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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - GRAND FINALE POLL

    All the finalists are really good, but my vote definitely goes to the Archaeologist. The Lich has excellent thematic and mechanical design, and I was very tempted to vote for it instead, but something about it didn't quite catch my interest as much. The concept behind the Astromancer is lovely—it's simple but very elegantly executed—but I found a few of the cards unfortunately confusing. The Enchanter also has a great theme behind it, but in practice I felt that the Phase cards took that theme in a direction that didn't always mesh with the rest of the cards. (It's a pity this competition didn't include Rise of Shadows, though: the potential for using Phase creatively on a scheme card just leaps out at me. Maybe a scheme that's worth playing the turn it's drawn, but has a negative Phase effect so it has to build back up to being good...)

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.15 - Final Poll
    Quote from szsoulzek >>

    Coin Flip is disgustingly overpowered (it's a free +8/+8 to Edwin for 0 mana, even on the same turn).

    So in other words, Edwin is disgustingly overpowered?

    Posted in: Fan Creations
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    posted a message on Double Deathrattler Battler (Standard) is This Week's Tavern Brawl
    Quote from FrostedBricks >>

    One of the biggest appeals of tavern brawl was being able to play your op wild cards you almost never had the chance to play.

     Friend, have I got good news for you! Ever hear of this mode called "Wild"?

    Posted in: News
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    posted a message on Weekly Card Design Competition 8.09 - Final Poll

    Tinderling complies just fine. It’s a choose one effect like Keeper of the Grove.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 8.07 - Final Poll

    I really like Mutating Monstrosity, so voting for that of course. Though I have to wonder what would happen if its stats were ever equal...

    Quote from Lathy >

    I'm surprised "Druid of Exploration" was not disqualified. It's a not functional card? Should be a Battlecry. If it's intended as a one-time trigger each turn (and not just a one-time trigger which I presume), it should be "Your first Choose One each turn becomes..."

    It's also nonsensical for the transforming Druid minions. Those Choose One effects don't stack, so would those minions just have to transform twice? Or would each one get two more tokens besides the Fandral one? It's completely unclear.

    Posted in: Fan Creations
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    posted a message on New Neutral Minion - Toxicologist

    Kingsbane Rogue has been really hurting for weapon buffs since the rotation. More cheap buffs might even make one Blade Flurry playable again, which would really help against aggro.

    Posted in: Card Discussion
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    posted a message on Shudderwock OTK Infinite Drain Life

    As expected, the internet has confused "the combo is tedious to play against" with "this card is overpowered". C'mon people, don't judge a deck on its infinite combo, judge it on how often the combo happens. (There's a reason that inner fire priest was bad for years, and it wasn't the 32 damage combo.) Even with all the draw, you still have to actually get Shudderwock and enough combo pieces. And with so many combo pieces and draw weakening your options, it's pretty easy for aggro decks to win. If anything, this is the counter to slower decks like the Warlocks and Big Priests everyone was complaining about five minutes ago.

    I do think the combo is cool, but it's like a less defensive Quest Mage. The only reason people object to this one more is that the combo takes so much longer to animate. Too bad people can't stand using their brains.

    I doubt Shudderwock will be nerfed. It's not like the devs would miss the obvious combo potential during testing, and one strong card doesn't carry a deck. I just hope they speed up the animations.

    Posted in: Shudderwock OTK Infinite Drain Life
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    posted a message on Shudderwock OTK Infinite Drain Life

     

    Quote from MvonTzeskagrad >>

    Also, I think Ben Brode confirmed that the battlecries were not triggered in order, so you could for example, have your Shudderwock cast Grumble's battlecry before the Saronite Chain Gang one, thus ruining the combo.

    The deck runs Murmuring to guarantee that the combo goes off. 
    Posted in: Shudderwock OTK Infinite Drain Life
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    posted a message on Shudderwock OTK Infinite Drain Life

    Harbinger lets you play Murmuring in the same turn as Shudderwock; it can't discount Shudderwock as it's not an elemental. Like you say it's probably not necessary though since you can just use Grumble for the same effect.

