• 2

    posted a message on Dragon mage OP...easy climb

    This deck is really crushing. I've just fatigued a HandlockZooDemon (yes, it was that weird) while having 39hp. In the process, I Twisting Nether him for 1 Sylvanas Windrunner, 1 Molten Giant and 2 Flame Imp

    Put a smile on my face. It was the ultimate BM

    Posted in: Dragon mage OP...easy climb
  • 1

    posted a message on Weapon Silence

    You know, when your opponent has an Annoy-o-Tron or Whirling Zap-o-matic on board (which you can't kill), you don't want to destroy Powermace if there's no way to silence it. But then they can still proc it next turn anyway. 

    Then you'll be like... FUUUUUUUUUUUUUUUUUUUUUUUUU

    Posted in: Fan Creations
  • 1

    posted a message on "Greeted a Brother" Quest. WTF??

    If only OP could provide any screenshots :|

    Posted in: General Discussion
  • 1

    posted a message on Drop Priest (Dragon Hand Control Priest) seem to work, got to normal rank 4 with it. Looking for pro to help revise.

    Gotta see how the deck perform in order to know how good it is. The way I see it right now, the deck's still in a very raw state. 

    Let me try to break it down:

     

    1. Your deck consist of mostly 'situational' minion. They are minions that can't be played on curve like a normal minion. The Watcher, the Taunt givers, and many that only work well when combined with other cards. The tempo of this deck will be sluggish, and will suffer from aggro decks and tempo decks (which are more common than we think)

    -> Solution is to include more board clear to stall. More Lightbomb, Holy Nova and Shadow Madness for e.g. 

     

    2. The lack of card draw. This is a combo-ish deck, judging from your card selection. And every combo deck needs good card draw mechanic in order to get their combo pieces. Aggro or tempo decks have a high percentage of low mana stuffs or cycle stuffs that almost have no problem drawing into something they can play. Your deck has no card draw. You're less likely to win/comeback after a poor start because you don't draw into your answers. The fact that you have cards like Mind Blast which is do absolutely nothing before he's in your burst range means that you badly need good card draws.

    -> Solution is to get at least 2 Clerics. They work well with COH and relatively high health minions, which is something this deck have in abundant. 

     

    3. The inherent weakness of the Priest class: burst damage. Even with Mind Blast and Shadowbomber, you don't have something like a 2 cards, 14 dmg combo like Druid have, or 2 cards, 12 dmg combo like Warrior. Your burst is clunky and requires you drawing into all of them. Say the point of the deck is to reduce health of both you and your opponent real quick, I think your opponent will be able to finish you off before you can do that, and mostly before your late game threats can do anything. 

    -> This means that I'm not very convinced that this deck will work. Don't get me wrong, I like to see people trying new things and see how it goes. I tend to build decks that sounds good but play bad all the time. That's why I'd like to keep it frank.

     

    Really hope if someone can make it works and show me I was wrong tho.   

     

    Posted in: General Deck Building
  • 3

    posted a message on Casual League! A Guild for the Control/Combo Players Tired of the Daily Grind
    Quote from iandakar »
    Quote from Shylock »

    I do play control decks but I am not scared of facing agro, infact beating agro is the fun part of playing control. Most control vs control go on till fatigue and it is not really fun, you lose just because of better card draw. Infact this is reason for many people liking arena where skills matter more and hardly anyone gets to make a face deck. If the reason for the guild is to avoid agro, then we should play arena, playing friendly matches to just avoid agro doesn't make sense.

    Also it is infact counter productive, while people who play control are playing friendly matches, people who play agro are climbing ladder. You need to beat agro at the ladder so that they dont play it (goes out of meta). Avoiding ladder will not be the solution. 

    Not everyone has the goal of trying to kill aggro.  Aggro is a part of the game. It's actually meant to take down control, not the other way around.  Beating aggro involves playing Combo or Midrange in style.  

    Also it assumes that people want to play competitively.  Note the 'casual' element.  These aren't NBA players who want to change the game.  These are folks who want out of the NBA and to go play some regular hoops.  Arena doesn't really offer that and it costs gold which is in short supply especially for those saving up for BRM.  Ranked and Casual aren't really good places for just..well casual play.  

    Not everyone has to be some Control Crusader.  Personally I'm more than sick of the "pick a side" mentality where those that aren't 'your side' are enemies to fight off.  These people aren't here to 'defeat the aggros!'.  They are here to play a game.

    So let them.  

    If you are interested in non-competitive casual play with folks who want to play non-meta or control decks then join on up.  If not, then no need to fuss at folks who do.

    Well said. 

    The ultimate goal of the game is get your opponent's health to zero. Once that is achieved, the game is over. Aggro decks (like Face Hunter) do that very effectively and quickly, often before turn 10 is reached. 

