• 2

    posted a message on Extra deck slots?

    Personally, I probably wouldn't use them as I only tend to play 4-5 decks at a time, but I don't see any reason for them to not make more deck slots available for players that would use them.

    Posted in: General Discussion
  • 1

    posted a message on What are you using to climb this month?

    Midrange Shaman (every website is calling it Control Shaman - it isn't). Meati's build (code below) seems amazingly consistent and it's got me to legend easily this month after about a year and a half of not playing. Vicious Syndicate advocates cutting Crud Caretakers for a second Devourer and a piece of tech but I have tested a few of these tweaks and imo they are low player-agency options and are only better if you aren't playing correctly. Its definitely worth watching his stream to see the flow of the deck. If you play it like a control deck you'll get stomped, you need to play for tempo pretty much every turn as you don't have reliable clears and will struggle to take the board back once you've lost it. Understanding matchups is very important and being able to adapt your game plan based on the game state is critical (sometimes you are aiming for a Denathrius/Macaw win over a few turns, sometimes you're playing for a blowout with Clownfish into Bolner/Mutanus/baby nagas, sometimes you will scam a 10 drop on turn 3 with a Gnoll into Coin Muck Pools [possible on 2 if you open Schooling as well] etc). Really fun deck, games play out very differently and if you play it well enough you'll go positive against everything except Relic DH.

    Only downside to the deck is it is very expensive (>20k dust). Lucky for me I had 3 complete expansions to DE when I came back to playing. If you're looking to cut legendaries, Cookie and Flurgl are probably the least important (but both can decide games and you'll need something comparable to boost your Murloc count). Okani is situational as well but if you're in the lead he can seal the game. Denathrius, Mutanus, Bolner and Brann are absolutely needed for the deck to win games and Glugg gives you an alternative win condition against decks that lack removal so I'd be hesitant to run the deck without him.

    AAECAaoIDKjuA6bvA4b6A6SBBMORBMeyBOm2BOnQBJjUBLjZBODtBJfvBA7G+QPTgASVkgTblATVsgTgtQSWtwSywQTFzgTGzgS12QS22QT03AS88AQA

    Posted in: Standard Format
  • 1

    posted a message on How Renathal unexpectedly ended up like Baku/Genn.

    Yeah I mean there's typically 2-3 decks per class in any given format. Renethal gives you a heads up that you are probably facing one of the slower builds. That just seems logical to me and I don't see why its a problem.

    Posted in: General Discussion
  • 0

    posted a message on Option of disabling golden cards

    You should be able to disable gold cards, or at least their animations, simply to reduce lag if you are playing with a questionable or busy connection.

    Posted in: General Discussion
  • 1

    posted a message on Before you open the packs you saved!

    Get the whole set. No extra duplicates. Efficiency over volume.

    Posted in: General Discussion
  • 1

    posted a message on How will control and greedy decks even exist for a year with Tickatus?
    Quote from darkspear743 >>

    you mean it burns your archivist? nice

    Literally 1 in 6 chance of this, meaning 50/50 if they play Tick three times (they lose to every other matchup if their deck is capable of this) and only if you didn’t draw her already (you keep in your mulligan if for whatever reason this mediocre deck is popular).

    Posted in: General Discussion
  • 0

    posted a message on NEW CARD--Envoy Rustwix

    I reckon this will shine more post rotation. Space is tight in Warlock at the moment and the Galakrond package is too good simply because Plague of Flames is such a nutty card. Once that’s gone and hopefully Warlock has a tiny bit more healing (armour vendor is a good start) we can have a cool value Warlock with this card. I hope I’m wrong and it’s immediately good.

    Posted in: Card Discussion
  • 1

    posted a message on NEW CARD - Armour Vendor

    1 mana 1/3

    Battlecry: Both heroes gain 4 armour.

    Bye aggro lol.

    Posted in: Card Discussion
  • 0

    posted a message on NEW CARD--Envoy Rustwix

    It says prime, and the base minions are not called prime, so it will be the evolved version.

    Posted in: Card Discussion
  • 4

    posted a message on What would you like to see in the classic and basic revamp?

    Fix core sets for Priest, Shaman and Druid. All three of these classes suffer from crappy or over-nerfed core sets and are heavily reliant on powerful expansion cards to be playable. This leads them going through long periods of either being utterly broken (Midrange Shaman, Raza Priest, any Druid in KoFT era) or totally unplayable (Priest and Druid right now, for example). Generally I’d like to see every classes core set brought up to the level of Demon Hunter. It’s clear that DH was designed by more experienced developers than the vanilla set (obviously), so I’m confident they can recreate every class in the image they are looking for.

    Don’t rotate everything. Some of the original cards do really play to the class identities extremely well. I’d like to see cards such as Preparation, Fireball, Brawl, Shadow Madness, Animal companion etc. Stay in the game as they are playable cards that fall in line with the design philosophy.

    Give Warlock enough healing to have a late game strategy that doesn’t suck quite so bad against aggro. I get that Warlock is not an ideal class for an exhaust/fatigue strategy due to the existence of life tap, and that aggro should be a weakness for slow Warlock decks, but it’s a little too much at the moment, which makes the slower Warlock decks super polarising.