    Posted in: Shudderwock OTK Infinite Drain Life
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    posted a message on Shudderwock OTK Infinite Drain Life

    Another suggestion: another way around the risk of the Drakes killing the copies would be to run Twilight Drake, since almost any health buff before copying would prevent that entirely.

    Also, we don't need to run Fire Plume Harbinger at all! Play Murmuring into Grumble and you'll get a one-mana Murmuring in hand without running a bad card. (Depending on how Shudderwock counts battlecries, that might also mean Shudderwock casts Grumble twice, reducing the chance of issues.)

    Posted in: Shudderwock OTK Infinite Drain Life
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    posted a message on Shudderwock OTK Infinite Drain Life
    • Tempo Rogue and Aggro Druid aren't combo decks. Fire Fly works in the former as a combo activator, and in the latter it's a target for AoE buffs. It's a card that works better in aggressive and token-based decks, and this is neither—we don't care about having a board, just denying the opponent one. It doesn't accomplish much early game, it's a dead draw late game, and it risks clogging your hand and ending the combo.
    • Ice Breaker is terrible if you don't have freeze effects on hand, and you'll often end up only having enough for one or two activations. If you want an early weapon, there's always Stormforged Axe.
    • Not sure about Voodoo Doll as there's no way to activate it, but it could work.
    • Lone Champion is better in decks that don't rely on minions. Your deck has lots of early game minions. Sure, it works if you have Doomsayer turn 2, but even if you have that it's not always worth playing. Plus Shaman often wants to hero power turn 2.
    • Lightning Storm isn't great, but we don't have Maelstrom Portal or Devolve anymore. Given that Warlock will still be strong, there's going to be aggro, so some AoE is necessary. 
    • Not sure why you're running BGH. How many 7+ attack minions are around these days?

    It feels to me like your deck is mostly a minion-based tempo deck with the combo as an afterthought. Like you say, it's more proactive, but it doesn't really do much to support the combo in the process. This deck is reactive, but that's because a combo win condition requires surviving the opponent until your combo is in hand.

    Posted in: Shudderwock OTK Infinite Drain Life
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    posted a message on Shudderwock OTK Infinite Drain Life

    Grumble can't bounce itself. The discounted Murmuring guarantees that you'll have at least one Shudderwock returned to hand even if Grumble goes off first the first time around.

    Posted in: Shudderwock OTK Infinite Drain Life
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    posted a message on Shudderwock OTK Infinite Drain Life

     

    Quote from khanhdop6 >>

    While Primordial Drake sounds fantastic, I doubt it will work well. Maybe Hagatha the Witch could fit better. The deck need backup plan in case "Shudderwock bottom deck", Hagatha helps clear board, gain some spells to get out hard situations.

     This deck outright can't run Hagatha, unfortunately. Not only is there a high chance that it kills Shudderwock before the combo can start, it clogs your hand with spells while you chain Shudderwocks, eventually stopping the combo.
    Posted in: Shudderwock OTK Infinite Drain Life
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    posted a message on Shudderwock OTK Infinite Drain Life

    Anything that adds cards to hand is dangerous, as it risks burning Shudderwock. Zola could fill up your hand with nine-mana Shudderwocks and stop the combo, so it's too dangerous to play. Fire Fly is bad for the same reason without the upside of retrying the combo. As such it's probably safer to go for the guaranteed combo than to flip the dice multiple turns and hope your opponent can't win before you get the chain.

    Posted in: Shudderwock OTK Infinite Drain Life
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    posted a message on Shudderwock OTK Infinite Drain Life

    Yep, that's the idea. It's not guaranteed though, so Murmuring Elemental has to double the battlecry to guarantee you get a copy back. Then you play Murmuring again the next turn (or Shudderwock copies its battlecry) to start an infinite chain. 

    Posted in: Shudderwock OTK Infinite Drain Life
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