The real question is what exactly do you play on 2 mana over hydrologist. Some decks might be interested in doomsayers, though I think that card is at odds with the mechanics they gave to paladin in the recent expansions. Hydrologist is just a very safe bet if you are not in the market for all the specialized two-drops. It is good both early and late and plays both offense and defense.
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Aug 29, 2017Posted in: Paladin
The card is pretty strong and gives you great late game survivability, but it is not at all an essential card to craft. I could see substituting him with a lay upon hands or a big fancy legendary. The thing the other cards won't give you are his 5-15 damage reach with lifesteal and the ability to win any fatigue game where you are not up against another death knight. He cool and nice to have, but not necessary. I would just give him a pass if you didn't roll him in the solo adventure.
Jun 7, 2016Posted in: Card Discussion
He is kinda alright in a priest deck built to support him. If you can get him to a 2/4, he is relatively hard to remove. Its main problem is that the card is only fine early on against a rush deck, or overall okay against someone trying to play a 10-cost minion.
That said, I do not think that we currently have enough support to build him out of priest. Without the Velen's chosen, it is a lot harder to keep him in the game. I have tried him in a deck that also ran power word: tentacles, but he ended up underperforming. It especially hurts that we have an emperor giving discounts to 10 cost minions floating around. I think mana wraith could be good should we have another piece of the puzzle, either a second one at 3 mana that is a 2/4 out of the gates, or someone at even higher costs that taxes for 2. If we could find another good buff out there, then I think there could be a deck in there.
Back in the day I already played him to some success. I do not play enough to get him to legendary, but my mana wraith deck did crush until the season was over, at rank 7.
Oct 11, 2015Posted in: Druid
There is a difference between cards being a good combination and a combo deck. Force of nature and savage roar are just very synergistic cards, much like Archmage antonidas and those parts spells that the mechs give feed him. The difference with a combo deck is that a combo deck just plays to get a winning combination of cards out that take out the opponent in one turn. Back when classic was the only set available, the miracle rogue with its reliance on leeroy jenkins to dish out lethal damage is a good example. Another would be any deck that is about malygos. Or Patron warrior, which also is able to pull off the 30 damage in one turn from an empty board (admittedly the opponent needs to have a lot of stuff on the table).
Anyways, there is a lot of in between space for these decks. There aren't many pure combo decks out there. Usually the combo is played in addition to something else. Most combo decks out there are always combo/control or combo/aggro or combo/midrange. This is to avoid the scenario where a combo deck loses its killing condition. Example: sniping leeroy or the gadzetans in miracle rogue or the warsong commanders and patrons in patron warrior is usually fatal for those decks.
Sep 28, 2015Posted in: General Discussion
To be fair, magic the gathering definitely has the ability to draw your entire deck. There are even very degenerate decks that can do so on turn one. These decks are however NOT allowed under most tournament rules and settings. In the standard tournament setting, the equivalent of what hearthstone has in card quantity, this sort of thing does not exist or you REALLY need to work for it and be very lucky, mainly because it makes it very easy for degenerate combo decks to thrive.
Now, perhaps discard is not the answer. If so, I think many will agree we need to have some tool to fight these decks. Instants will never be a thing, random discard is probably too back-breaking. I think nerfing any card would not be good either, because it sets a bad precedent. I would not like a silver bullet either like a card that says "minions cannot come onto the battlefield unless if they were put into play as a card", because that would just be yet another big game hunter I would need to pollute my decks with. But if not these, then what?
Sep 28, 2015Posted in: General Discussion
Milling actually is like shuffling ones deck, until the last card is milled out. I suppose it hurts if you were trying to combo someone out and they randomly hit your two force of natures. Asides that, I think it is a legit way to win. That said, it is not really supported in Hearthstone. Currently overdrawing your opponent or somehow having them play a fell reaver is pretty much the strategy there.
On Dr. Boom: Yes, and how exactly would you play "around" that card? I have played the BGH and a mass dispel against Dr. Boom, and those things STILL did not cover the value of the two damage that the two boom bots did. That asides, my main point is that it is a very weak argument to not include things because *you* do not find them fun. I personally really enjoy mechanics like overload or discard.
And about discard not having any counterplay? That is nonsense. You can simply empty your hand, or have excess cards to discard to it. Remember that your opponent is paying a cost in mana, deck slots and cards for having you discard. Against discard that would let your opponent choose the card you could obviously also play that same card against them in order to not have them disrupt your combo, or ideally some other play like a creature on which you can attach some cards so that they're 1. Not able to let you discard them and 2. Increase your hand size by whatever amount of cards that creature was allowed to carry.
Maybe we could use a more subtle way of stopping combo decks. A card like Meddling Mage: You name(or select a card from your opponent's hand) a card on playing it, and say that your opponent cannot play that card until this mage gets dealt with.
Sep 27, 2015Posted in: General Discussion
So discard is not fun?
Okay, on that basis, let us remove Dr. Boom from the game. And any two card combo, because THAT is not fun! And let us rid the game of the shaman's overload mechanic and the warlock's discard. Because those are not fun. Can't have that. Counterspell? Get out of here!
