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    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place!
    Quote from Fniktor jump

    To all the f2p ranters: 

    1. I am f2p since first day of open beta. I long have a complete collection. I assume you can catch up with pure f2p without arena, but i cant prove it right now hecause i am too lazy to actually calculate.

    2. Can you name 1 f2p game with a similar sized user basis which can actually compare to hs in f2p playability.

    League of Legends?

    Posted in: General Discussion
  • 1

    posted a message on New Rogue Card - Beneath the Grounds
    Quote from ZeroAeon jump
    Quote from Pianissimo jump

    Control Rogue:  Now a thing.  Beneath the Grounds provides you board presence while you sit back and focus on clearing the opponent's board to stall and wait until you can start pumping out value from Anub'arak.  The arachnophobia is real.

    Just, no. I mean, yeah i think Beneath the Grounds just gives so much value, but Anub'arak will rarely see play imho, since it costs 9 mana and it's way too slow EVEN for a Control Rogue. Wasting an entire turn to drop and 8/4 that does nothing the moment it comes to play, seems pretty bad for me.

    Back on the card, if you can somehow survive until this card starts droppin' dem' Nerubians, then i think it might see some play, but it's hard to see exactly what deck will be fitting to host this card.

    I guess the idea is that you play Trade Prince Gallywix first, so as to discourage spell use and force minion trading, a war of attrition that you'll win.  Quality deathrattles that that improve your board state can outweigh the lack of immediate effect, with Sylvanas Windrunner and Dr. Boom being prime examples.

    Posted in: Card Discussion
  • 1

    posted a message on New Rogue Card - Beneath the Grounds
    Quote from frzhrt834 jump
    Quote from Pianissimo jump
    Quote from frzhrt834 jump

    Sucks ass.

    3 mana for 3 4/4 Nerubians seems like a pretty great deal.  Sure, you don't get them right away, but you can just stall for time with the rest of your deck until you start pulling nerubians.

    After reading another time, I just don't understand the card anymore :/

    It's like Iron Juggernaut with its Burrowing Mine.  3 copies of Ambush are shuffled into your opponent's deck.  When your opponent draws Ambush, a 4/4 Nerubian spawns on your side of the field, the Ambush card is destroyed, and then your opponent draws another card.  Basically you're getting 3 4/4s that only come out, one by one, after random periods of time.  You can speed up the process with Coldlight Oracle and such, but it also discourages your opponent from using their own card draw, for fear of handing out free Nerubians.

    Posted in: Card Discussion
  • 1

    posted a message on New Card- Mogor's Champion
    Quote from ijones72 jump
    Quote from Pianissimo jump

    Play this and then Mogor the Ogre for a 75% chance to attack the wrong enemy.

    its a bit more complicated than that.

    i wouldnt expect a  dinosaur to understand.

    Play Mogor's Champion, if it survives a turn, you play Mogor the Ogre and then attack.  You have a 1/2 chance to miss, and if that fails, then Mogor has a 1/2 chance to make your ogre miss.  All in all, a 1/4 chance to hit what you meant to hit.

    At least, that's the way it works with Ogre Brute.

    Posted in: Card Discussion
  • -1

    posted a message on Beneath the Grounds

    Because this same thing happened with Iron Juggernaut.  Blizzard isn't going to give two cards the same wording but different effects.

    Posted in: Beneath the Grounds
  • 1

    posted a message on New Hunter Legendary - Acidmaw
    Quote from hearthstonedz jump
    Quote from Pianissimo jump

    Turn 10 Dreadscale + Acidmaw for a board wipe that leaves a pair of 4/2 beasts on the field.  Deinitely a decent power play, but now I'll be scared to play Tracking if I don't have either of the dragonsnakeworms.

    1st - if you survive untilt hen

    2nd - you need to have those 2 cards in your hand

    so just a fun play.. 

    If you've built a slow Hunter (which is indeed possible), then you can certainly survive until turn 10.  With tracking, you can cycle through your deck and get certain combo pieces as needed, with the only problem being that you may pull up both pieces at once and be forced to discard one.

    Posted in: Card Discussion
  • 1

    posted a message on Beneath the Grounds

    It's like the mine created by Iron Juggernaut, it does its effect when drawn and is then destroyed.

    Posted in: Beneath the Grounds
  • 1

    posted a message on New Rogue Card - Beneath the Grounds
    Quote from fdaojsdaio jump
    Quote from Krytten jump
    Quote from fdaojsdaio jump

    OH LOOK ANOTHER BAD ROGUE EPIC EleGiggle EleGiggle EleGiggle EleGiggle EleGiggle EleGiggle EleGiggle

    How is it bad? you get 12/12 for 3 mana over the course of the game.

    Every competitive player in the world can tell you that a card that shuffles something in your deck and has to be drawn to get value is bad like Gang Up. Trump will show you plebs how bad this card is dont worry.

    Gang Up actually turned out to be good, and is the reason Mill Rogue was born in its present-day glory.  Likewise, Beneath the Grounds is a great tool if you can force your opponent to draw cards because it gets value after your opponent draws a single Ambush.  As time passes, you get more and more value out of this slow card, time which you spend simply stalling because, chances are, you're running a controlly Rogue.

    Posted in: Card Discussion
  • 1

    posted a message on New Warlock Card - Dark Bargain
    Quote from Plunderway jump
    Quote from Pianissimo jump

    Discard Warlock will be a thing, mark my words.

    Sure, I'll mark them

     

     

    so I can laugh at you later on when it turns out that it isn't a thing at all.

    I'm not saying you'll put a whole bunch of discard into your deck just for the luls, I'm saying that a Warlock zoo list will be able to pull off Fist of Jaraxxus with Dark Bargain and Doomguard.  Like Dragon Warrior pre-TGT, you're just running a bit of the stuff because it's good, not because you want your entire deck to revolve around a single mechanic.

    Posted in: Card Discussion
  • 1

    posted a message on New Warlock Card - Fearsome Doomguard
    Quote from DarkArchon21 jump
    Quote from DrSMA jump
    Quote from DarkArchon21 jump
    Quote from DrSMA jump
    Quote from DarkArchon21 jump

    Locks got shit on so bad...WTF is this card even supposed to be??? Has 0 text which makes no sense for a Demon and we already have a Doomguard...So so bad....Locks didn't get a damn thing for constructed play, all unplayable trash.

    As someone who plays Handlock/Zoo, Warlock doesn't really 'need' anything. We have arguably the most amount of viable decks of any other class, be it Zoo, Handlock, Demonlock, Malylock, and Demon Handlock.

    Don't even defend this trash we got this expansion...Locks got nothing but filler shit and now even worse in Arena.

    I'm not defending anything, just saying that we also don't need anything to be good, since we're the most versatile class in the whole game.

    That's bullshit....A few classes got very buffed this expansion and Warlock will find itself getting outclassed and now also a shit arena pick.

    Nothing happened that would give Handlock a harder time, and Zoo can just use all the neutral small stuff.  There is nothing that made Warlock worse.  Rogue now has a control archetype, and dragons are a thing, and Inspire is a thing.  None of that will hurt the Warlock playstyle.  Instead, we get discard synergy, a new avenue for a Zoo-ish deck to run down.

    Posted in: Card Discussion
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