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    posted a message on New Rogue Rare Card Revealed - Private Eye

    Alright, now I can say the last rogue legendary is great. But only cuz this is so busted. This is gonna make all non-secret rogue variants seem obsolete in comparison, its way too good.

    Posted in: News
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    posted a message on New Neutral Legendary Card Revealed - Theotar The Mad Duke

    BEHOLD, the ultimate disruption! Team 5 is in full PTSD mode now. UiS combo meta? NEVER AGAIN. This might even see play in hyper aggro much like a pseudo Illucia, just to decrease the chances of your opponent having something to remove your board. 10/10 nerf material, will cause a LOT of grief.

    Posted in: News
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    posted a message on New Warlock Legendary Card Revealed - Lady Darkvein

    The Fel school is so much worse than Shadow for warlock its not even a contest. Really wished they had improved Fel more in this set, but instead it was forgotten, classic Team 5 I guess.

    The greatest blasphemy was Impending Catastrophy, still cant underdtand why this is Shadow and not Fel, makes no sense flavorwise.

    Posted in: News
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    posted a message on Arena Card Reveal - 14 New Cards!

    WHAT? This is amazing! The power level here is way high, many of these deserved their own separate reveal:

    Serrated Bone Spike is busted. The fact it discounts ANY card is ridiculous, autoinclude in every rogue deck until it rotates.

    Bibliomite can fit in any aggressive DH list just fine. Not only does DH have draws for days to mitigate it, you can use it to manipulate effects like outcast/Caria Felsoul or any shenanigans that require you to not draw specific cards too early. Love it.

    All 3 hunter cards are great and will see play in a new face hunter list, no doubt.

    Forensic Duster is the set sleeper. Team 5 is doing all they can to make the board relevant again, so a Cult Neophyte for minions is certainly finding a home in many decks, specially slower ones who wish to fend off aggro. Probably gonna see a nerf down the line, premium stats for such a powerful effect on a neutral is just nuts.

    Muckborn Servant is good in slow paladin lists, not sure how viable holy paladin will be, but if it is then this will see play there.

    The rest goes from meh to unplayable. Still a lot of insane cards that didnt quite get a highlight. Was a bit worried about the set overall quality, not anymore.

    Posted in: News
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    posted a message on New Priest Legendary Card Revealed - The Harvester of Envy

     Only Psychic Conjurer combos well with this in standard for now, needs way better support to see any play, but has the potential to be rly back-breaking.

    Love how Team 5 is going much harder on disruption nowadays than in previous years, im all for it!

    Posted in: News
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    posted a message on Deathrattle-Miracle Rogue

    Problem is, you need to draw and start using Field Contact by turn 5ish every match, and for that you lack tutors. Id cut Sketchy for Shroud, either both or 1 of each (needs testing for that). Cut the Swashburglars for the new 1 mana spell that tutors and copies a spell, thats core imo.

    Posted in: General Deck Building
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    posted a message on Infuse will be bad for this reason...

    Only classes with godly amounts of tutor/draw power and/or lots of token generation will be able to make infuse really good, cuz GOD FORBID you ever get yourself in topdeck mode and you draw an infuse card, you lose the game on the spot.

    The best ones are Druid, Warlock (with new insane imp draw engine) and Paladin with dude stuff.

    Kinda fitting imo, the whole setting is about snobish arrogant rich people, makes sense the expansion keyword only favors the classes already favored (with card draw/tokens instead of money/cheap labor in this case). The work class minions being sacrificed for power-ups is just icing on the cake.

    Posted in: General Discussion
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    posted a message on Deathrattle-Miracle Rogue

     SI7 extortion instead of cutlass (not many spells worth discounting) and Shattershambler instead of swashburglar to gather your coins faster, better early 1 drop too.

    Not enough card draw/tutor to make this consistent, but we still got a few rogue cards to go, has potential imo.

    Posted in: General Deck Building
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    posted a message on Well, another mini-set not worth my gold

    Very weak miniset overall. Only DH, Warrior and Paladin got decent cards (which automatically made them top 3 btw, sigh..) and none of them are epic/legendary. 

    Id rather save the gold for next expansion at this point.

    Posted in: General Discussion
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    posted a message on Kazakusan nerf unhealthy for Hearthstone

    LMAOOOO this is the content I come to this forum for, made me laugh so much. Noob druid tears always taste the saltest nomnom.

    The problem with Kazakusan (post first nerf, locusts was just OP) is that no other class could play it nearly as fast or consistently as Druid. Being the ultimate control wincon available in standard, that meant no other class could ever hope to succeed against it if the game goes late, except combo (which doesnt exist rn).

    THE RECENT NERF CHANGES EVERYTHING.

    Now Paladin, Warrior and Priest are far better Kazakusan classes cuz they have great dragon support while Druid has none, meaning DRUID NO LONGER HOLDS THE MONOPOLY OVER THE LATE GAME. They can still play Kaz, but it wont be active as fast as in the classes I mentioned.

    This is the smartest nerf I've seen from Team 5 in YEARS. Very well done on their part honestly.

    Posted in: Card Discussion
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    posted a message on Potential Sunken City Nerfs

    @ShadowAldrius I will just leave my response here, the thread was getting too long.

