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    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place!

    What do i start seeing after rogue is nerfed and I'm done with the brawls? You got it dude, mother fucking pussy ass taunt warriors on top of the mages. fun fun fun. no wonder blizzard sue the botmakers, because they would be fucking rich by now with this slow ass unfun shit all over the place. Hunter it is again until about a week or two's worth of fun in august. 

    Posted in: General Discussion
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    posted a message on Top HearthPwn Standard and Wild Decks of the Week for July 16

    I've done this before, just didn't find it easy having all my jades while maintaining a good reliability on elemental proc until the jade spirit recently. So i changed a couple of cards and started using this more lately, although i was caught up farming recent tavern brawls since they were good for the first time in over a year probably  by now. But back to working out a jade/elemental deck again. The core is a no brainer, but I still change a card sometimes after a lot of games to try different fillers out. 

    Posted in: News
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    posted a message on Top HearthPwn Standard and Wild Decks of the Week for July 16

    John Dies at the End

    A Really Good Film 

    Posted in: News
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    posted a message on Top HearthPwn Standard and Wild Decks of the Week for July 16

    rogue is garbage unless you're rich enough to buy a million packs and get dupe dust to craft the cards you don't pull for the retardedly expensive miracle decks that after all the expenses still require a massive amount of work to get the hang of them. just play pirate warrior or midrange huntard instead. it will win more often, and frustrate your opponent more than yourself. and won't break the bank either, you should have most of the cards from regular pack pulls and most are cheap to craft beside patches if not. they often leave a huge dump on rogues and mages anyways, which puts a smile on my face. 

    Posted in: News
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    posted a message on Top HearthPwn Standard and Wild Decks of the Week for July 16

    feel the wrath of my pirate warriors

    Posted in: News
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    posted a message on New Rogue Quest - The Caverns Below (Crystal Core)
    Quote from CurseCerberus >>

    If quest rogue will be nerfed will fall in tier 9 (actually is tier 3) and nobody will play it.

     Oh no, if they nerf an uninteractive deck that actually ENCOURAGES people to play more aggro decks, people might not play it as much. Well my heart just bleeds hearing that.
     I think you're talking about 3 iceblock (generating more than 2 obviously, so sometimes 3, or 4 iceblocks i have seen to be fairly common the real card screaming for an unplayable status) freeze your board for at least 5 or 6 fucking turns a game mages. Talk about "uninteractive deck" eh? at least the rogues only wasted less than 5 minutes of your time if you didn't concede on the portrait , only scrubsand psychopaths play mages now (now that priests can't steal half your game and wipe the other half after standard). bad guy blizz will never nerf mages though. 
    Posted in: Card Discussion
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    posted a message on Patch 8.4: The Caverns Below has Been Nerfed! Frozen Throne Preorder, New Brawls

    They've made arena a pile of fecal matter and completely, entirely, definitively defeated the entire purpose of the arena to begin with likely to make more players think "I may as well buy packs and just play constructed since it's the same as arena but if I spend enough money I get to choose what I use anyways" 

     

    Play elder scrolls legends if you want to play an actual arena mode. 

     

    hearthstone's has become absolute garbage and should be named something else now since it is NOT arena with so many 'rules' over what you can and cannot draft 

    Posted in: News
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    posted a message on Just a Hallucination - Tavern Brawl #104

    It's nice to see that they did something original and not horrible based on rng this time, rather than repeating idols or portals for the umpteenth time. This game is still so much fun. I hope i bump into at least 5 or 6 more rogues out of roughly every ten games or so again later. And accidentally cast a  totem again against the only rogue I beat all day with 3 hp left on it so I won't have enough mana to lethal face with my fire elemental while spamming the wow emote again so I can break another plate throwing it across the room again. While on a win streak again just like that time. Good times. I actually man the game in person the majority of the time still because of fun stuff like this making it not feel as if I should change my tag to Sisyphus when I actually pay attention to the game.  /s

    Guess I'll grind my teeth through yet another unfun brawl (if it was constructed it wouldn't be fun or farmable anyways since it would be 'standard' or 'no fun cards allowed') while I catch up on izombie later today. I'll just spam clicks and throw cards at at random since it's how you win int his masterpiece when you're not a rogue. 

