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    posted a message on Pyrotechnician

    Back then this was "" "" "fire" "" "" "..now its just too slow

    Posted in: Pyrotechnician
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    posted a message on Worgen Roadie

    Very fun card.. But not on power level for nowadays at least sinergy wise but yeah.. Really fun so I will play it casually in some meta decks hehe

    Posted in: Worgen Roadie
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    posted a message on Festival Security

    Very interesting... Played on curve you can get board back against swarm decks.. Not worth for wild but really interesting for standard. 

    Posted in: Festival Security
  • -3

    posted a message on New Neutral Legendary Card Revealed - Pozzik, Audio Engineer

    This card doesn't really impact the board and gives the opponent some value..... If this summoned the 3/3 even if the oppone already played them it was OK but like that it's just a vanilla card with no real effect on board and actually gives opponent stats.... Best case is that you play it on curve and opponent just play one and then you get your and you gain some tempo... Yeah like that is fine to keep board presence but if you playbthis after tourn 5 it's just not worth it... Unless you are against big priest and you make your opponent minion pool "dirty"  with some lame 3/3 minions

    Posted in: News
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    posted a message on Starlight Groove

    This and libram of wisdom it's a deadly combination.. Great in pure paladin. This card is defo a bit slow but its worth to see how good it is.. Even if it saves 10/15 damage can be good plus can be abused with weapons. 

    Posted in: Starlight Groove
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    posted a message on E.T.C., Band Manager

    One of the best card ever specially in reno decks.... Just play it and get a tech card.. Or even a late game winner

    Posted in: E.T.C., Band Manager
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    posted a message on The One-Amalgam Band

    This is bad considering we have colossus card who impacts the board like crazy without having to build around

    Posted in: The One-Amalgam Band
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    posted a message on Brass Elemental

    This would ve been a legendary back then haha

    Posted in: Brass Elemental
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    posted a message on Balancing Wild (or attempting to)

    Ban monthly a card it's a very bad idea.. First of all you ban like 15 cards and that's a lot.

    Second its not the right way to deal with it... Wild now its not even unbalanced.. Its just wild and its a rock paper scissor game anyway.. In the sense were some decks are more consistent then others against certain archetypes. But I dont see any deck that is overused or too strong the others. 

    Right now im 500 legend and I see a good variety of decks.. Even dead man's hand warrior that is a deck we saw like many seasons ago.

    Wild just need to touch some broken cards when they come out that's for sure.. For the rest I think it's in a good state. 

    WHAT REALLY NEEDS IS TOURNAMENT'S.. We want some nice wild tournaments.. It would be cool af

    Posted in: General Discussion
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    posted a message on Balancing wild format
    Quote from Suikiele >>
    Quote from Noyzz >>

    Quest mage on itself can start combo at turn 6 so parrot at 8 would be the best option. (but yeah it's a standard card..) 

     Has anyone mentioned changing the quest reward Time Warp to 4 mana instead? That would sidestep the Parrot issue, and there were previous ways of dragging out the turns. Once you can get a Potion into a Parrot anyways, it's a done deal.

    Yeah you are 100% right. 

    Posted in: General Discussion
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    posted a message on Balancing wild format
    Quote from Pacific_Onion >>

    They won't nerf a standard card for wild, they will ban the card from wild before they do that. So cards like Swordfish, Illuminate, & Dragged Below would have to be nerfed for standard reasons. Aleco tweeted out recently that wild is being looked at, so it's nice it got addressed and not ignored.

    -Rogue will get standard nerfs which will affect wild, although Rogue still needs wild specific buffs for a proper trim, Rogue always grows back so it's very important to trim the class.
    -Warlock is a huge problem in wild. They can't hit tome but they can absolutely DESTROY Malcheezar's Imp, like 'at the end of your turn, if you discarded a card, draw a card' anything but the total refill it currently is.
    -Priest I think you can soften Big Priest at least by making Shadow Essence summon random minions from deck that cost (8) or below.
    -Shaman you are right that Splitting Axe has a pretty nutty effect when we get stat heavy totems like Gigantotem. Any mana nerf to Axe is devastating.
    -Mage Quest Mage is gross and toxic, being able to generate cards only gets easier. Maybe bump quest up even more or we can wait for rotation and they can revert Grey Sage Parrot back to 8 mana. Secret Mage? That's tough since it's power and synergy is spread out. Kabal Lackey is kinda BS.

     They do that way couse it s a standard card.. They have to wait for it to rotate out to actually nerf it for modes like wild or duels.. Everything it s about standard becouse it's also the most played mode in tournaments. 

    Even renathal nerf is not completely healty for wild.. But i belive even tho its bad for slow decks its still a good balance point.. This way aggro stand more chances but control still is alive. 

    Posted in: General Discussion
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    posted a message on Balancing wild format

    We did it falks.. We are free from discard lock :D

    Posted in: General Discussion
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    posted a message on Balancing wild format

    These are the nerfs/changes we need in my opinion. 

    I belive the problem of wild are pillager that should be raised to 7 mana (that way yes it would still be viable but slightly slower).

    Quest mage is too good (I went like 20-5 in legend with it) so parrot should cost 8 mana, that way they can't start to loop turn too early and aggros last more chances or even control with hand disruption.

    Secret mage with objection!, it's such a strong and consistent deck and that secret makes it so hard and not interactive to play against, all those 'secret eaters' could be countered and in result a loss even with tech cards just for that match up.

    Even shaman is a very consistent aggro/midrange deck... Splitting axe is the key card, a nerf to 5 mana maybe would kill the archetype but at 6 I think it would be a good compromise. In that way they won't create a huge pressure so early.

    Discardlock it's the deck we are all sure will be touched... Considering tome and soul barrage are standard card they won't be nerfed but I think banning tome is the best answer. That way they will be still alive but on the other hand they won't be able to vomit their deck at you and still having ton of cards to play.

    Druid is the class that could win the most from these nerfs and problably could be touched as well but I belive that hand disruption or skulging geist(if they play mill jade)  would just instant win them.  

    Then there are tons of archetypes that can be created in wild, but they are not viable couse of different power levels of cards. Probably a huge buff to some of the cards could be a great thing for the format but of course this is just dreaming...

     

    Posted in: General Discussion
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    posted a message on Balancing wild format

    Quest mage on itself can start combo at turn 6 so parrot at 8 would be the best option. (but yeah it's a standard card..) 

    Posted in: General Discussion
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    posted a message on Balancing wild format

    You got it all bro. I agree with you. Malchezaar imp shouldn't even be touched if they ban tome, that way discard lock remains alive but it's not broken considering 40hp cap. What I think is broken right now its also secret mage.. In particular objection! That takes away all the possibility to tech in a secrets eater.

    A deck that if they do all these changes that can become way too strong is druid, that would get anyway smashed by fast combo decks or decks that are able to disrupt their hand with dirty rat ecc... 

    Posted in: General Discussion
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