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    posted a message on [Legend] Nathria - Totally Even Totems

    Yeah, swapping Cornelius for the Duke is far better option. Card draw hasn't been too much of an issue anyway, because Amalgam of the Deep and EVIL Totem can generate enough minions for us to stay in the game. But that's actually the reason for me to keep the EVIL Totem. The lackeys do also show nice interaction with Anchored Totem. It's still no staple, of course.

    Regarding Murkspark Eel: I had them in the deck in my first build and they are great against Aggro decks to keep the upper hand. My personal problem was that I was mainly faced with Renathal-Control or Combo-decks, so early removal was seldom needed. An later in the game the 2 damage didn't make that much of a difference. So I went for more cards with direct totem-interaction.

    But surely these are the kind of mods you'll need depending on your local meta.

    Posted in: [Legend] Nathria - Totally Even Totems
  • 0

    posted a message on [Legend] Nathria - Totally Even Totems

    Thanks for your comment!

    Adding the Notetakers is defnitely worth a try!  So you do use them mostly for the "final blow" - or do you have the feeling that they are versatile enough to be used anytime? (I just ask, because my concern is that they don't feature any Totem-synergy.)

    Would love to hear you experiences!

    Posted in: [Legend] Nathria - Totally Even Totems
  • 2

    posted a message on [Legend] Nathria - Totally Even Totems

    Important notice on Anchored Totem:

    Many people might know this already, but for me it was quite thrilling to find out that the effect also works with discounted cards!

    So if you have Gigantotem and Thing from Below down to 1 Mana they'll also get +2/+1 when played! 

    Makes the card even more valuable!

    (It works with your Hero Power and Carving Chisel anyway, of course).

    Posted in: [Legend] Nathria - Totally Even Totems
  • 4

    posted a message on Pirate warrior needs more support

    Those are already well-thought ideas.

    But you forget that they all leave way too much space for your opponent to react!

    So we might need something decent like this:

    Posted in: General Discussion
  • 0

    posted a message on Wild Legend - Mech Mage

    Modifications:

    Replaced Seascout Operator with Gorillabot A-3.  As the Operator is no Mech itself the discount-interactions were rather bad. The fact that two (weak) mechs are summoned to trigger the Mecha-Shark wasn't enough. The Gorillabot offers more value - and doesn't block a "No-Mech"-slot on your board.

    Also kicked out Mothership. In most matches the game was already finished by the time I could have played it. And I rarely needed the "Rush-Impact". Playing with Mimiron's Head is a lot more fun - and often match-winning (especially if you're able to "upgrade" V-07-TR-0N with another magnetic mech).

    But if you don't own this rather old card - keep Mothership instead! It's still a good card for the deck!

    Posted in: Wild Legend - Mech Mage
  • 0

    posted a message on Has anyone else been getting roped by druids?

    I have the feeling that there are people deliberately roping just to annoy their opponent.

    Seems to be some kind of "psychological warfare". Maybe they hope you'll concede out of frustration.

    Especially if they always stop the rope exactly a second before the bang, the argument "busy with something else" doesn't seem to fit.

    (But regarding playing HS in the bathroom - I'm guilty!) 

    Posted in: General Discussion
  • 0

    posted a message on The Hearthstone Problem - An Analysis
    Quote from Xssx >>


    No matter what you play (Standard, Duels, Wild) - most games don't last until 10 mana. This isn't the Hearthstone I loved for years! 

    Good news! We got what you're looking for!

    It's called "Classic"...

     

    Now seriously: I understand what you're saying. But Mana-Cheating has always been one of the main drivers for successful decks. Regarding the quests (or more specifically: the Questlines): Some of them (Like Hunter and Warrior) are really frustrating to play against - but on the other hand, you know what you're up to from Turn 1. So if your deck is in principal suited to win against those - you know what to do!

    I personally don't have a problem with "dredge" or "discover". I think they are great mechanics to create more flexibility for your deck-designs.

    But the lacking interaction really is a problem - especially in wild with all those options for crazy combo-decks. It's just that I wouldn't know of any way to "repair" this. Wild (which is the only mode I play) is what it is, because you can use all cards. Keeping that balanced is hard - even if Blizz tried seriously (which we know they don't).

    So yeah! You're not the first and you won't be the last to feel about HS that way.