     

    Posted in: Tavern Brawl
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    posted a message on Returning from the beta, deck help? (f2p)

    there is also a cheap un'goro hunter facedeck with over 1k upvotes on it. supposedly it can at least go rank 5 possibly legend.

     

    cheap easy win   the deck was called.

    Posted in: General Deck Building
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    posted a message on Legendary Tier Crafting Guide

    Rogues I look at like patron warriors, if you don't beat them by turn 5 or 6 concede and move on. if they haven't gotten their pieces in place and quest completed by turn 5 or 6, they will likely lose if they have lost too much health already.

    I believe that the charge mechanic around the board needs to become the "cannot attack heroes this turn" variant. Most charge minions will probably never be played again except a few to be used as minion removal, and many ftplayers may lose so often they may as well leave the game but that will be better even for them in the long haul.

    Less quick cheeze will allow more fun decks for people that can use them, and the ones who leave who can't will eventually force reconsideration of pricing and rarity schemes. Which will be good for everyone even the whales. I can't imagine feeling forced to play aggro for years anyways saving the little dust you have to craft a few cheap replacements and changes every expansion. The people that play the game that way, i can't imagine them ahving any fun with it after a while.

    if you want to beat quest rogues I would say face is the place and concede when they finish the quest if you can't lethal next turn. I crafted quest warrior over the weekend, but haven't used it enough yet to know how well it would handle quest rogues. They look like they could, with taunts and brawls, ghouls fishes and such... but rogues can backstab+eviscerate the taunts and mimic pod eviscerate when they'e lucky. They have shit tons of draw, so brawl means nothing ot them with the buffed up cheap charge minions in their deck. one charge pulling another anywhere from the deck, along with almost half a dozen other cheap charges they can drop and mimic and perhaps flip to reuse for 1 mana.

    I worry more about what will shove the "freeze your board for half the game then wipe it for the other half before one or two turn 30-0 you" mages since at least they could be handled even if I had to make a deck specifically for them and concede everything else because of it being so fine tuned to hate mages. I can't see doing that against quest rogues without face being the place and concede by turn 5 or 6 if i haven't won or they popped the quest already. So I choose to not worry about rogues and often concede as i see the portrait assuming i will lose anyways to save myself the time if I am not aggro. Which I am often not this season since i was lucky on pulls, and crafted some things and am trying a lot of things out. I always saw warriors back to back when I was aggro this season anyways.

    taunt warrior is good with hunter though, but some bring deadly shot and aren't afraid to kill command minions while unleashing hounds to buff up hyena finishers. But if you deal with it enough to could figure out their patterns and ways to deal with it you can beat them more reliably unlike the quest rogues which are a cointoss based on how fast you can face damage and how long it takes them to quest.

    Posted in: Card Discussion
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    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place!
    Quote from trickster >>

    Playing against nothing but hunters last night with my freeze mage. I get this guy who was typically playing brainlessly and ignoring my minions and going face. I finally have him where I want him. He's at 18 health and I am at 7 with both ice blocks popped. I have antonidas and thalnos on the board with a pyroblast and 4 fireballs in hand. I'm so salty at all the hunters that I decide to emote him (like an asshole) until rope. Once rope comes up, I give him 1 last "thank you" and decide to overkill him. I throw pyroblast for 11, hit antonidas for 5, thalnos for 1. There he sits at 1 health, fuck my life. If I wasn't being an ass, I would have won. He had 1 card in hand so I figured my mistake wouldn't bite me since I was sitting at 7 health with an ice barrier in case he hit with weapon. He plays the 1/1 beast he had in hand followed by the kill command that he topdecked followed by hero power for lethal. The minute I saw the kill command graphic, I closed my iPad and went to bed.