    Mech Paladin is a one-trick-pony tribal deck. Doesnt matter if they have good refill, all it does is pray their board survives a turn so they can play bubble bot, if it doesnt, esc concede.

    Decks with simple play patterns and low skill ceiling like this rarely succeed once the meta gets more refined, so they're fine. Hell, it even failed at becoming a druid counter, a matchup that was supposed to be great in theory! 

    So how do you get rid of mech pallys opression? Getting out of silver/gold ranks does the trick :)

    Posted in: General Discussion
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    posted a message on Potential Sunken City Nerfs
    Quote from ShadowAldrius >>
    Quote from OoZuNoO >>
    Quote from ShadowAldrius >>

     Half of these nerfs are targetting decks that need no nerf (mech pally? Really?)

    Mech pally is broken as hell. It's way better than mech mage. Radar drawing 3-4 cards on average for 2 mana is ridiculous. Leviathan wins games on it's own in tempo match-ups. How does somebody catch up to someone who puts 8 mana of stats in minions on the board and does 8 damage to the enemy while developing their hand? Bubble Bot is also insane with buffed paladin minions.

    The druid nerfs completely take the edge off of a deck that is way too efficient. Aquatic Form and Moonlit Guidance have no business being as cheap as they are. They're actually balanced at 1 mana and 3 mana respectively.

    Swordfish as a 3 mana 4/3 is crazy too. It's not as big an issue as other things are, but it's not really great either.

    Like literally everyone acts like 1 mana nerfs to make things a little less high roll-y and maybe bring the power creep down a bit will kill the game somehow?

     Mech Pally has two clear weaknesses, which is relying on the board for everything and no early comeback mechanics. You clear their board early and they are very far behind. Bubble bot doubles down on this weakness, cant play it if their board is weak/cleared.

    Decks that are strong but have clear weaknesses are fine. Nerfs are only needed for decks with no weaknesses (ramp druid), or that harm the overall ladder experience (switcheroo BS and pirate warrior destroying lower ranks).

    1 mana increase can be the whole reason a card is playable or not, countless examples of this happened throughout HS history. If you slow everything down by 1 mana, whatever is not as punished by this nerf will just take over the game and nothing else will be good enough to challenge it. 

     Paladin being board-based is offset by how crazy the boards it puts out are, and the card draw lets them refill repeatedly. Leviathan also offsets the weakness you're talking about. Paladin can completely turn the game back around with Leviathan. Which it also can tutor for (though that'll get more difficult with each expansion I guess). Like sure, Bubble Bot needs a board, but if they have a board it protects it. Meaning they're no longer vulnerable to it. Bubble Bot also has a lot of stats for a board-wide effect card.

    Like the fact that Mech Paladin loses sometimes to control decks that clear it at the right time doesn't make it less broken in other match-ups.

    And yes, it makes decks weaker, but that's the point. There's no reason that Druid needs better cantrip and card draw effects than every other class. They reduced the power of card draw in *every* other class -- except Druid. Druid has 5 or 6 viable card draw cards and a lot of them are extremely cheap. That's where they should hit druid, at least initially. Aquatic Form, Moonlit Guidance and Jerry-Rigged Carpenter. Like why is Aquatic Form 0 mana? The Rogue card is 1 mana, Tracking is 1 mana. Why is Aquatic Form 0?

    Then if Druid is still a problem -- hit Guff for 1 mana. Then if it's STILL a problem, hit it's recovery, because Druid historically used to have the weakness that it could ramp ahead, but was vulnerable if the opponent played for board, but now it can just immediately catch up and get ahead with extra mana.

    Seafloor Gateway just enables really degenerate swing turns. 3 mana for draw a card and a potentially full hand discount is a little too cheap.

     None of that is enough to nerf Mech Paladin. Again, I will repeat: decks that are strong but have weaknesses are fine.

    If the deck is strong against what you're playing but loses hard to other strategies, sry but it sounds like a you problem.

    Ramp Druid deserves a nerf cuz theres no clear weakness in their strategy to exploit. Earthen Scales/Scales of Onyxia counters aggro, priestess + giants + ivus counters combo and Kazakuzan counters control, not to mention they have the tutor/card draw to make it all happen every game, the deck is foolproof.

    If Ramp Druid was weak to at least one other strategy itd be fine, but since its weakest matchup is the mirror, a nerf bat is the only option. A VERY different situation than mech paladin/mage.

    Posted in: General Discussion
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    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place! V2

    Its poetic that the only deck capable of farming both pirate warrior and ramp druid is naga DH, the one deck that has ZERO LATE GAME WHATSOEVER.

    Why have late game cards when you know you're gonna lose if the game lasts more than 7 turns?? LMAOOOOOOOO

    Raid the Docks and Kazakuzan have doomed standard, Genn/Baku style. 

    Posted in: General Discussion
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    posted a message on Shaman are dead in the water

    Kinda sad that team 5 decided to include Starfish in the same set Druid started making big boards, Snowfall Guardian would have been the perfect counter otherwise.

    That deck is truly unbeatable at this point, balance patch waiting room here we go.

    Posted in: Standard Format
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    posted a message on Shaman are dead in the water

    The only dead classes are warlock and priest, shaman is alive and kicking. 

    Posted in: Standard Format
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