• 0

    posted a message on New Neutral Common Card Revealed - Slimescale Diver

    You know, you may be right. In hindsight, they seemed more akin and comparable at the time than they are now. Neither of them are focused removals and have similar stats but the mechanics are different and the types of decks they fit into will surely differ. So, mine probably was not the best comparison.

    Posted in: News
  • 3

    posted a message on Voyage to the Sunken City: Card List, Release Date, & Expansion Details

    If a card cannot be placed on the board, no events related to its text can occur. In other words, appendix's effect can't get triggered if it doesn't spawn.

    Posted in: Guides
  • -1

    posted a message on New Neutral Common Card Revealed - Pelican Diver

    When you've got a better solution to capitalist-sponsored discrimination and consoomerism than 'eating the rich', I'm willing to open my ears to what you have to say. Those who thought they could challenge capitalism ended up in Gulags or became the very capitalists they stood up to themselves, only in a different coat of paint.

    Posted in: News
  • -1

    posted a message on New Neutral Common Card Revealed - Pelican Diver

    Hey there. I suspect you got down-voted for posting an irrelevant news which undoubtedly is a horrific and reassuring read that makes you feel bad for their employees, but we've got to learn to separate the disease vectors from benign actors. Not everyone in the company purport, contribute to or participate in said misdemeanors. I don't spend money on the game for this reason, but I realize that in situations where you cannot split the hair, you have to cut corners. Company make no money> dev get no money> dev get booted. Games don't make themselves.

    We can still enjoy the work developers and designers have put into the game. We should be allowed to without getting called names or be thrown looks at as if we committed or played part in a crime.

    Posted in: News
  • 0

    posted a message on New Neutral Common Card Revealed - Slimescale Diver

    The only decent and playable card out of three rush cards revealed by Regis. The pirate one will never see any constructed play because it's not worth the card slot, even by Standard standards...! I mean, yeah, it's entirely possible that people will play the pirate diver out of pure desperation, should the upcoming Core set fail to provide adequate pirate support. Murloc diver, on the other hand, will function much in the same way the Abominable Lieutenant does with caveats. Some noticeable differences are:

    1) Murloc has removal protection on the turn it gets played due to it being dormant, whereas Lieutenant has no spell (or minion) protection and can be dealt with,

    2) Abominable Lieutenant can get out of hand pretty quickly if the opponent fails to take it down, and poses a major risk to the them getting game-ended. Murloc diver doesn't pose any threat in most cases, even in ones that can utilize murloc strategies (i.e., Wild Murloc Shaman) because this minion wasn't designed to go face. Dormant cards have always felt clunky to play and arena-specific keyword, and it's the same with this.

    3) Lieutenant can destroy a minion without attacking, whereas Murloc has to navigate and has potential to miss its target of choice if there is a taunt in the way or they are in stealth.

    4) Murloc comes down several turns early, and leaves the opponent with the choice of either skipping a turn to remove it the following turn; or sacrificing a card that's big enough to deal with the murloc. Abominable Lieutenant also has the same effect, but it comes down at a later stage unless cheated out earlier. Since Lieutenant requires minions with sizeable stats to be relevant, it's an inherently greedy choice for most control/mid-range decks. Murloc is strictly a control tech element that feels weak and miserable to play, and can still get punished by several mechanics that I mentioned in the previous point.

     TL;DR, compared to Lieutenant, it's inexpensive, it doesn't gain stats, cannot go face for 2 turns, feels clunkier and can still get punished. Overall it's a less greedy control card that I doubt will find a home in either two formats. I hope I'm wrong, though, because it looks to have potential. And it's cool!

    Posted in: News
  • 0

    posted a message on Voyage to the Sunken City: Card List, Release Date, & Expansion Details

    Editor in charge of this page should pay a little more attention. It's been 2 days and the description is still incomplete.

    Posted in: Guides
  • 5

    posted a message on Voyage to the Sunken City: Card List, Release Date, & Expansion Details

    Okani is not a Naga but of another race of sea creatures who fought Nagas.

    Posted in: Guides
  • 0

    posted a message on 1500 XP Quest Trading - Play A Friend! (#7)

    Battle Tag: SatanicTeemo#2242

    Region: Europe

    Trade only: no reason, any of us can go first

    Deed is done.

    Posted in: Players and Teams Discussion
  • 1

    posted a message on Anyone else feels sad wild is treated the way it is?

    Hysteria was an honest overlook on their part, I'm sure. Something as obscure as Tiller OTK could only be mistakenly conceived, not by intent, and for a brief period of time at that before it gets nullified or corrected which is exactly what they did.