     so many mages may be some of the reason for so many hunters. If you don't beat them quickly they just end wasting your time and freezing your turn about 5 or 6 times while evading death twice at a minimum now with the discover/generation of more ice blocks. They're lucky it would be 5 times the waste of time it is to even not concede as soon as I see a mage to rope them or I would do it. I only do that when I think i can win against something annoying AF that i am sick of seeing though. I will only risk wasting time roping against a mage when i am a hunter though. Something I am tired of having to play every year. But every time i do something more fun, I see a lot of psychopathic mages that are so uninteractive I may as well get up and have a cigarette while they sit and play with themselves literally for all I know. Then, when I put a secret eater, or a hunter with flare hoping to kill them by turn 4 to 6 I stop seeing them and as soon as I go back to something less monotonous low and behold three frakking mages in a row again.
     
    I am currently testing a new intercontinental ballistic missile as a final solution to the mage issue. I may commence more testing later today, or after the mxm beta ends. Roping will be an intuitive weapon in the arsenal to back it up as it could prove to be effective at forcing them to grind their teeth and concede for once. And knowing how psychopaths get off on and absolutely love to be in control, it sometimes hurts them the most when it is unexpectedly stripped from them. I would certainly fap to that if i can do it often enough. Honestly imagine the looks on their faces and their entitled looks of shock and rage while I do it. I will then look for streamers playing the uninteractive mages and do it to them so that I can have a visual for the after game faps. Mages are creating monsters and bitter players, the way that thief priests used before standard knocked a lot of problem cards out of rotation. Mages are worse since they often win while being a pita, and can take you from 30 - 0 in two turns. like, WTF... and that's at or nearing fatigue while not even being able to use most of your minions for most turns due to freezes and a million generated board clears. It's a waste of time to do anything BUT concede as soon as you see the mage portrait or if you don't win by turn 5 or 6 and have something to eat the ice block unless you are using a deck designed to screw with them but then you will usually lose to anything else.  Frak mages
    Posted in: General Discussion
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    posted a message on Is there an increase in premature conceding?
    Quote from s2mikey >>

    Conceding is the best thing you can do to save time and your sanity.  Its bad enough to que into some dickhead pirate face deck or quest mage. Why add t your misery by "sticking it out" only to end up losing anyways but now youve also wasted precious moments of your life youll never get back.  Que up another game and move on.  This game is NOT setup at all for comebacks.  Its purely tempo based for the most part and other than some control decks if you lose the board you lost the game.  Or, if they hit their quest, youre probably done.  In Wild mode you can just concede instantly to renolock and other decks like it that will rob you of a good half hour of your life.  Dont be a sucker. 

    Ill give each game a *chance* but it isnt long before I say "fuck this" and just concede or quit the app altogether.  Fuck you and your dooshbag quest.  Fuck off with your infinite freeze & ice block.  Fuck off with your perfect draw.  Im out.  If my quitting the app caues you to lose some enjoyment or waste your time then GOOD.  We are even then because you playing a fucking jackoff deck caused me to lose enjoyment and waste time.  Fair enough.  

    I dont think your win rate is that affected since conceding allows you to play mor games and and if you stick to more favorable matchups and dont waste time on hopeless games you'll probably climb faster.  Ive managed to sit between ranks 5-10 in both game modes using my own decks and I concede early and often.  So yeah - concede or quit the app if things arent going well. Easy decision.