    Oder unter uns "Muttersprachlern": Ist zwar blöd - aber ist jetzt halt so...

    Posted in: General Discussion
  • 0

    posted a message on Holy !$?! Blizz disable switcheroo

    I'd say a possbile nerf-option would be "Draw 2 minions. Swap their Health".

    This way there'd still be enough potential for interesting combos (with Inner Fire and the like), but It'll be harder to get all the pieces in hand.

    What's happening right now is just ridiculous. (And I'm a main Priest-Player!)

    Posted in: Card Discussion
  • 0

    posted a message on Sick Sunken Silence Priest
    Quote from GitGud-HS >>

    Najak Hexxenworks wonders with silence effects

    Thanks for your comment!

    I actually ran Najak Hexxen in earlier builds of my Silence-Priest decks. But the main problem is that you need a viable enemy target to make the cards work PLUS ideally a silence-effect in hand to immediately disable the deathrattle. This is why in the end I removed the card from the deck because it felt a bit clunky. And as Aszsharan Ritual is also able to target enemy minions now, we can use it to disable and copy a high statted minion.

    So of course Najak Hexxen might be an option, especially if you don't have The Nameless One. But as this deck build is quite fast we usually don't find too many interesting enemy-minions to make good use of the card.

    Posted in: Sick Sunken Silence Priest
  • 0

    posted a message on My Favorite Day 1 So Far

    Also enjoying a great launch-day!

    With Silence-Priest!!!

    This is hilarious! 12-0 winstreak! (EU Platin) 

    Posted in: General Discussion
  • 0

    posted a message on Sick Sunken Silence Priest

    Yeeaaah!

    This is just great! Expansion launched and deck runs like a charm!

    And just to clarify: Azsharan Ritual does actually work like Unsleeping Soul (not like The Nameless One) which is actually great for the deck!

    Of course we'll have to see how the Meta settles, but so far it's really fun!

    Posted in: Sick Sunken Silence Priest
  • 1

    posted a message on Voyage to the Sunken City: Card List, Release Date, & Expansion Details

    Maybe it's a stupid question that has already been answered somewhere else (though haven't found it anywhere yet...):

    But: What happens if a "COLLOSSAL" minion is summoned and there's not enough space on your board for the "appendages"? They simply don't show up? Or are they destroyed - with their deathrattles triggered (like minions you have to return to a full hand)?

    Anybody got official infos on that? Would really be appreciated!

    Posted in: Guides
  • 0

    posted a message on Alterac Freeze'n'Breeze Shaman
    Quote from ARNOOO >>

    Really nice using windfury!! I probably add it to in my deck but you should try adding murloc package Scargil and Mutanus for the snipes!

    I'll leave mine if u want to check it out

    http://www.hearthpwn.com/decks/1400773-battle-murlocs

     Thanks for your comment and sharing your deck!

    Mutanus is surely a viable addition to "eat" your opponent's quest reward. My main reason to limit the murlocs to the Firemancer/Toxfin package is the draw consistency. When I play Ice Fishing I want to be sure to get my bordclear on hand. You might worry that Ice Fishing might become a dead card in your hand, but actually I can't remember a single case where I got both murlocs in hand before needing to play Ice Fishing. The least it might become is a viable trigger for Snowblind Harpy - which seems fair enough for me.

    Posted in: Alterac Freeze'n'Breeze Shaman
  • 1

    posted a message on What are Wild players looking forward to this set?
    Quote from Poghy >>

     

    - Discolock with Sacrificial Summoner (turn 3 Doomguard from Frenzied Felwing)

     

    That's a cool combo! Haven't thought of this one yet. 

    Will definitely try out that one!

    Posted in: General Discussion
  • 2

    posted a message on What are Wild players looking forward to this set?

    There are actually some cards that would fit into my favourite fun-decks:

    - Silence Priest ( Frozen Mammoth, Najak Hexxen, maybe Deliverance )

    - Evolve Shaman ( Frostwolf Warmaster, Spammy Arcanist, Stormpike Marshal )

    - Deathrattle Hunter ( Korrak the Bloodrager, Popsicooler, Piggyback Imp )

    All surely not Top Tier, but at least fun to play.

    And I'll surely try out different versions of Frost Shaman to see if this might finally be a viable thing (though I think they are pushing it too hard this expansion...)

    Posted in: General Discussion
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