Ragnaros lightlord + injured kvaldir combo gonna be so op
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Feb 14, 2016Posted in: Tavern Brawl
I just won a game of tavern brawl thanks to this little dude Nerub'ar Weblord.
I picked him on turn 2, he was good against my opponents chickens and maybe it will cause my opponent some trouble with the effect (even if I couldn't play the loatheb easily for awhile). He was good enough at the start and my opponent ignored him for awhile. Being able to play a couple of decent cards himself and dealing with my "scary" whirling zapomatic. But when I redrew another weblord and played it I started to notice my opponent only playing chickens and floating a fair amount of mana and not playing cards. The effect of these two weblords was so oppressive to my opponent that when I made the call to play a 6 mana sunfury protector on my two weblords my opponent could only play one depressed chicken and not even use his hero power (rogue) on my own 1/1s. It truly was the perfect web for this little card.
First observation: I love it when things like tavern brawl contrive really unique situations when an otherwise terrible card can be so crushing.
Second observation: My excitement for standard has only increased by this experience. Removing naxx and gvg is going to make room for some underutilised cards from classic and (especially) tgt, brm and loe. Unseen cards like Nerub'ar Weblord might actually see competitive play. Ok the nerubar weblord meta is probably still a while off, but what old cards are you excited to give a chance when standard comes around.
Jan 20, 2016Posted in: General Discussion
How about summon a 2/2 treant with spell damage +1 add three moonfires to your hand as a replacement for FoN to help foster a new spell damage druid deck while savage roar can stay the same for token decks.
Nov 30, 2015Posted in: Card Discussion
I was playing a rogue deck the other day and I was running anub'arak and burgle. Vs a shaman I burgled two Ancestor's Spirit and put them both on Anub'arak and traded him in, giving me two anub'araks on the board and another in the hand. That was a fun game
vol'jin is basically a weird fire elemental, you decide which one to craft
Oct 31, 2015Posted in: Card Discussion
I would like to know where bribes can be paid to affect a novice engineer and gadgetzan unnerf.
Seriously though, I think a 6 mana stormwind champ would be pretty decent in constructed, although broken in arena. I'd like to see the starving buzzard nerf toned down as well.
Undertaker should totes be unnerfed so that he can bring balance back to the force since secretkeeper has torn everything up.
Oct 25, 2015Posted in: Card Discussion
Oct 25, 2015Posted in: Card Discussion
No way should Loatheb be nerfed. One of the things I love about the card from a strategy point of view is when faced in the late game, you still get the choice of playing at least that one big spell at x+5 mana. You still have the choice if deciding if, say, that consecration is still worth more than at least one minion. Makes for some interesting decisions.
Its a fun card to play and play against. Proactive cards are awesome.
Oct 14, 2015Nessarchy posted a message on The "Happy with New Card" Thread - why not try it?Posted in: Card Discussion
Flame Juggler is modestly good in rogue decks as an unconditional 2-drop.
Sep 25, 2015Posted in: Fan Creations
Really interesting and thoughtful contribution. I have just got back from work so don't really have the time or energy to respond in much detail but I did want to say I liked the post. I will say though that the totem warder that gives totems immune also has taunt itself. I did that anticipating the game breaking nature of having an immune taunt forever. Even if you can't kill the immune totem, you can target the thing giving it immune with minions and weapons so the immunity on stoneclaw can be straightforwardly removed.
I also like the idea of buffing totems in ways other than just giving them raw stats. That is a really interesting proposal and I would like to hear more about that. I will also have a look at the other ideas you referred to when I get a chance.
Sep 23, 2015Posted in: Fan Creations
Why is it that shaman still sucks after it got some really fine new cards from the latest expansion? I don't know the full answer to that but if I could add cards to hearthstone to help change the situation, these would be the cards I would add.
Clearly I am pushing totems, overload and murlocs.
I think the totem warder is an interesting card that helps to protect your big board of totems and give you serious trading value with the new Thunderbluff Valiant (I may rethink the balancing of this card in light of Thunderbluff V. since I made the card before TGT). Darkspear Shaman is another card that helps you build your totem board up even faster and even give you nice swings with free totem golems. The fire nova totem is yet another totem added to the totem collection which can generate nice tempo for a shaman deck as it is already a "weaponised" totem if that makes sense. Finally, totemic force is like power of the wild except for shamans. As it only works on totems I feel like its ok for the buff to be a bit bigger, although maybe +1/+2 is more appropriate.
For murlocs, I added a spell which can nicely fill your hand with Murlocs. It is a very powerful draw spell but it could probably only be run in overload decks or murloc decks due to the hefty overload. The Murloc enforcer is partly a buff to neptulon and just another solid midrange minion to push a potentially more midrange murloc deck. I feel that with the siltfin spiritwalker that is how murloc shaman should be so I created this card.
I think totem golem is a step in the right direction for shaman but the problem is that if your opponent is able to deal with it on turn 2 (flame cannon, abusive sergeant, etc) you are at a serious disadvantage. Its a great big minion but it still only takes one hit to kill (unlike shielded minibot). So I created thundering boulderkin. It carries two overload so playing it on turn one means you skip your next turn completely. However, it takes more than one hit to kill so even if your opponent does kill it, you will still have something to do on the board the turn after. Also, I made an overload spell. I don't know why this card doesn't already exist. Allows you to do something like play Fire Elemental on turn 3 and pay for it over two turns. Of all these cards, I want that one to be created the most.
Jun 27, 2015Posted in: General Discussion
I have a silly spare parts/ gadgetzan rogue deck that I play with every now and again and I just had a really fun game which I thought I would share.
My opponent was a midrange paladin and my deck shares all the features with oil rogue that help against paladins so I was pretty confident. Going into the paladin's turn 6 I had a 6/6 Edwin VanCleef and an injured Mechanical Yeti. My opponent played Sylvanas Windrunner and I got a little bit worried. It was a great board to play Syl on.
I had a look through my hand and it was pretty bare. Both preps + fan of knives and a couple of spare parts. I have always thought Time Rewinder was one of the hardest spare parts to get value out of but this time it really shone.
I hit face with Edwin and then ran the yeti into Sylvanas. I time rewound Edwin back into my hand and preped the fan of knives to finish off syl and denying her the steal on Edwin. I had enough mana left over to replay Edwin, this time as an 8/8.
One time rewinder effectively dealt 6 damage, "silenced" sylvanas, and buffed a minion by +2/+2. Not bad really.
I don't normally like to write silly boasty threads like this but the game made me so happy and rounded off a little losing streak I'd been having. In order to justify it, I would like to hear your most valuable spare part stories.
Jun 13, 2015Posted in: General Discussion
Oil Rogue can beat handlock, but it can be difficult to deal with all the giants if they come too fast. Basically, if handlock draws ideally then the handlock will win but if they miss their turn 4 giant or twilight drake I think the rogue is favoured.
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