     this ^
    I especially feel the same about mages right now.
    If I could come up with some way to both waste a half hour of their time AND pull a 30 to 0 when they thought they had it in the bag or that fatigue was on their side then it would be the only deck I would use for a while and i would concede everything that was not a mage and not give two shits about ranks besides grinding to them to get even with mages to begin with. Thief priests after gvg were always the psychopath's favorite class, in Un'Goro mages are the psychopath's class of choice.  At least one more year of roping or concede mages mages by turn 4 or 5 sounds like time well spent if i see a lot of them sometimes (which I do as soon as I remove the god damned secret eater).
    Posted in: General Discussion
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    posted a message on [Rank 5 to LEGEND] Lyra Miracle Priest

    mind vision. still a cheap spell for lyra at 1 mana, and creates a card for you. it comes from what is in the other player's hand though, so timing is everything with it. It's one of the few ways along with the mage secret that I have been able to get someone's quest. It's avery slim chance, unless they only have a couple of cards in hand at the time but even then you may not get it. It's pretty cool when you do though, but you can't do much with any except for rogue's and warrior's really. Any quest completion that is a spell mage can also get ahold of, I did it earlier burning through a stupid secrets daily with an all secret deck. If the quest remains in hand between turns the priest can get them all with a lucky mind vision. if you get a crap mulligan, it can also help you if your opponent got a better one. I'd combo it with lyra when you're low or use it for a chance at a good quest like sulfuras although most quests won't be good for you on this priest. If you can snag a time warp though, I would set aside a moment to fap afterward even if you lose. I hope somebody caps it if they can do it and then live to play it.

    Posted in: [Rank 5 to LEGEND] Lyra Miracle Priest
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    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place!

    Mages are the most unskilled, lazy pieces of shit in this game. No matter what you do, eventually in two turns they take you from 30 to fucking 0 with the most non interactive bullshit that a piece of shit can pull out of it's rancid ass. This is only after almost taking you to fatigue wasting even more of your fucking time, that could have went into two matches one at least having a much better chance to win or at least lose to something reasonable that requires skill to play. Mages are bigger scrubs than hunters and i doubt they ever win without the bullshit. We need our health upped to 40 rather than 30 because of those scrubs. No wonder there is so much aggro, it's to kill those pieces of shit as soon as possible or waste as little time as they need to on the lazy cheats. I hope their families die in car accidents or something, and that they themselves get slow, painful, sufferable cancers so they be as cancerous on the outside as they are on the inside.

    Posted in: General Discussion
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    posted a message on Legendary Tier Crafting Guide
    Quote from TheGnegno >>

    Alright, I managed to get back up to 1600 dust...
    Wondering what to craft.

    Raza the Chained: I'm tempted by this one. Is Highlander Priest something that can work in Standard (without Awaken the Makers? Is it an effective archetype in Wild format?
    Awaken the Makers : This sounds like a fun card. Is it worth in Standard? Is it at least viable (or bonkers) in Wild format?

    The Marsh Queen: I unpacked 2x Stampede, is this quest really too clunky to work at all?

    Icehowl: How effective is Silence Priest in Wild at the moment?

    Finja, the Flying Star: I still lack 2x Murloc Warleader, but it seems like it's key to play different Murloc archetypes.
    Unite the Murlocs: Can this work without Finja? (Still need to craft the Warleaders)

    Elise, the Trailblazer: I have Lyra. Does she work efficiently in some wild Value Control Priest or Control Warrior?

    Spiritsinger Umbra: Are N'Zoth Priest and Shaman somewhat strong in Wild format? Is she worth her slot in those?

    Lakkari Sacrifice: Is Deathwing Handlock worth this craft?

    Sherazin, Corpse Flower: New miracle looks AMAZING to play. But I miss 2x Assassinate plants...
    Shaku, the Collector: Is Burgle Rogue somewhere viable? I'd love to make it work and this dude would be great in there.
    Keeping in mind for both I do have Xaril.

