I feel like no matter what kind of tempo deck I'm playing the game is immediately over if my opponent plays devolving missiles before turn 3. It's especially pointed in decks that use buffing cards like guff druid or rally priest.
It feels like a 1 mana card shouldn't have that much power?
Theoretically it could be something I'm doing wrong, or it could just be how overall strong spell mage can be. But this isn't really a new problem. So I'm just wondering if anyone's had the same experience.
- MmeMemeStone
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ShadowAldrius posted a message on Is devolving missiles a problem for anyone else?Posted in: General Discussion -
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Shadowrisen posted a message on What do you think about Pen FlingerPosted in: Card DiscussionI think they should never have let librams get down to zero cost.
Other than that, really not an issue.
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HyperNova posted a message on Ranked Mode Overhaul Matchmaking - Frequently Asked QuestionsPosted in: News“Where do the win steak bonuses end?”
Not the STEAK 🥩!
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Lethora posted a message on New ranking systemPosted in: General DiscussionSo the winstreaks stop at diamond 10 or diamond 5? Is diamond 10 equal to rank 10 or rank 5? Anyone know?
it's equal to rank 5.
rank 10 is plantinum 10
rank 15 is gold 10
rank 20 is silver 10
and rank 25 is bronze 10
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dravenforever posted a message on Raza will get nerfed againPosted in: General Discussionremember card Grizzled Wizard? along with old finley you can remove their heropower
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EmoGit posted a message on Raza will get nerfed againPosted in: General DiscussionThe game is over when they play it on turn 5 which is ridiculous but what's even more ridiculous is after having Big Priest and Quest priest for so long, you are glad to even have that short of a window to rat Raza out of his hand (Rat always misses btw, if you're lucky to even draw it).
The worst part about it though, is Velen + 2 0 mana dragons they get from Alexstraza,
I wasn't even opposed to the idea of it getting unnerfed but now I remember the times when it was like this and even back then with less ammo for it, it was super unfun and uninteractive to play against. So I am hereby predicting a re-nerf for Raza because, even if the game has evolved to the point where Unnerfed Yogg is totally fine in the meta, a deck where you can do damage for 0 mana after each card is still too busted and it will only get more busted as the time goes on.
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Remster101 posted a message on Nerf Warrior suggestions?Posted in: General DiscussionThe only card that needs a nerf is boom.
I like that warrior has access to 1 drops because control decks usually skip over that slot. Yes it's strong, but the alternative is having control decks that pass turn 1. I'm tired of every control deck just dropping doomsayer on 2.
Boom is just cleaning up the damage from the Death Knights. It was obviously designed for a meta where they wanted it to compete with the other infinite value, and now it's a mistake.
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Twitchy posted a message on Blizzard Addresses Issues During the 2017 Americas Summer PlayoffsPosted in: NewsWe've all known that for the past years. Lowest point was the Yogg meta. People complain about it every day, nothing is going to change.
Just accept that winning a single professional HS game is not much of an achievement, but consistently having a high win rate is. Besides, to me it's more about the occasional crazy plays / games than who actually wins.
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SuperAga posted a message on A tiny but smart Jade Golem nerfPosted in: Card DiscussionI don't think jade golems as minions need any nerfs.
But Jade Idol bothers me a lot, I hate the idea of being able to completely negate fatigue while also summoning increasingly powerful minions. I'd rather it change to something like "summon a jade golem or shuffle 3 jade portals into your deck" where a jade portal is 1 mana spell that summons a jade golem.
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thazud posted a message on The Great Stone of Challenge is This Week's Brawl!Posted in: NewsWhy on earth would I lie about that?
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This (expensive) symmetric AOE clear comes at a very high deckbuilding price: putting only (mediocre) high attack weapons (even if one Gorehowl is fine, 2 Gorehowls or even worse, Gorehowls w/ Arcanite Reapers are very bad). Thus unplayable unless a good high attack weapon is revealed.
To make it playable, it should either:
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Very accurate analysis, this (expensive) symmetric AOE clear comes at a very high deckbuilding price: putting only (mediocre) high attack weapons (even if one Gorehowl is fine, 2 Gorehowls or even worse, Gorehowls w/ Arcanite Reapers are very bad). Thus unplayable unless a good high attack weapon is revealed.
To make it playable, it should either:
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Insane synergy indeed xD
EDIT: I'm an idiot, I forgot 'bout the nerf. Feel free to dislike and hide this post ^^'
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(On a more serious note, I think Warpath is insane for Warrior)
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Most players agree with Cubelock cards being individually fair and yet when put together their synergy brings the power-level slightly over the top.
But I am not talking about nerfs or changes (well, Charge + Resurrection should be adressed imho but that's another topic), since there shall always be strong decks, and weaker decks. Imho, a good solution for decks that might over-perform and thus lead to an over-representation of it in the meta are decent neutral tech cards. Good examples of that have been Golakka Crawler and Skulking Geist (for Control match-ups I mean). As of right now, Spellbreaker is clearly insufficient to counter Cubelock. We would almost need the pre-beta Tinkmaster Overspark that could choose the transforming target (with such an ever growing number of resurrection effects in the game, a neutral hex will end up needed).
In this case, I suggest a more original and thematic one, that tries to fight Cubelock's consistency that is provided by Possessed Lackey, Life Tap and Skull of the Man'ari
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I agree. But they forgot to address the issue with Carnivorous Cube onto a Charge minion interaction.
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How to tech against it: Hex.
Even the crappy neutral Tinkmaster Overspark can be good against a Voidlord.
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More deckslots
organize deckslots by class: you first pick a class, then a deck for that class among 9 or 18 class deckslots.
Easy and intuitive.
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Kobold Illusionist acts as a pre-nerfed Dreadsteed when it's the only minion you hold in your hand. With charge aura it can be abused to have infinite damage on board, and with taunt aura you cannot be attacked.