    This card is a specific, class card that was designed to be used to mana cheat. It's intention was/is to use it in conjunction with a specific set of cards (mostly class cards that have proven track records of success, cards that have been seeing play for the longest time) to allow infinite mana-cheat and very fast comboes. They must have been at least somewhat aware of the potential (trouble) that it holds, so they dumbed it down on the animation side of it, making it painfully slow to pilot it and difficult to successfully pull comboes with. At least that's what I inferred from it. Game's old and the code is spaghetti. In a game where spreading plague's dreadful long animation still exists, you stop questioning whether something was intentional or not. It just validates their laziness and incompetence.

    Surprise fucking mechanics; it wasn't imbalanced, it's that other cards were just not as good. Oh and "it's in the name, WILD! Go WILD! Don't you like imbalanced game mode with WILD possibilities and infinite variety?" Heck of a lot of variety, indeed. Been playing wild for years and all of my successful legend climbs were done with hyper fast aggro or OTK decks.

    Posted in: General Discussion
  • 1

    posted a message on Anyone else feels sad wild is treated the way it is?

    I've just had this game wherein I successfully pulled my opponent's Mecha'thun out of their deck, killed it two turns later and went on to lose the game due to the enormous board they built with ridiculous mana cheating allowed by Stealer of Souls. This card tells you all you need to understand the brilliance and care Blizzard puts in their game.

    I see no reason to sugar coat my words. Screw Blizzard and Activision for having their players, us, live playtest their game for free. It's shameful, and to think that we'd laugh at the incompetence of Bethesda due to the severity and frequency of bugs in their game; at least they've managed to design somewhat competent worlds in which to lose and immerse oneself. It also somewhat made up for the lack of meaningful dialogue and choices.

    What the hell is this? Do pray tell me, honestly, for I'm at a loss of words to describe my grievance and disappointment, and convince me that this was a sincere mistake; an overlooked oopsie on your part and not a planned thing to get folks who are on the fence (converts or potential buyers) to buy the mini-set so they can get their meager 200 dust refund. It's a win-win, right?

    I always listened the devs and the community managers, and tried to understand their view, decisions and ideas. I don't think I am going to believe a single fucking word they say this time as I have a hard time to believe that there exist a combination words that can make people listen or convince them otherwise. No bad faith argument, I legitimately think they knew how this card would function and rile people up. I'm not biting this time.

    Earliest I've seen anyone kill someone with this combo is TURN 3! Average is 5, but 4 is definitely possible. What saddening travesty.

    Despair and rot

    Posted in: General Discussion
  • 0

    posted a message on Razorfen Beastmaster

    This card is worse in practice than it is on paper. It doesn't privilege 4 mana deathrattle cards in your hands, it actually rolls a dice before it summons anything. Meaning you can summon a 1 mana deathrattle card accidentally even if the rest of your hand is full of 4 mana deathrattle minions.

    Posted in: Razorfen Beastmaster
  • 0

    posted a message on Is mage oppressive in Wild?

    One correction I want to make is that I'm not playing a buff-oriented deck. SN1p is the only card that "buffs" anything. The rest are combo and battlecry cards. I also don't play any weapon, only surprise damage. I won the game regardless. I'm also pretty sure that it makes their deck worse on the whole scale. For a tiny increment in potential  win rate against priest, not even guaranteed at that, at the cost of your win rate against other match-ups. Tough luck. Below is the current tempo deck. it performed greatly thus far. Tech choices depend on one's rank rather than their preference. I'd still keep anti-secrets until legend.

    ### Ruj
    # Class: Rogue
    # Format: Wild
    # 2x (0) Backstab
    # 2x (0) Shadowstep
    # 1x (1) Brain Freeze
    # 1x (1) Prize Plunderer
    # 1x (1) Secret Passage
    # 2x (1) Wand Thief
    # 2x (2) Efficient Octo-bot
    # 2x (2) Eviscerate
    # 2x (2) Foxy Fraud
    # 2x (2) Swindle
    # 2x (2) Wicked Stab (Rank 1)
    # 1x (3) Coerce
    # 1x (3) Edwin VanCleef
    # 1x (3) Mankrik
    # 1x (3) SN1P-SN4P
    # 1x (4) Eater of Secrets
    # 2x (4) Fal'dorei Strider
    # 1x (4) Infiltrator Lilian
    # 1x (5) Stowaway
    # 1x (5) Zilliax
    # 1x (6) Flik Skyshiv
    #
    AAEBAYO6AgyyAoivAqCAA76uA8GuA5+3A6rLA8fOA4rQA6vSA/PdA+fwAwmIB9zRAqTRA9/dA+fdA6rrA6vrA5GfBPafBAA=

     

    Posted in: Wild Format
  • 0

    posted a message on Is mage oppressive in Wild?