     Awaken the Makers : is fun, and you may be using some of the cards it requires already. Bring a brewmaster so you can flip it and use it again possibly, or to flip and preserve/reuse another minion also sometimes. The new 3 drop to make minis, anything that summons a mini of your deathrattles adds to the quest. So you can unlock her very easily with the minimal amount of minions in the deck, using the ones you want mainly. Cairne and Spiritsinger Umbra should be included if you have them. They combo well later in the game if you are doing well and do not need to finish the quest or already have and save them.
    Elise the Trailblazer: I do not have her yet (plan to craft her though possibly later) but I have stolen her from other priests and she has helped me to out-value and beat them. But those were lower ranks and in standard though. So I have little experience with her, but intend to work out a value-based quest priest including her, the 3 drop taunt discover, and the elemental discover along with ysera. Probably little to no room for Lyra, although the priest apprentices will trigger elemental discover and shadow visions can compensate for lack of spells and combo with her well so I plan to try to work something out with her. Elise should fit well into any deck except for the fast ones very well though. All mid-range and control should benefit from her a little. Her pulls were often golden for me, and often epic/legendary from her pack. May be lucky myself though.
    Spiritsinger Umbra: Combos well wit quest priest, especially with Cairne I don't have wild experience with I play mostly pirate in wild for easy ranks but I imagine having more than 2 sludge and other wild deathrattles possible it can be a great card there as well. You really need to be fast in wild sometimes though. I don't see many slow decks sometimes there and I often kill them before they can do much with my pirate. It's often other pirates as well. I think some of them are bots, so they are easy to beat if you use the new pirate-eating crab or early game taunts like Stonehill Defender one of my favorite of the new non-legendary cards. I haven't been impressed by most of the new legendaries and quests except for the few everybody else has, although for the first expansion ever I am really enjoying playing as priest and sometimes against them as one as well. quest priest mirror matches are fun sometimes, especially when people are stealing/flipping Elise hehe
    Sherazin, Corpse Flower: By the look of it, it looks extremely  hard to play. Unfortunately for myself, I have been absolutely wrecked by it especially when they manage to get half the board full of it. It seems really strong if you have the right decks for it. I blame what I endured on Kripp. Curse his ingenuity. But bless him for it too, he pulls some neat schtick.
    The Marsh Queen: I think that sometimes Stampede may be more valuable than her since it can used in more varied decks than the quest. I drew one, along with the quest, and man do they combo together. I never even had more draw as beta prenerf buzzard release the hounds snake trap hunter. The problem with the hunter quest is that you have to waste many slots to get it off reliably since you can have a hard time until getting the quest off but once you get it off between the rhinos and the draw you  pretty much can steamroll. I have been wanting to try placing minimal 1 drops though, more creatively to get the quest off while leaving space for a more mid-rangey deck to win more in the end. Between Raptor Hatchling and Fire Fly it may be possible to only use 4 deck slots for the early game one drops (and triggers from the fire flies for other elemental cards later) since the hatchlings may each give another 1 drop for 4/3 stats and using both even if one is silenced or polymorphed/hexed I doubt any one would waste another to do it on the second unless they believed absolutely that you couldn't finish the quest as a result.  4 one drop slots most hunters would probably have anyways. Dinomancy is also very powerful, and i want to learn how to use it well at some point.
    Finja, the Flying Star: I was lucky to pull from the last MSOG pack that I opened before Un'Goro week so I used it to unlock ranked chests in wild mode using secret murloc paladin. Which was already doing well, but it was the little nudge I needed to win more with that style. It isn't used in many decks though, it's more niche in my opinion. I still consider it a good pack pull out of the legends left that I hadn't crafted from that set. I am using him in murloc paladin in standard today , although in only one match did I take long enough that i could use him but he helped to win that match. Out of all you mentioned, it's up to you what you think you need or want to use first. Finja would have been the last one for myself though.
     
    I would go with quest priest, or the rogue legend minion and one of the combo assasin minions. Those pricks are about the most trouble I have had this expansion with little to nothing i could do about it so much that I always felt as if they wasted my time and wished they were using the cheesey quest deck instead. It feels god awful being wrecked by the infinite flowers schtick.
    Mike and the Auctioneers - All I Need is Another Miracle Rogue.flac
    sigh
    Posted in: Card Discussion
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