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    posted a message on How to get C'thun?

    C'Thun! C'Thuuuuuuunnnnn!!!

    Posted in: General Discussion
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    posted a message on It Is Time To Nerf Shaman?

    Since this quest has been released I've been speaking to myself: This is the new Crystal Core!!

    If nerfs are coming, first they will increase the number of battlecries (like 7 or 8) to fulfill the quest. Then people will realise it won't change anything. Next nerf will be to change the Hero Power to be a Murmuring Elemental (just the first battlecry each turn triggered)

    Posted in: Shaman
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    posted a message on I believe Galakrond is the C'thun of the expansion. The invoke cards are extremely understated. Don't craft anything day 1!
    Quote from JoBo >>

    this dude is playing the devil's advocate, and he's mostly right, but the part we left out is that he plays wild. (I do too its fun as hell), his argument is mostly based around the fact that the wild meta doesn't really shift much when a new expansion drops, and that the galakronds aren't as good as what we currently have in the format (hyper aggro and hyper control, as opposed to the midrange-y deck galakronds build).

    unless of course he is saying that it also sucks in standard, in which case, only time can tell.

     That seems to be the case, I also think. Wild is completely different from standard in terms of game pace. Things like quests and invoking don't have a chance in wild. I mean, either you die by turn 5-6 or your opponent outvalues you with more powerful stuff...

    I still didn't play standard but I think, except for the Warlock (and maybe Priest), all the other Galakronds will find a good spot in the meta. We'll see in the following weeks

    Posted in: General Discussion
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    posted a message on Late Update from Patch 16.0 Regarding Evolve Mechanic
    Quote from Screwjank >>

    I love the attention Wild has been getting lately. Barnes nerf, Doom in the Tomb, SN1P-SN4P nerf, old packs returning to the store, now Evolve buffs? Thank you Blizzard

     The Devolve buff to 0 cost targets would be very useful when Sn1plock was viable. I lost many games with my even shaman when they decided to include Target Dummy in that deck.

    Anyway, good riddance!!

    Posted in: News
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    posted a message on Miracle Kronx/Galakrond deck - Let's build it!!!

    These are great ideas!

    I have made some adjustments, since the whole point of mine is to go along with the combo aspect, so I removed the questing adventurers and Edwin and placed Myra's... 

    Probably it won't work, but I must at least try it. The control version is more solid anyway! Thanks for the advices, guys!!

    Posted in: Standard Format
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    posted a message on Miracle Kronx/Galakrond deck - Let's build it!!!
    Quote from Pizzacats >>
    Quote from TheNameForgotten >>

    What will this deck do in the early game turns 1 and 2?

     I agree. Needs some more early game or you will just get curb stomped by any fast deck.  I think for a miracle deck which runs questing adventurer and edwin, you should just focus on winning with them and not with a gimmicky otk which requires you to hold cards in hand (which can lead even more to getting run over).  I'd say either pick to do an otk combo and play control style or beat them down with minions.

    If you go the minion route, I would cut thalnos, togwaggle's scheme, flik skyshiv and 2 fan of knives for another umbral skulker, 2 Bloodsail Flybooters, and 2 Faceless Corruptors.  Thalnos is just too slow for an extra draw in miracle rogue and you'd usually rather save the spell for comboing with auctioneer or a bigger adventurer/edwin.  Scheme is obviously useless without otk, and flik is kinda expensive for miracle rogue and faceless corruptor essentially does the same thing, with more flexibility and tempo potential, and fits your curve better.  Only one skulker in the deck and no preparation will make auctioneer feel really bad if you don't draw skulker, and fan of knives is kind of too expensive without preparation.  Flybooter is a great way to fill in the gaps in your mana curve and is great for building up your adventurers faster.  The 1/1 tokens, along with lackeys, are also good targets for faceless corruptor

     Nice! See you are experienced in miracle rogue. Do you have a deck list to share with us?

    Posted in: Standard Format
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    posted a message on Miracle Kronx/Galakrond deck - Let's build it!!!
    Quote from ZeNoLifeKing >>

    this is my take on the deck with giants might try to add lifedrinkers later

    https://www.hearthpwn.com/decks/1316942-theory-craft-miracle-rogue-dod

     That's an interesting approach, but, IMHO, we'd need more Invoke effects. I think only 4 won't be enough. I forgot to add Zilliax... it's a must! LOL

    Posted in: Standard Format
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    posted a message on Miracle Kronx/Galakrond deck - Let's build it!!!
    Quote from TheNameForgotten >>

    What will this deck do in the early game turns 1 and 2?

     Take face damage of hope for backstab/eviscerate...

    Posted in: Standard Format
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    posted a message on Miracle Kronx/Galakrond deck - Let's build it!!!

