• 3

    posted a message on The Nameless One

    Not so sure about that. However, if it steals effects on it then it will be another card that ruins mechs completely on its own(just like all transformation and silence cards do).

    Posted in: The Nameless One
  • 0

    posted a message on [EU TOP 1 LEGEND] Wild Quest Miracle Mage

    So far 3-16(basicly just played my way from almost 5 down to 9). Looks like it's pretty outdated and heavily relying on luck. First you need to draw the combos. Then the combos need to hit the right targets or give you the right spells. You got 4 minions(2 golems and flamewakers) as only halfway reliable way to finish the game...if they are taken out(or you don't pull at least 2 within your first 10 cards) you are dead. It snowballs like crazy...when you have the conditions on the board...but it snowballs just the other way round as well if you do not get your combos and/or have no other luck in time. Stargazer Luna pretty much stands for this deck...it can be a great card(if she gives you the right spells) or completely useless(if her first card is a high mana golem or some other card that you can't use or is too risky to play).

    The issue of this deck is obvious: You got to wait so you can use the flamewakers or mana cyclone(and the mana cyclone is already a 2 card combo. Guess how often you get those 2 cards. I think I managed that in like 5 of the games). When you can really start, the opponent already got you at half HP and a full board...or got some nasty taunts(big priest). You then rely mostly on your flamewakers or that you get some great spells(in all those games I got 1 torch. 2 blizzard and 0 fireballs. That's about that.). You can't throw out your golems as long as your quest ain't done cause you got almost no minions so the enemy got all his board clears, sheep etc. just for those. If you want to make any damage with them at all you need the quest(and even if you have both and the quest you will likely not do more than those 16 damage with them).

    If your flamewakers don't clear the board, you are toast(cause you got nothing to defend you but some single target freeze). If they clear the board they likely didn't do enough damage to the enemy hero so your golems can't finish him. Your flamewakers likely won't survive more than 1 round on board either.

    And when you think it can't get worse than I can tell you that with this deck you'r gonna run into fatigue, have to play around burning your own cards and rope(cause flamewakers need a lot of time when you start bursting around round 10). On top of it it's basicly a free win for the most common top tier big priest. No matter which tech card out there your opponent plays: About all of them screw you.

    From my experience: Hands off. If you make this work then you should better play lottery.

     

    Posted in: [EU TOP 1 LEGEND] Wild Quest Miracle Mage
  • 2

    posted a message on HotMEOWTH's Big Spell Mage - Top 50 Legend
    Quote from Caiquers >>

    I think Dirty Rat is essential against all cubelocks and priests in ladder. It`s often a huge combo breaker, because it forces your opponent to play a minion, without applying it`s effect.

     For those that want to run for legend it's likely important. But I don't think it's worth to craft it for the rest...cause they(the rats AND the priest) will be gone from standard in just a few months.
    Posted in: HotMEOWTH's Big Spell Mage - Top 50 Legend
  • 0

    posted a message on World Championship, Meta Trends, Deck of the Week - Value Town #151
    Quote from jim1608 >>

    The biggest issue with Wild to me was that it's whole conception was for nothing.

    They said they created it so every new expansion they created would make no impact because there were so many good OP cards in wild and they wanted things to be fresh.

    Unfortunately ever since then the strongest decks in Wild were basically the SAME strongest decks from standard but with some wild cards in them.

    Right now it's the same, Warlock, Paladin and Priest the top 3 classes with Jade trailing behind. The powercreep this last year was so much that Narxxramas and GvG barely look as broken as they once were.

     That's so true. I have no idea why we even got a separate Wild these days. Kombo decks are the strongest decks and they usually can't afford to have many old "strong" cards in them anyway.
    Posted in: News
  • 0

    posted a message on A Collection of Five Fantastic Hearthstone Pro Decks - January 8, 2018
    Quote from DanZu_ch >>

    If you're looking for something new to give a shot, try one of these five decks!

