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    posted a message on Jepetto freeze mage

    Glad to hear you're enjoying it. It should still have enough in it to win straightforwardly provided you draw Jep before you draw both Alex and Maly, as you only need one to win the game a lot of the time.

    I added the Apexis blasts as the deck deliberately draws slowly (for reasons as explained above) so having this additional face damage in the deck helps to ensure you have the necessary damage in hand as often as possible whenever you draw the combo pieces. Using it for board clear is also fine, just have to try and read when you'll need that damage to pull off your combo. It's a fairly high skill deck to play correctly! A lot of choices.

    Also, I've recently replaced Rolling Fireball with The Amazing Reno, and it's given some interesting results. Maybe try that too, and tell me what you think!

    Posted in: Jepetto freeze mage
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    posted a message on Prediction: Freeze Mage Will Be The New "BrokeBack"

    Freeze mage is the most meta-sensitive deck in the game; and even when it is freeze mage season, very few people seem to play it correctly. Therefore BrokeBack isn't really going to ever be an emote you can apply to it. At the same time, those saying it'll disappear with the loss of scientist are wrong - it has been buffed from many other angles.

    Posted in: General Discussion
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    posted a message on Exact hour for WOTOG release?

    Other way around. NA first, EU 27th.

    Posted in: General Discussion
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    posted a message on Shadowcaster

    You can fill your board over two turns with this card. Shadowcaster on turn 9, followed by second shadowcaster into 1-1 shadowcaster, into 1-1 shadowcaster, into...

    Posted in: Shadowcaster
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    posted a message on Whispers of the Old Gods

    That might have something to do with the fact that TGT was released before the Discover mechanic...

    Posted in: Guides
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    posted a message on New Legendary Card - N'Zoth, the corruptor
    Quote from Coldplay3R >
     Mysterious Challenger has effect immediately you drop him and it's 6 mana. This card is comparable to Varian Wrynn. It's a win more card. And by that it means you already have control of the game and you just use it to completely destroy your opponent.
    1. Is it a good card? Hell, yeah.
    2. Can it win you the game with the pressure it creates? Yeah.
    3. But if you are behind can it do something? Neah.
    4. Will it be played? Yeah, some guys will make a deck around it and can win you some games.
    5. Will it be a tier 1 deck? Nop.
    Mysterious Challenger is a card that generates a board state that is very difficult to deal with. N'Zoth (after some deathrattle minions have been played by turn 10, which doesn't really take much setting up to make happen) is a card that generates a sticky board state that is potentially very difficult to deal with. Mysterious Challenger would have been good or at least decent at 7 and, arguably, even 8 mana so I'm unsure why you're pointing out it's mana cost - I'm referring to it's impact on the game.
    1. Correct.
    2. Correct.
    3. 100% incorrect. For example, if you're at 20ish health with an empty board and your opponent is healthier, with 2 or 3 decent-ish minions on board, I'd say you're behind - and about as far behind as you can afford to be in order to play N'Zoth next turn. If you drop N'Zoth and fill your board with sticky things that contest those minions, then almost immediately you'll be back in the game and giving your opponent a headache. That comes under the category of "doing something when behind" in my book.
    4. Mostly correct. Whilst I hold back my full judgement on the number of games this card will win in Standard until the remaining deathrattle minions are revealed, I suspect it would be more than "some".
    5. Insane claim, since neither you nor myself know anything about what the tier 1 decks will be like after the remaining ~100 cards are released. But I will go as far as saying that this card will certainly feature in at least one tier 2 deck in the future.
    Posted in: Card Discussion
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    posted a message on New Legendary Card - N'Zoth, the corruptor
    Quote from Coldplay3R >>
    In fact, he really have 2 turns to kill you if you are not in control of the game and he has the tempo. This card is a win more card so it will not see much play in good decks. 
     