    Now what they can't do is to do it in style. I mean you might say that what the hell are styles for when you can win quickly. Sure, but there will always be players who want to get a little deeper, try to win games by board control and flashy combo or shits. And that's perfectly fine, too. I think the idea of the group is to let those kind of players find each other and have some fun shenanigan together without worrying about win percentage or ladder climbing. 

    Posted in: Players and Teams Discussion
  • 1

    posted a message on Casual League! A Guild for the Control/Combo Players Tired of the Daily Grind

    Cool, can't wait to see what can we do with this.

    Quote from Spirit_of_anger »

     the Asian Touch! Whatever that means... ;) 

    Haha don't worry I won't be touching you man, even if it's virtually. What I mean is I'm quite heavily influenced from the SEA scene such as players from Singapore, Vietnam, Philippines, etc. The region doesn't stand out compare to others, but we'd like to study people from other regions and make selective additions to our decklists. Our biggest strength is therefore the unpredictability of our decks.

    Posted in: Players and Teams Discussion
  • 5

    posted a message on Just went 12-2 arena (First time 12 wins)

    Well done! I know dat feel when I first got my 12 wins run. Your deck looks good, and you got most of the OP Paladin class cards. 

    My favorite part of your picture is the middle finger mana curve. 

    Posted in: The Arena
  • 3

    posted a message on nerf Equality?

    Dear oh dear.. Calm down mah boys. I understand where Balthier21 coming from, and what he said isn't strictly wrong, in fact, there're many truth in that. 

    Now, at the current state, Equality isn't that OP, true, but it doesn't mean that's it's not a pretty good card. With the right combo in hand, Equality pretty much wrecks minions of any type, even stealthed ones (that's why as a Druid, I tend to not let my Shade of Naxxramas grow too fat without using him or risk losing him for free when I play vs a Paladin)

    However, there are a few things you need to consider. Equality on its own doesn't remove any minion. A 7/7 or 7/1 still deals 7 damage to your face or minions all the same. You need to have Wild Pyromance to combo with or follow up with another mean to kill the opponent's board after you Equality. That means that the card is rather situational, and could be terrible if you draw it in topdeck mode (I've done it so many times in my arena runs, it just sits dead on my hand)

    Of course one can never predict what lies in the future. If the meta turns more control-ish then Equality is gonna be wrecking asses. I mean, Handlock and Ramp Druid would have to be pretty conservative playing against Paladin. Beside Brawl (in a way), no board clear does better than Wild Pyromancer + Equality or Equality + Consecration. In this notion, Balthier21 is right. How else are you gonna clear a board full of Kel'Thuzad, Ancient of War and Druid of the Claw or 3 Giants Taunted up?

    Same thing can be said about Tirion Fordring. What we get out of 8 mana is HUGE. Beside Hex and Polymorph, there's no way to cleanly deal with him. However, he's costly. Every turn a card sit dead in your hand because you can't play it lower it's value in the game you're playing. It doesn't do anything for the first 7 turns, which can be considered as "bad". Why? Because it'll make aggro decks punish you. For example, Tirion is much much better than Sen'jin Shieldmasta. However, Sen'jin can stop the aggression from aggro deck in turn 4, which could buy you some more turns. This make Sen'jin much better than Tirion in that particular scenario.  

    That's why a deck having all the biggest, baddest minions will never work because you'll be dead before any of them come out. The act of judging a card's value is always subjective. You need to consider the meta at the moment, the card pool available, card interactions within your deck and your opponent's deck, and many different things. 

     

    For me, I just play the game and enjoy what it offers. 

    Posted in: Card Discussion
  • 1

    posted a message on Kel'Thuzad Token Druid: looking for testers and comments

    I understand your point of view, and it makes perfect sense really. However, I have always view Token Druid as a bursty kind of deck, which can quickly finish off the opponent without much reliance on THE COMBO. I tend to include options that helps me finish off the opponent as quick as possible as a result. 

    Oh yeah now that you mentioned it, I subbed Shade of Naxxramas in for Bomb Lobber. Nothing against the latter, but Shade is just so much more versatile, it can sit there for a few turn and become part of the combo, or it can quickly deal with early aggression. It's a more aggressive inclusion and so far it has not disappoint me. Bomb Lobber, if pull out in the first 3 turn, is pretty much dead without Innervate. It high mana cost is a slight problem. Lastly, with Dr. Boom and Mech Mage flooding the board, it means that Lobber is much less reliable to hit the right target.

    Posted in: Druid
  • 2

    posted a message on [GvG Season 10] Taunt Priest v6.0

    Yeah good idea. I think Holy Nova shine in this deck since you're running lots of Taunts. And I also like what you do with the recent changes to the deck. Definitely protect you from board clear better. Paladins running Equality must be a problem for this deck I think.

    Does your current deck matchup well with Handlock? Though it's not that important since I feel like I'm seeing less and less of them on ladder anw. 

    Anyhow, good luck and keep up the good work! I would love to see more people try out this concept! 

    Posted in: [GvG Season 10] Taunt Priest v6.0
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