I think there is a very polarized opinion here from players who know this would put a serious dent in their very consistent combo deck. The idea that it is not fun depends on what you are given to defend against this. If you were able to say, hide cards from your hand by putting them on your deck again, or counter those spells, this could be a fun minigame that you and your opponent are playing.
The thing is, the main problem here is that it is too easy to combo players out. And that is mainly because you are able to draw your entire deck quite easily in this game. There needs to be an answer to this kind of deck spawned by the weakness of this card game. Personally I do not think discard is the answer, because counterplay to it would need to be added as well. It is possible though. You could make the discard tied to a minion that only removes a card from your opponent's hand and puts it in custody with this minion. You get it back after it dies. Or you could have a minion that raises the cost of cards in your opponents hand on combat damage to a maximum of ten, which is really screwing up a combo. Loatheb is already a good example of how these cards should be.
Pesonally, I think we need bigger decksizes to make the combo harder to pull off.
Sep 27, 2015Posted in: General Discussion
It is clearly a powerful deck. A tier one deck even. I think this kind of deck is the consequence to it being too easy to draw your entire deck in hearthstone. The same applied to the rogue that did its thing with Leeroy before, or that druid that is just waiting for force of nature, savage roar, innervate and a second savage roar. There are even malygos decks out there that are also waiting for 5ish cards to combo after drawing 2 specific cards that are one ofs. Honestly, I think it would be healthy for this game had the deck size been 40 or higher with the amount of draw that we have. This would lessen the consistency of these decks and add some more diversity to this game.
Diversity is key here. I do not think that the patron is a broken deck. It's good surely, but not unbeatable. The problem is more that this deck has garnered many followers because it is good and fairly cheap to build. You are just playing against it all the time, and it can easily deal tens or over twenty damage in a turn from no board given a good and cheapened hand. For added frustration, it can pull off its highest damage combo if you are way ahead on the board.
Another thing is that the existence of this deck invalidates many others. You can play your deck full of 1-2/Xs on the ladder, but patron will walk over you. You can hardly build a deck that cannot deal with the patrons going off.
This kind of deck leads to me playing decks that are also one big unstoppable combo. And that is unhealthy.
Aug 20, 2015Posted in: Priest
While I applaud your effort, I think the Priest's natural ability just fits his class cards so much better. Additionally, I think the Fallen Hero in mage is a better shadowform that fits better with its class. With that out of the way:
I think you should add some cheaper minions in it that you actually want to play early in the game. There are 4 minions cheaper than four in your deck. This stacks the odds quite heavily against you doing anything productive in the early game. The sergeant is also someone you would like to play having 4 mana spare.
Second, I think this kind of priest does not want to play the long game and should consider the shadow bomber and his bigger friend from the new expansion. I would also play Velen himself as it lends itself to burning out your opponent quite efficiently. This does also mean that there is no place for zombie chows in this deck, because they are very much against the game plan.
Aug 20, 2015Posted in: Card Discussion
Back when all we had was the base game, this kind of thread appeared for the Chillwind Yeti for being too effective and played in too many decks. By now the very notion of such a thread would be rather quaint. And with the benefit of hindsight, the yeti was a good card. Never too strong, never too weak, just solid at all times. The thing is, there will always be some kind of bogeyman in a customizable game by the very nature of the game. If you would make the shredder less effective, it would become the next amazingly efficient card that needs to get hit by the nerf stick.
Now I don't know about you, but I like that this very efficient creature is one with a random effect. The shredder might give you a minion that does literally nothing for you, a reasonable 2-drop or a milhouse manastorm. At the very least, this card brings diversity in its own way to the game, which is a definite plus.
Aug 10, 2015Shiizu posted a message on Priest Control Deck: With KT and Resurrect - Easy and Fun WinsPosted in: Priest
This reminds me of my old priest's form of the ragnaros deck. I applaud the choices made. The sunwalker is great in a deck with resurrect and Kel'Thuzad. I am however a little worried that your deck will run out of cards and/or have a lot of cards stuck in your hand waiting for mana or a combo piece. Personally I am a big fan of playing loot hoarder in decks like these just to have a pro-active play on turn 2, one that is reasonable to resurrect even. Other than that: I also suggest playing Emperor's cobra in decks like these. It is a removal spell and a slow one at that. It is however great with Kel'Thuzad or resurrect or a buff.
As an added bonus, emperor cobra plus velen's chosen is hilarious in the priest vs priest matchup.
Aug 6, 2015Shiizu posted a message on Do You Think Patron Warrior Will Be Nerfed in the new expansion?Posted in: General Discussion
I do not think a nerf is in order. The patron deck is fairly reliant on a couple of key cards. Some of these, like the death's bite, can be messed with pretty easily. And their combo is rather unlikely to kill you right away and has a couple of easy counters. Plus, because they have to run 10ish cards dedicated specifically to the combo, you can just rush them down because they have so many cards that are only good when they're doing the combo or that cannot be wasted to deal with a minion.
Honestly, I think you just need to start playing more acidic oozes.
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