    You're missing the point - you don't drop this when you're about to lose over two turns. You use the deathrattle (and other) minions and removal spells/weapons in your deck to not lose on board too badly early on. THEN you drop N'Zoth to close the game; not when they have tempo but when you're not about to lose (and that state is more than achievable in most midrange decks). Therefore, this card is a win condition rather than a "win more", as there's no reason to believe you can win without dropping that card if both boards are empty-ish - you don't need to be winning before playing this card, just need to not be losing too badly. Think about Mysterious Challenger and why that isn't a win more card.
    Posted in: Card Discussion
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    posted a message on New Legendary Card - N'Zoth, the corruptor
    Quote from Coldplay3R >>

    Pretty bad card(i'm talking about standard).. 5-7 for a 10 cost. There are no deathrattle minions with charge(with taunt there are few now that naxx is out of the picture, and bad one too) so it won't influence the board in the turn it will be played. Basically u need 2 turns to make it viable - you give your opponent 2 turns at mana 10 to kill you, the one before u  play it and the turn after u put it down, at 10 mana.... so it's OP only on fatigue wars - Priest vs Warrior/Other Control matchups. In my opinion, the card is so slow(even slower than Deathwing) and has no effect immediately when played => so it will not see that much play. C'Thun is a much better card in every way. If you drop a buffed C'Thun you know it's GG, you drop N'Zoth the Corruptor you start praying for the best..

    This comment is so far off the mark that it's almost painful to read. Your opponent doesn't have "2 turns at mana 10 to kill you", he either kills you the turn you play this card, attempts to clear the board on that turn or dies the following turn (/loses to value) in most cases. Obviously you wouldn't play this card when your opponent likely has lethal. Also, this has almost no drawback - unlike the examples you used (like Deathwing) and examples you haven't (like Varian). C'Thun is a very different card but this is likely to be significantly more consistent IMO, and if nothing else, probably beats C'Thun head to head (7 minions shielding your face from missiles seems good). 
    Posted in: Card Discussion
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    posted a message on 100 wins in 10 runs Challenge ...

    Twobiers currently streaming 97-9 on his 10th run, with 2 losses to spare and 8 wins to play for. He's already beaten the record, he might be the first to reach 100.

    Posted in: The Arena
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    posted a message on New Shaman Legendary Card - Hallazeal the Ascended

    I would have liked to see this card with spell damage +1, even if that bumped it up to 6 mana.

    Posted in: Card Discussion
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    posted a message on Forbidden Healing

    Who needs Reno?

    Posted in: Forbidden Healing
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    posted a message on Better than Reynad's

    This deck is far worse than LBYS' aggro mage deck.

    Posted in: Better than Reynad's
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    posted a message on [LoE] Brann midrange paladin

    Hey, I've only had the cards for a couple hours but I've been testing it at rank 3. Currently 11-4 with it. The write up will be about later, it seems reasonable strong but can't be optimal.

    Posted in: [LoE] Brann midrange paladin
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    posted a message on Pinpoint's Dreadsteed

    Thanks for the link! I have not read the article, and I was almost sure that I wasn't the first to suggest a "zoo for the early game" build but I thought I'd put mine out there. I was very conscious of the line between making a dreadsteed control deck and a "zoo with dreadsteeds in it" deck, which is why I included the anima golems and Jaraxxus. Because once board control is secured with the steeds, the zoo minions no longer hold much relevance, and the one or two remaining board spaces are better suited to big threats (and they don't come much bigger than the golems) so I felt the balance was delicate.

    I don't like boom in this deck, due to how late it's likely to appear, and how it's unlikely to have enough space on the board for it by that point. Mountain giants are a consideration but one won't have cards in their hand early on. And late on, the anima golems come down for 6 mana (which is a decent cost, still allowing almost all spells to be used and having cheaper mountain giants than that doesn't really matter, given that you don't have room to play other stuff so mana is less important) for +1/+1 better stats. Sea giants are about as good as the anima golems, IMO. The big hitters feel almost necessary for the priest/warrior match ups in which they can heal/gain armor for days; but the aggro matches are almost always over after the steeds come down.

    I like Siphon over BGH (because you need space to use BGH, and the siphon lends healing albeit sacrificing the possibility of an early tempo BGH). And I like to keep void callers to a minimum as they have a high potential to make plays difficult.

    Posted in: Pinpoint's Dreadsteed
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