    I've just played against a secret mage in plat 1. I'm on a win streak, so I believe their rank is somewhere close to mine. They were playing polymorph. A POLYMORPH, people. I'm testing tempo and tess rogue variants to see how well they fare in wild. I'd magnetised two SN1P-SN4P on my Efficient Octo-bot and needless to say I was tilted for a bit.

    My point being: none. I dunno why they played it and I don't want to. I just wanted to share this epiphanic experience, because I'm neither salty nor am I feeling good. Just maintain low expectations for most of the secret mage players. They are a helpless bunch. Their brains ought to be close to getting fried by now, but some still resist the rust rotting their brain due to having played it incessantly for the last couple of years. Them and the resurrect players just don't get tired of it, so unless Blizz fundamentally changes them or attacks their key cards, some losers will continue to play them.

    Posted in: Wild Format
  • 0

    posted a message on Double Malygos Hunter

    I cut all of the nonsensical minion cards and it still had room for improvement. One of the glaring issues with the deck is that it has too much 'value' that sits in hand. Kazakus is a great card in tempo decks for board stabilisation and control, but this deck is not one such.

    The cards that I'm about to mention differ from this strategy and they definitely don't fit together, but I -and you will, too- find it superior to this confused take, so take it with a molecule of sodium chloride.

    I'm against the Kazakus option because it obstructs Vol'jin's summoning ability, a card which I think is suited much better for this purpose and serves a double function (against ally or enemy). Problem that I encountered in my matches at d7-d5 is that cards like Jepetto and Thaurissan introduce more hand space issues than it solves. There rarely are ideal scenarios to use them, especially Jepetto. It is clumsy and slow, and it convolutes the summoning pool for Vol'jin (same as Thaurissan). Secret mage really is the most difficult matchup and you aren't even guaranteed to survive past turn 7. Outside of secret mages, however, Thaurissan is really really good, provided that you get discounted vol'jin. You just need to get any minions out of your hand to guarantee a Malygos summon.

    Once you start cutting Kazakus, Jepetto and Slate, you realize the deck can breathe more freely. Thalnos is a good fit to fill the void and Vol'jin (in my opinion) is also a necessity. It's an all around impressive card and your combo doesn't have to rely on that because you still have Thaurissan.

    I haven't any copies of Kolkar, but I'm pretty sure they are hot garbage. Bola is bad. More face damage is okay. Unleash the hounds is an absolute must have that, for some reason, is not in here. Hunter's Mark is still undermining because it is a 1 card do jack or take down something really big.

    I've tested piercing shots and lock 'n load to generate more value (in a similar fashion to cyclone mage) or recuperate from tough swing turns where I had to dump many of my valuable resources. Priest is very good at doing that because you don't play any minions to begin with, so they ignore you. Freezing is a tough call, but it's better than nothing. Piercing shot becomes a necessity if you cut Professor Slate. Honestly, I still think Slate is an awful card for hunter. The class just can't abuse it, and anything that isn't abusable or fair is a shitty card in wild. I'll continue to test the archetype more after my mid-terms pass. So far, I'm impressed.

    Tired and a little under the weather. Will come back later to check for any spelling errors there might be and correct them.

    Posted in: Double Malygos Hunter
  • 0

    posted a message on everyone needs to play new Nozdormu

    You guys are not going to believe what I'm about to say, so brace yourselves and open your minds to the timeless magic of Activision/Blizzard.

    Nozdormu, the Eternal, might actually be bugged. Yes, you've heard it correctly! Someone else actually might have run Nozdormu in their deck for some good fun in dumpster Diamond 10 wild rank. The worst part is that we'll never know! The game doesn't let you add recent opponents to your friends list if you close the game, and the Battletag doesn't show up anywhere. Clearly, they've spent all the time and energy on getting a new and uglier icon instead of implementing very difficult and useful components to the client, like befriending someone you've played with!

    Please ignore my awful plays because I didn't understand what was going on. My opponent's name was also very bizarre. I couldn't concentrate on the game (excuses excuses).

    https://twitter.com/HufferSir/status/1379549007605858311

    Posted in: General Discussion
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