• 1

    posted a message on Acidmaw/Unleash the Hounds

    A turn 10 combo is too slow and its standalone states are just so poor.

    Posted in: Hunter
  • 3

    posted a message on Grim Patron

    I've been thinking about how you could tweak Grim Patron Warrior to make it less strong, but without making the deck unplayable. I think the best option would be to make Grim Patron's text be: Whenever this minion survives damage, summon a 3/2 Grim Patron. This would make it so that each Grim Patron that is created would only be able to make 1 more Patron instead of 2 more.

    If that wasn't enough they could try making Frothing Berserker into a 2/3 instead so that it could only be damaged twice before dying. I think its important to not do too many changes to Frothing Berserker, Warsong Commander or Battle Rage. These cards were all very balanced before Grim Patron was released. In fact Battle Rage saw almost no play before Blackrock Mountain. I think that nerfing Battle Rage would make the deck too inconsistant and reverting the Warsong Commander change (when it only gave "played" minions charge) would kill the deck completely.

    Posted in: Grim Patron
  • 2

    posted a message on 1 Shot Shaman (Legend)

    ^Agreed. I've found in my own games that it is much more effective to play a late game control style, with some burst potential mixed in. I don't go as far as putting Leeroy or bloodlust in though(seems overpriced). However you can get strong board control through the use of fire elementals, earth elementals and Al'akir, than use windfury + flametongue to end many games by turn 10. A Earth Elemental with Windfury is very scary to deal with as it can go for the face twice for 14 damage or potentially trade for 2 smaller creature and survive.

    Posted in: 1 Shot Shaman (Legend)
  • To post a comment, please login or register a new account.