    Tempo Rogue, Highlander Priest, Cubelock Warlock... that are normal "meta" deck like they exists since this patch... whats new about them?!?

     

     And even worse: Those 3 decks are stronger than the other 2...and rely extremely on expensive cards that circle out at some point. To deal with the meta you need at least 2 or 3 different decks. So you need around 30k dust to spare every 2 years...so you need to make around 1400 dust(dust, not gold) every month...almost 50 dust/day...if you don't want to play any other deck at all. Coincidence? I don't think so...
    Posted in: News
  • 3

    posted a message on Silence or Bust: How Cubelock Slowed the Hearthstone Meta
    Quote from Watermelon86>>
    Quote from Bartigul>>

    It's so funny that the "worst" legendary weapon is the one seeing the most play. I love hearthstone LUL

     Same thing with Possesed Lackey.
    I guess it always depends on when the cards have been released(cause most vote then). Lackey without Voidlord is not THAT good. Same counts for skull. It's the 6/18(8/20) voidlord for 5 that makes them really strong(and it would still be decent for 9 Mana). That's why on my card voidlord is the prime candidate for a nerf this year...
     
    Posted in: News
  • 0

    posted a message on Could Hearthstone Players on iOS Soon be Buying Dust Instead of Card Packs?

    It's the same kind of work around that you see everywhere in the gambling industry when there are new laws. It just shows that Blizz has by now the same ethical codex as gambling companies(which shows as well in World of Warcraft where Blizz tries to keep people nonstop busy and make use of their addiction. A company that knows that their game is a reason for serious addiction then proudly announces that with decreasing number of players the time spent in the game is increasing...well...says a lot, doesn't it?).

    Posted in: News
  • 0

    posted a message on Could Hearthstone Players on iOS Soon be Buying Dust Instead of Card Packs?
     
    Yeah, I think slowly but surely most players notice how much they have to spend now to get a decent deck. It's not a game that you can play for 20 minutes a day anymore without of paying a lot of money on top of it. Every new expansion you get dozens new "must have" cards if you want a serious chance on latter...and more game defining a the card is the more rare it usually is as well. We don't get adventures anymore because blizzard earns more money with expansions. I wouldn't even be surprised if they'd announce 4 expansions for next year...to keep everything fresh for players(not to sell more cards and give players less time to collect enough gold for them)...of course.
    Posted in: News
  • 0

    posted a message on New Card Reveal: Skulking Geist
    Quote from rapshade >>
    Quote from Pacster2 >>

    I think a lot of players overestimate the value of this card. 4/6 for 6 is bad...and the special ability only works once....so nobody will run more than one of those in his deck. It's a turn 6 card...so you will most likely not want it in your starting hand. That leaves you with like a 15-20% chance(not feeling to do the real maths right now) to have it by turn 6. So even if you hit on a druid or priest that is heavyly relying on 1cost spells...well...it does not mean that you get the card in time. Not to mention, that your opponent may already have used quite a number of his 1 cost spells(you mulligan for those and you usually don't keep them on hand for turn 10 or so). Yes, greedy jade druids may run into trouble once in a blue moon...but that's not going to ruin them either.

    Going to be hilarious tho if  a priest copies that from your deck and can't play it then. ;-)

    Lol you don't need to cast it turn 6 and for control decks that have draw you might only need to use it turn 10 to beat the Jade Druid. 
    Also as priest I would not mind playing it, potion of madness and even inner fire are not that great in a control match up and cleaning my deck sounds great.
     And who was right? You or me?
    Lot to learn you still have, young padavan...
    Posted in: Card Discussion
  • 0

    posted a message on New Druid Card Reveal - Ultimate Infestation

    Murloc paladin would likely still kill you in turn 6...;-)

    Posted in: Card Discussion
  • 1

    posted a message on New Card Reveal: Skulking Geist

    I think a lot of players overestimate the value of this card. 4/6 for 6 is bad...and the special ability only works once....so nobody will run more than one of those in his deck. It's a turn 6 card...so you will most likely not want it in your starting hand. That leaves you with like a 15-20% chance(not feeling to do the real maths right now) to have it by turn 6. So even if you hit on a druid or priest that is heavyly relying on 1cost spells...well...it does not mean that you get the card in time. Not to mention, that your opponent may already have used quite a number of his 1 cost spells(you mulligan for those and you usually don't keep them on hand for turn 10 or so). Yes, greedy jade druids may run into trouble once in a blue moon...but that's not going to ruin them either.

