• 2

    posted a message on This is gonna be the worst meta of all time.

    The problem with Snake lock is similar to any and all combo OTK decks. 

    You either play it, or play decks that beat it, which is why un-interactive OTK decks will always be extremely unpopular. 

    They warp the meta in such a way that there is no room for anything in between. No late game deck can exist in a space where the most popular deck is one that always beats it, and those said control decks are the ones that beat the Snake lock counters. 

    Posted in: General Discussion
  • 3

    posted a message on This is gonna be the worst meta of all time.

    I can promise you that starting any discussion with this title is instantly deemed a meme.

    There are people that say this, every expansion, in every card game, ever.

    It's emotional as hell, especially 1 day in.

    Posted in: General Discussion
  • 8

    posted a message on Way to nerf the Azerite snake without killing it

    I've seen several suggestions as to how to nerf the snake (most unreasonable, as killing a card that an entire archetype is built around is as bad as making it too strong). 

    I have thought about how to change the card, and what the problems are with it. Most people seem to want to lower its amount of Health stolen, but in the matchups where it is really strong, I don't think dropping it to 8 really changes too much. 

    What I think they should do, is just make its effect go off at end of turn, rather than be a battlecry. This would, in very niche situations, make it stronger than it is now if it lives (very, very unlikely to ever happen). But ultimately, removes the ability to bounce hold a wincon off of it.

    This preserves the initial intent of the card, being an instant 20 Health swing, while also removing it's un-interactive aspects.

    Posted in: General Discussion
  • 0

    posted a message on Velarok Windblade

    What terrible design.

    They gave rogues and excavate archetype, and a coin archetype, and gave them a Legendary that supports neither.

    The card itself is fine in thief rogue, but unplayable everywhere else.

    This literally screams "this is the last night to design cards, make it snappy" and the team just yolo'd out this...

    They could have at least made it "if you played 3 cards that didn't start in your deck" to support the excavate theme.

    Posted in: Velarok Windblade
  • 5

    posted a message on First Neutral Legendary Hero Card Revealed - Reno, Lone Ranger

    Learn to read.

    Posted in: News
  • 8

    posted a message on First Neutral Legendary Hero Card Revealed - Reno, Lone Ranger

    PSA: I don't understand how people truly are having such a hard time understanding this effect with the 1 board space.

    How is anyone interpreting this as "they get 1 board space for the rest of the game."

    "Limit it to 1 minion for a turn."

    Extremely easy to understand.

    Posted in: News
  • 4

    posted a message on First Neutral Legendary Hero Card Revealed - Reno, Lone Ranger

    During just their next turn, they will have a single board slot.

    Posted in: News
  • 4

    posted a message on First Neutral Legendary Hero Card Revealed - Reno, Lone Ranger

    This sealed the deal. I was on edge as to whether or not I thought regular dragon druid would be better than the reno version for consistency or not (or if either deck would actually be viable), but this is it.

    Druid abuses board clears more than any other class, which is why they often never get them. This is it. They will ramp into this, catch up on board while healing 5, prevent another board, and use their 3+ mana advantage on their next turn to hold the game down.

    On top of that, druid is unmatched in it's ability to tutor cards, so they will not be restricted as hard by the 1-per-deck restriction as other classes.

    Unless the warlock excavate combo deck can keep it in check, reno dragon druid is easy best deck of the patch on launch, one hundy.

    Posted in: News
  • 1

    posted a message on Multiple New Paladin Cards Revealed

    Dumb that you got downvoted, this is 100% right.

    It's like saying "Stone hill defender severely powercreeps silverback patriarch."

     Edit: I want to also add that killing the minion is hardly a power increase to a card, as reducing a minion to 1/1 is already dealing with the bulk of the problem.

    Posted in: News
  • 4

    posted a message on Multiple New Rogue Cards Revealed

    Stick up is the strongest "discover from another class" for 1 we've ever seen, do to the nature of Quickdraw. It's absurdly powerful. Not a huge pool, and Quickdraw cards are all pretty ridiculous the turn you play them. 

    Posted in: News
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