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    posted a message on What are your favorite cards from the new set?

    Let's see what everyone likes about the new set and why.  In your post list your favorite cards and a short description about why they are your favorites.  I went over all of the cards and narrowed it down to 10.  Even if you only have a few that you are psyched about then go ahead and say why.

     

    1. Kalimos, Primal Lord - I'm looking forward to playing Elemental Shaman, and this card is one of the main reasons to play it.  Very powerful for its flexibility.

    2. Hot Spring Guardian - This card is good enough to play even if you aren't running all elementals in your deck.  A 2/4 taunt with heal 3 is very useful against aggro, and can heal your minions in control match-ups.  This is just a solid card.

    3. Crackling Razormaw - I really like Beast Hunter decks, and this is gonna fit that perfectly.  The only downside of this card is maybe not hitting with it on curve.  You ought to have some beast on board throughout the game and if you topdeck this card you can gain a huge tempo swing.

    4. Molten Blade - The Shifter Zerus of weapons.  There's a chance that this will actually be a good card, but that's not why I like it.  I just want to put it in a deck for the surprise factor.

    5. Swamp King Dred - This'll go into that Beast Hunter I like, and if Crackling Razormaw can make it untargetable by spells then it will give your opponent few options.  Otherwise this might just be a 7 mana card that's dealt with easily.  I'm hoping that won't be the case.

    6. Blazecaller - I feel like this card might replace Fire Elemental in Shaman decks it's so good.  While they don't have the same mana slot, Elemental Shaman might be too heavy on big drops if you want to fit in both.  I haven't thought much about this working in other classes but it'll be an auto-include elemental card for sure.

    7. Primordial Glyph -I like Yogg-Saron, Hope's End, therefore I like this card.  It's also a flexible card to answer most board situations.  This will be great in Tempo Mage and might find play in other archetypes.  

    8. Explore Un'Goro - This is just whacky, and I like that.  Will it be seriously viable?  Maybe.  It could be used late game in Aggro Warrior when the opponent starts to recover, however it also might be a dead card early game.  

    9. Awaken the Makers - The quest mechanic is cool but I can't get a good grasp on it until I try it out myself.  I think this quest is going to be the strongest since Reno Jackson is leaving standard and the reward is a decent replacement.  Clearly though, usually you want the full heal from Reno Jackson on turn 6 because aggro decks will almost have killed you at that point.  This quest wont be completed quite that quickly, so we'll have to see if the deck can survive long enough to get the reward off.

    10. Dinomancy - Beast Hunter.  I want control Hunter to work out and this should be a fun addition.

    Posted in: Card Discussion
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    posted a message on New Card Revealed: King Mosh

    Seems a bit too difficult to play reliably.  Unless they have a new card similar Death's Bite deathrattle to proc his battlecry I don't see the card making the cut.

    Posted in: News
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    posted a message on What are your favorite cards from the new set?

    Let's see what everyone likes about the new set and why.  In your post list your favorite cards and a short description about why they are your favorites.  I went over all of the cards and narrowed it down to 10.  Even if you only have a few that you are psyched about then go ahead and say why.

     

    1. Mayor Noggenfogger - I tend to like cards that aren't obviously viable but have potential, and this is one of those.  It can seriously hinder the opponents plans if your game plan allows for this.  It's a shame that it's mana cost is so high, because it's basically your whole turn to play.

    2. Small-Time Recruits - This card has so much value.  People play Arcane Intellect for 3 mana and is considered a benchmark draw card.  This draws you an additional card and you can build your deck around drawing specific cards from your deck.  Some notable 1 drop minions to grab are Sir Finley Mrrgglton, Shifter Zerus, and Weasel Tunneler.

    3. Devolve - A great card in control match-ups.  When your opponent has death-rattle, persistent effect, or just high stat minions, this is the card to use.  

    4. Potion of Madness - Priest got crazy cards this expansion and I think this is the strongest.  Most aggro decks right now have lots of 1 or 2 attack minions and if you can deal with 1 or 2 of them for a single mana then you'll be able to survive for so much longer.  

    5. Kazakus - Clearly the card that will be the most fun.  It has incredible versatility, but will take a skilled player to identify the best combinations for the right circumstance.

    6. I Know a Guy - The discover mechanic is probably the most enjoyable mechanic in Hearthstone right now.  Raven Idol is comparable to this card and is widely used in Druid.  I expect this card to see play in control/anti-aggro warriors to find the best taunt for the match-up.

    7. Weasel Tunneler - I wish there were more cards that manipulated your opponents cards.  For 1 mana you can basically ruin your opponents draw in long games, which I can see being completely viable in some decks.