    Though I like playing rogue, I'm not used to playing the miracle variant.

    The finisher would be to play Kronx Dragonhoof after Galakrond (if played before, it can be Shadowsteped or shuffled with Togwaggle's Scheme in order to activate the Decimation effect multiple times in several turns. So that's basically a combo deck with many draw cards and removals.

    Other cards I thought about: 

    Myra's Unstable Element - possible if Kronx + coin + scheme in your hand

    Wild Pyromancer - no moreVanish, so, no board clear anymore... but only max 2 damage, or, at most 4 if Fan of Knives is played along Bloodmage Thalnos (but almost impossible to happen).

    also maybe removing Edwin VanCleef and Questing Adventurer in favor of more drawing/controling stuff?

    What do you guys think of it? How can this be improved? 
    Share your thoughs about what would you do depending on the meta (if more controlish or aggroish)

    Miracle Galakrond (DoD)
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    Posted in: Standard Format
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    posted a message on Good Riddance SnipSnap Warlock
    Quote from Splatacleze >>

    I think Blizz got it right with this tweak. The change is targeted at a completely broken combo. Might have other knock-off impacts like your Glinda/Mechwarper/Zilliax combo, but it's doesn't irrevocably break the cards in question.

     That's what I think too. If they nerfed Mechwarper, they would also hit two other (OP, but not broken) decks, that are Mech Hunter and Mech Paladin. Another option (that would not affect the glinda/mechwarper/zilliax combo, which was fine for me) would be to force the Summoning Portal effect to happen after the discount by Mechwarper, but that probably would need some sort of deeper programming that could brake the game (I don't understand about computer program, so that's just a hunch).

    Posted in: Wild Format
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    posted a message on From what we've seen so far, which classes do you think could be (too) strong?
    Quote from HoraceWalpol >>
    Quote from Aegis24>>

    The more I think about it the more I wonder if Galakrond warlock is a sleeper here.  Odd Paladin was busted so bad they nerfed it and this hero power gives you 2 tokens with a tag on them.  All of your invoke cards summon 2 tokens and buff something.  On top of that they get a 5/4 that can draw 3 for 4 mana.  That’s busted refill with a body.  This is ignoring the imp synergy already in existence.  Kronx can also buff your minions as well.  Could be a really annoying token deck

    I agree with you, I think Galakrond Warlock will be much stronger than people expect. I think people undervalue some of the invoke cards, especially how the power level of the neutrals change with the class they're played in. A great example is Devoted Maniac, which in warlock gives you three bodies, the 2/2 rush guy and two 1/1 imps, which is  4/4 stats for 4 mana. Add synergy with Knife Juggler and you've got a decent card. Much better than a 4 mana 2/2 rush that adds a random priest minion too your hand!

    Galakrond itself also seems like a strong finisher: four random demons that your opponent has to deal with and a 5/2 weapon for extra face damage.

     I hope this happens, so we'll have more options to play with and against. Facing only 3 or 4 decks constantly makes the game really boring.

    Posted in: General Discussion
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    posted a message on Insane losing streak with secret mage, odd paladin and odd rogue

    This sucks, but happens often. If you played these decks before (I'm sure you did) and know how to pilot them, probably you're on a bad luck streak. 
    I would sugest to stop for a few days and then return on thursday when the new expansion comes, so things will refresh.

    Or else, you could try using another strategy (you only tried aggro decks, so probably you faced lots of control ones; try using any combo deck that you may like, but not Sniplock, LOL)

    Posted in: Wild Format
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    posted a message on Sn1p-Sn4p need to be fixed ....

    This is christmas time, guys!!!

    Posted in: General Discussion
  • 13

    posted a message on Patch 16.0 - Removal of Doom in the Tomb Cards, BG changes and New Heroes

    THEY DO CARE ABOUT WILD!!!

    To hell with Sn1plock!!

    Buy wild packs with gold is the best part!!!

    Posted in: News
  • 0

    posted a message on It Is Time To Nerf Shaman?
    Quote from 1xbenx1 >>
    Quote from fabjx >>

     You don't realize that invoking Galakrond is a tempo loss (5 mana 3/3? Hello?) and quest shaman is all about tempo. You lose before you can even play Galakrond

     5 mana 3/3 and 2x 2/1 rush...not much of a tempo loss, man.

     This!

    Also, I wouldn't mix the quest with galakrond. I think it'll be too cumbersome. 

    You can build a Galakrond deck with lots of rush stuff and then you can add Shudderwock for the extra 8/8 elementals (assuming you evoked 4 times)

    IMO, the Shaman Galakrond is the 2nd best

    Posted in: Shaman
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