it very clear that I play Wild-Only(Where Reno and Quest Mage are infinitely better than Odd Mage), but apparently not, but still, in my experience, sap vs. no sap is a major difference in how the deck functions.
Look, I have a buddy who plays Off-Meta in Wild, makes it to about rank 5-6 (his highest is like 3 or 4, don't remember) every season, plays an aggressive Rogue without Baku, which allows him to play Sap. He shits on Big Priest and through a little testing (getting him to build an Odd Rogue and testing them both against a Big Priest, played about 10 games each), we figure that an aggressive non-Odd/Even Rogue has about a 50% better win rate against Big Priest, with Sap being the major factor (though the ability to play a couple of stickier minions in the form of Shredder did help).
I know a 10 game test is not a lot to go on, but I personally do feel like the ability to stifle your opponent's plays in a way that even Big Priest can't come back from is infinitely more powerful than people realize.
13
Local man builds Mecha'thun deck, forgets Mecha'thun, still wins.
Seriously, the balls you gotta have to play this.
2
Look, so a discussion in another thread made me make a personal tier list (with explanation of my choices) of the current Death Knights, with potential to update in the future, though considering how hard it can be to update my Highlander thread in fan creations some days, maybe not. I just want some opinions on this because I'm a little biased on some of these (I don't understand the hype of Zul'jin) and think this might be a cool discussion. Also, excuse anything that might seem a little too aggressive, I wrote this list(and the discussion post that went with it) at 2 a.m. annoyed that some guy called DK's 'infinite value' when only half fit that description (I know it's nitty-gritty, but I'm a Magic player at heart, if you guys think Hearthstone has power creep, you've ain't seen nothing yet).
Death Knights are in four tiers, one is infinite value, two is near infinite value, and three is very finite value, and four is just garbage. Tier 1 is probably the DK's I question most in their design, like why did anyone think this was a good idea, Tier 2 is DK's with powerful effects and hero powers, but they eventually run out of gas (some more quickly than others), Tier 3 is DK's that are either played for only one half of their card, as the other half has finite value and even then, the half of the card the DK is played for is not infinite value either, and Tier 4 is pretty self-explanatory, there's only one Death Knight in Tier 4 and once you see who it is, it's pretty self explanatory.
For those who just want to tl;dr this shit, here's the quick rundown(you want the reasoning, read the post fully)(Edit;12/24/18: Updated Tier list to add .5 tiers):
3
Ok, so I've been busy for the last two days and literally just saw the most recent set of changes, and just wanted to quickly talk about my opinion on it, because I've already seen a couple of threads and I just wanted to get a few things out of the way, including a common misconception that people seem to be having about the rogue change.
Rogue is still the top class to deal with Big Priest and Kingsbane can still decimate Big Priest and Control decks will have a hard time due to the power of Coldlight Oracle, Sap, and Vanish. The change to Leeching Poison mean that Control decks now at least have a change since Kingsbane isn't healing the Rogue for 10+ on every attack.
Overall, the changes are good for Standard and as usual, Wild gets caught in the crossfire, but some of it isn't as bad as we make it out to be. Wild is always adapting, and this will be no different, however, Druid is fucking gone, no exceptions.
1
Oh this couldn't possibly go wrong within 12 hours.
Love the enthusiasm, but this would become a shit show in 12 hours, at most. Everyone would end up net-decking for the best decks possible and ladder would be an absolute mess.
God, I'm having flashbacks to DuelingNetwork, fun system, but when you're given access to every card, ranked becomes nothing but meta decks.
1
Salt thread and dumb concept.
TBH, thought Op was going to offer something about banning a class you don't want to face in ladder, which honestly makes more sense since you can just ban the class you hate facing the most and hopefully have a better experience.
But with only 9 classes it's a hard concept, and the card ban thing, no, just no.