    Return some old cards from previous sets. Specifically neutral cards, I’d like to see Archivist Elysiana become a core card, along with Dirty Rat. Generally stuff that lowers the rock-paper-scissors aspect of the game a little (ideal for me would be soft counters existing, but matchups rarely being worse than 55/45 in either deck’s favour, somewhat akin to Even Warlock back in the Witchwood meta, which had fairly even matchups across the board. I think the only exceptions were a 60/40 Odd Paladin matchup and a 40/60 Big Spell Mage matchup, with everything else being in that 55/45 margin). The less polarised the game is, the better the ladder experience in my opinion.

    Posted in: General Discussion
  • 0

    posted a message on People who don't play wild, do you disenchant cards that rotate out?

    I dust every card that rotates so I can collect the first expansion of each year without spending anything. No interest in wild/duels/bg at all.

    Posted in: General Discussion
  • 2

    posted a message on Tickatus would have the perfect nerf, yet Blizzard...
    Quote from WandaWKugler >>

     

    These are 2 pay checks $78367 and $87367. that i received in last 2 months. I am very happy that i can make thousands in my part time and now i am enjoying my life. Everybody can do this and earn lots of dollars from home in very short time period. Just visit this website now. Your Success is one step away...…..☛  www.works79.com

    If I was Tickatus, I’d start with this post.

    Posted in: General Discussion
  • 1

    posted a message on Battle Rage server-side nerf

    No, this isn’t a thing that happens. You simply can’t get away with stuff like RNG manipulation when regular streams are getting hundreds of thousands of views daily, and millions of hands and draws are being fed into third party software (deck tracker, hsreplay, data reaper) without the community noticing and being able to provide relatively concrete evidence that it’s going on. Have a look at Karl Jobst’s YouTube video about speedrunner Dream cheating his Minecraft speedruns using RNG manipulation and how he was caught for a good example of this in action.

    On the topic of battle rage, it is the kind of card that can give the illusion of manipulated RNG because it is extremely powerful in the mid game when you are holding a combo or have an appropriate board state, while being a woefully poor late game topdeck in a lot of situations. Because of this, when you draw it late without a combo or set up for it, you really notice it. On the flip side, for example, if you draw into shield block late in the game it is still almost always live and a reasonably good top deck, so you just don’t tend to notice or think “wow I really needed that earlier.” But I guarantee these two happen with the exact same frequency (the only variable being when you choose to keep/throw either card in the mulligan) but one event is significantly more memorable than the other.

    This is also very relevant to the bizarre argument that RNG is tilted to favour aggro decks. The reality is that aggro decks typically don’t suffer from poor RNG simply because they are packed with low cost cards with relatively high impact that have reasonable synergy but do not RELY on each other in order to work. Because of the deck building method for aggro, they don’t tend to have many cards that are bad top decks, since everything is either focused on improving your board state or dealing damage, and generally everything is a good standalone card.

    Posted in: Warrior
  • 3

    posted a message on Tickatus would have the perfect nerf, yet Blizzard...

    To go into a little more detail on this, let’s compare Tickatus to a card that (quite rightly) got nerfed recently, Boggspine Knuckles. Since I’ve hailed “just use Elysiana” as a control counter to Tickatus, while I was vehemently against the argument “just use Stickyfinger” as a counter to Boggspine, it would be hypocritical if I didn’t explain my reasoning.

    Boggspine warped the entire game around it and almost everything was forced to tech heavily against it with 1 (or more often 2) Stickyfingers to combat it, including at the top level of ladder play. This is the mark of an overpowered card. When you look at Tickatus in the same light, it isn’t remotely close to achieving this. Any deck with an “attack my opponent” win condition can crush Warlock before Tickatus is even relevant or apply enough pressure to make playing him impossible. What we are looking at is a narrow deck archetype that has an INHERENT WEAKNESS to having their cards milled. Given that control decks are inherently weak to mill, it is a perfectly reasonable solution to run anti-mill tech in these decks to (significantly) improve a miserable matchup. This it not the same as 80% of field being forced to run heavy weapon tech because a weapon is so oppressive that barely anything can breach a 45% win rate against it without doing so.

    Improvements to combo decks to make them more Tickatus proof are already being explored. Combo decks do not have to be 1 dimensional OTKs reliant on single legendary cards. Take a look at the current ETC Warrior lists for example. Players have forgone the pure version of deck in favour of an Enrage/ETC hybrid. This deck has a number of damage dealing combos, including Kor’kron Elite combos ranging from 12 to 28 damage, and techs in an ETC combo capable of dealing up to 42 damage under the right conditions. This shift is happening because the standard ETC control warrior had all its eggs in one basket, and disrupting ETC or playing round it by leaving your board sufficiently empty to deny enough rush minion attacks was extremely easy for slow decks to accomplish, and completely denied their only win condition. The result of the shift is a multi dimensional deck that can apply pressure in the early game and has tons of reach with a variety of late game combo plays, making it both significantly more difficult to get into a comfortable position to even drop Tickatus against in the first place, and significantly more difficult to disrupt simply by fucking a few random cards into the bin.

    Better deck building and better play will show Tickatus up as the very reasonable card it is as the format develops.

    Posted in: General Discussion
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