    8. Dirty Rat - I like this card for the same reason as Weasel Tunneler.  You can pull out cards your opponent plans to save and ruin their plans.  That said, this card is probably best against control decks that play lots of battlecry minions, not so much against death-rattle or aggro decks.  It's like a cheaper Ancestor's Call if you want to mess up your opponent's flow.

    9. Madam Goya - I can't think of a great combo for this card right now, but I imagine it'll be cancerous like Barnes can be.  Gives great value to the card being returned to your deck and you get the full stats of whatever you pull.  The cons are that it costs 2 more mana and pulls the original from your deck instant of making a copy.  Clearly good with large minions.

    10. Getaway Kodo - This will be a nice card with battlecry minions.  Even if it just returns a decently sized minion for value it will probably be played.

    Posted in: Card Discussion
  • 0

    posted a message on What are your favorite cards from the new set?

    Let's see what everyone likes about the new set and why.  In your post list your favorite cards and a short description about why they are your favorites.  I went over all of the cards and narrowed it down to 10.

     

    1.  Shifter Zerus - I'm a big fan of flexible cards, and this one just fits that great.  It probably won't see much successful constructed play, but it is a very fun card that can definitely change a game up.

    2.  Yogg-Saron, Hope's End - Another card that likely won't see successful constructed play, but you gotta love Casino Mage.  More fun when you play lots of spells, but a higher chance you kill yourself too.

    3.  N'Zoth the Corruptor - It'll be good to see dedicated Deathrattle decks make an attempt to be great in the meta.  This card will definitely be a staple in them, and in particular i'd love to see it in a good Deathrattle Priest deck.

    4.  Renounce Darkness - Have you ever wanted to gamble your whole game on RNG and value?  No?  Well sometimes I do, and this card does the job perfectly.  If you use it early you can get the mana reduction on cards sooner, but you lose a lot of tempo when you play it and when you don't get any good class cards.  Still a fun card though.

    5.  Master of Evolution - The stats alone on this card are very nice.  The effect is what really makes it great.  Almost any card you'd get would be an upgrade, unless you are unfortunate enough to get a bunch of the Battlecry minions.

    6.  Cabalist's Tome - I really like cards that generate other cards instead of drawing them.  They are great in control decks, and most Mage spells are amazing.  This will also be used in any Yogg-Saron, Hope's End deck.

    7.  Evolve - Similar to Master of Evolution except it affects your whole board for 1 mana.  Great in a token deck.  Just attack all of your minions in and play it.  Alternatively this can be used with Battlecry minions that cost a lot of mana but stats are bad.

    8.  Forbidden Shaping - This is a very flexible card that can be played at any point in the game.  The RNG factor does make it less likely to give you a good minion for the mana you spent, but controlling how much mana you use with it makes it good in my opinion.

    9.  Herald Volazj - Amazing card in a Deathrattle deck.  It also works good on minions with persistent affects, like Ragnaros the Firelord.  Not meta changing but an excellent add on to the control class.

    10.  Spreading Madness - 9 damage for 3 mana!  Crazy!  I'm sure somebody will find a viable way to play this, maybe as anti-aggro.  I suppose a control Warlock can afford to get hit in the face by it a few times.

    Posted in: General Discussion
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    posted a message on New Legendary Card - Yogg-Saron, Hope's End

    This would be fun in a rogue deck.  Most are filled with spells with the intent of using them quickly.  Also, If you manage to keep a Summoning Stone on board before using this you could have a full board, assuming Yogg doesnt destroy them of course. XD

    Posted in: Card Discussion
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    posted a message on New Warlock Card - Spreading Madness

    Seems like a viable answer to aggro.  The main problem is that using it to clear against aggro will likely put you further to losing since you'll probably get hit in the face a few times.  I think this would be nice in Handlock where clearing the board and having lower health for moltens is good.  

    Posted in: Card Discussion
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    posted a message on What's the statistics on turn 1/2 Fiery War Axe?

    Easy there.  I was hoping that this would generate a discussion of frustration of facing up against this.  

    Posted in: General Discussion
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    posted a message on What's the statistics on turn 1/2 Fiery War Axe?

     Oh man, serious calculating going on here.  Thanks everyone.  Just seems like if you get any decent 1 or 2 drop start the warrior always drops the Axe and ruins your day.  Those numbers were actually higher than my sarcastic question was anticipating.  

    Posted in: General Discussion
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    posted a message on What's the statistics on turn 1/2 Fiery War Axe?

    Whether it's Arena or Constructed I can't think of the last game where the opposing Warrior didn't have a Fiery War Axe in their starting hand.  Anyone know if there's a statistic on how often they get it?

    Posted in: General Discussion
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