• -6

    posted a message on Cabalist's Tome

    People keep saying it's great in "control" mage.

     

    1. How will a control class play this crap on turn 5, which is a huge turn for them as they can now start playing important catch-up spells/minions.

    2. Why would a control class need random spells? Control is about having answers. Random cards have really horrendeous RNG for finding answers. Discover is debatable for utility in pure control (but still a lost debate).

    3. Why would a control classs need to add 3 cards to their hand? Since when did control classes have the need to refresh their hands with that many cards (and also random cards, the worst kind for a class that desperately needs to stabilize the board with answers)

     

     

    I can only see 2 outcomes:

     

    1. It's a hand refresh for casino tempo/aggro mage. And is picked for fun, over Ethereal Conjurer (but also combos with Sorcerers Apprentice for 4 mana and other spell procs).

    2. It's ball of spiders for mage.

    Posted in: Cabalist's Tome
  • 7

    posted a message on Skeram Cultist

    BGH's value isn't from hard removal. It's from tempo. Playing this on turn 6 and having it BGH would very easily cause an irrecoverable tempo swing. In HS, tempo is everything.

    Posted in: Skeram Cultist
  • 3

    posted a message on Steward of Darkshire

    Silent buff to Earth Shock

    Posted in: Steward of Darkshire
  • 1

    posted a message on Forbidden Shaping

    It's versatile. It's obviously not going to be as good as playing a regular minion on curve-- and why should it be that good and versatile?

    Posted in: Forbidden Shaping
  • 4

    posted a message on Forbidden Flame

    It's versatile. All of the other cards you mention do not change in both cost and damage. Mage has always had expensive but powerful spells. This is a major upgrade, because instead of just adding more powerful spells, they are getting what they didn't have before, versatility. It's a buff (having access to versatile cards, instead of more of the same).

    Posted in: Forbidden Flame
  • 0

    posted a message on [Updated] Jabba's 70% WR OTK Mage!

    All aboard the hype train, choo choo.

    Posted in: [Updated] Jabba's 70% WR OTK Mage!
  • 2

    posted a message on Zetalot's Crazed Priest - S23

    Probably to allow light bomb to take out hard-to reach targets. Maybe some situations arise with cabal being able to turn something with 2 HP left into a 2/* and then steal that (could be anything since all minions can take damage and be reduced to 1 or 2 HP). Finally it also allows Shadoword death to take out anything with over 5 HP, such as Ysera, a non-enraged Gromsh, etc.

    Posted in: Zetalot's Crazed Priest - S23
  • 5

    posted a message on Curse of Rafaam

    It seems really OP when combined with a "Pleasant Feast of Winterveil". For some reason it makes my opponent lose without even doing damage.

    Posted in: Curse of Rafaam
  • 2

    posted a message on Insane Entomb Control Priest ! (81% win rate!)
    Quote from Dreamer80 >>

    Well i'm a priest player and let me say that this is actually a fun deck but as other says,it loses to a lot of deck out there. I appreciate what Blizzard is trying to do fpr the priest,but that things just not solve the problems of this class. Basically any COMBO deck will beat you,because you can do nothing to prevent damage that come directly from the hand of the opponent,and you need time to close a game,so they have all the time to gather their combo pieces and destroy you. And yes,like always,you lose to jaraxxus,because you cannot deal with the hero power and you don't have the burst to close the game.Yes,with this deck you can beat a warrior,because you can easily outvalue him,but the warrior still the king of control,because the armor mechanic negate all that one turn kill deck to work,counter the freeze mage,etc This deck is very good against zoo decks and other slower deck,but that's all. The winrate is not true.

     
    This is the case for **any** control deck without overheal (basically anything other than control warrior). Varranis tried to take Control Shaman to Legend and just couldn't get past 2 issues:
    1. Mid-range variant of secret pally, it's impossible to hex if they play major threats on curve (Dr 6, to Dr 7 to Dr 8). I imagine this is even worst for Priest with a 6 mana entomb?
    2. Mid-range Druid has about a 80-90% winrate against control decks that do not have overheal. You simply cannot withstand them playing a minion each turn, while drawing, and their entire win condition is merely have a minion on the board and you're dead next turn due to how easy it is to double savage roar and do 30+ damage in a control matchup.
     
     
    I suspect blizz intends for this, as they do not want fatigue control decks. Notice how CW has a pretty decent, but not OP, win-condition. As opposed to just making it to fatigue. In fact, back when Control Pally was considered to be the only viable deck, it's major complaint was that matches always went to fatigue and that it was boring. Basically Mid-range druid's Savage Roar win condition is Blizzard's way of preventing fatigue/value based control decks from appearing in tournaments and ladder and casual. They just don't want the game to be seen as boring basically. Makes sense. They just need to put better win conditions in Control Priest and Control Shaman like they did with Gromsh. Nothing OP or crazy, but something like a 10-12 damage in a single card. Or maybe 15 damage 2 card combo. Also something that can't be easily played in mid-range.
     
     
    One intersting idea for a win condition for priest to speed up games:

     

    Emperor Thaurissan with these cards in your hand:
    Prophet Velen, 2 Mind Blasts
     
    Next turn = 24 damage with lesser heal, and 28 damage with heal. With just a single Mind Blast, it's 14 and 18 damage. Not bad actually.
    Posted in: Insane Entomb Control Priest ! (81% win rate!)
  • 2

    posted a message on Spellbender

    Is this card considered trash tier in constructed or something? Or does nobody craft it so nobody knows that it is better than counter spell ?

    Posted in: Spellbender
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