    Going to be hilarious tho if  a priest copies that from your deck and can't play it then. ;-)

    Posted in: Card Discussion
  • 0

    posted a message on New Card - Zoobot

    C

    Quote from phuture2k >>

    Hits 1: decent

    hits 2: VERY good

    hits 3: you were already winning so it won't change much.

     

    i think this card has potential in a deck an aggressive midrange deck. My bet is on Druid. 

    It might not fit as I'm not a good deck builder but I think the card is good.

     You notice that it can only hit ONE randomly??? It says "a friendly"...not "all friendly" for that battlecry. Unfortunately a lot of people in here do not seem to get that....
     
    It's a tiny bit better but slower sunseeker. If your opponent has the board(cause he got faster cards or the coin) it will be too slow and you will find no targets unless you wait for round 5(at which point you are likely that far behind, that it won't change much anymore). It's looks like a decent, exchangeable card that won't screw you up...but likely won't be a game changer/match winner either.
    Posted in: Card Discussion
  • 2

    posted a message on Keeping Hearthstone Fresh - Card Nerfs!
    Quote from Zfrugalr >>

    The cards nerfed were mostly fine. The only problem is that Blizzard only knows how to delete cards not to balance cards and the future Freeze Mage meta with the nerfs to aggro and burst.

     I ain't so sure if we really saw a nerf to aggro and burst. I at least am still missing any counterparts for healbot and a couple of blockers. So currently aggro may be a round slower...but there is not much left to counter them anymore. Time will show.
    I don't get many of the changes tho. Knife juggler, mark of the wild or leper gnome didn't get a real nerf bat(not sure if that is enough). I ain't sure either if owl really needed one(it's been a tech card all the way and it was in many decks because it was NEEDED)...maybe they should just have cancelled the "beast" if hunters were the target of that nerf.
    What I don't get is why so many cards have been left out. Jaraxxus, Antonidas, Dr.7, MC, Tirion(especially with the owl nerf), Alexstrasza, Abusive Sergant, Savage Roar(FoN nerf is nice but druid will still be all about building a board and playing Savage Roar), Power Overwhelming, Divine Favor, Doomhammer...and some that I likely forgot.
    I don't see how they are balancing Wild at all...exactly as most of us have been thinking right from the start. I mean, I can't complain about the nerfs as I get like 6700 dust out of them(yay to two never played golden arcane golems...I love you guys...at least now), but I would prefer a balanced game over this.
    Posted in: News
  • 0

    posted a message on Keeping Hearthstone Fresh - Card Nerfs!
    Quote from DelireMan7 >>

    No they will not be automatically disenchanted. It just means you can disenchant them for their full dust cost after the nerf is out.

    It's just a way to refund the dust to people whom spend dust to craft them (and "free" dust for those whom got them from a pack).

     And even if they would be disenchanted automatically...who cares? You get full dust and could just build them again. All you would need to do is look the cards up...something you've done in less than 5 minutes.
    Posted in: News
  • 0

    posted a message on Hearthstone Patch 4.2.0 - More Deck Slots! Lady Liadrin - The Next Paladin Hero, Card Backs, Whispers of the Old Gods Pre-Order

    More likely that you gonna need the Legion-CE...which is even more expensive. ;-)

     


    And, no, Blizz...no matter what you do...I won't buy that freaking CE. =P

    Posted in: News
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