• 1

    posted a message on Worthy Opponent

    Because in the politically correct stance, all players are equal and every human opponent is a "worthy" opponent. 

    Even the ones running zoo...

    Posted in: General Discussion
  • 2

    posted a message on Card Back Ideas

    What I really wish is that you could greater appreciate your own card backs in game. Currently, in a duel, the only time that you get to look at your own card back is the top half of it on the top card of your deck, and that it just a static image, it isn't even animated. You only really get to see your opponent's card back in its full animated glory. 

    Really, the only time at all that you can see your own card back in full is when you're opening card packs. 

    Posted in: General Discussion
  • 2

    posted a message on List of Cardbacks in Hearthstone!

    Is it possible to create gifs of the card backs for more detail? 

    Posted in: General Discussion
  • 2

    posted a message on Curse of Naxxramas - Hunter Minion Card Revealed - Webspinner, DreamHack Summer Decklists, Blizzard at gamescom 2014

    I demand generating an infinite chain of webspinners!

    Posted in: News
  • 6

    posted a message on Al'Akir the Windlord

    Needs to be updated with a deathrattle for Naxx. XD

    Posted in: Al'Akir the Windlord
  • 1

    posted a message on What is the worst/fun ways you have been killed? :)

    Me (mage) going against a priest. I have 10 HP, and I just got him down to 9 and the only card in my hand is a pyroblast that I was going to kill him with next turn along with my minions on board. (I had board control) You know what he does?

    Mind Vision > Coin > Pyroblast.

    I don't play mage anymore...

    Posted in: Druid
  • 3

    posted a message on How does the Legend rank work?

    Your legend rating reflects your position in respect to the other legend players, and change after a match is based on your opponent. If you are a higher rank than someone, that means that you are better than them. If you are a lower rank, that means that they are better than you. Ideally, you would just be put in your fitting rank immediately, and never move from it unless your skill level changes. However, this is impossible for the game to know without either intense brain scanning or black magic, so the game has to make approximations of where you belong on the ladder.

    You should not be able to beat people who are higher rank than you, so if you do, the system realizes that one of you must not be in the correct ranking position, and shifts the both of you to somewhere that it feels is more appropriate with its new data, hence your rank will rise a lot, but if you beat someone ranked below you, your ranking won't change much, because based on your current higher ranking, you should have beaten them anyway, meaning that you are in the right spot for you. There is, however, the possibility that people who the system had origionally placed below you proved to be more skilled than first thought and surpassed you in rank, resulting in your rank 'dropping' by a bit every once in a while for no obvious reason.

    And vise versa for loosing to people above/below you as well.

    Posted in: General Discussion
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    posted a message on Could use some help with my deck, please!

    Okay, this is what I can suggest for your deck.

    #1) Take out the novice engineers. After the nerf from 2 health to 1 health, novice engineer literally became the paladin hero power. If you don't understand that, it's a 2 mana 1/1 that doesn't use up a card from your hand. Pretty much the only reason that any deck should run novice now is if they have some extremely important combo, and they just want to cycle out cards from their deck until they can draw that combo. You deck isn't one of these. Just using your hero power does the same thing that novice will do for you here. I heavily suggest replacing both of them with harvest golems. Harvest golems are very good at trading against low-cost, aggressive decks, and will help to sustain you into the late-game.

    #2) Take out the Noble Sacrifices. Now, don't get me wrong, there's nothing bad about Noble Sacrifice at all, it's a pretty decent secret, but the problem is that it's the paladin's only decent secret. It's the only one that anybody ever runs in constructed, so when anybody sees you use a paly secret, they immediately know that it's Noble Sacrifice, and they play around it accordingly. I suggest replacing them with either Chillwind Yetis, or Dark Iron Dwarfs. Both are very solid 4-drops that should help clear out the opponent's early game. Yeti's 1 extra health is pretty useful sometimes, but so is D.I.D.'s 2 bonus attack on one of your early minions or Silverhand Recruit. If I were you, it's put in 1 of each for about 20 duels or so, and decide which one generally helps you better, and then to go with 2 of that one.

    #3) Take out Lay on Hands. In a slower, more control oriented format, the heal and draw from L.O.H. can be kind of useful when you already have board control late in the game, but it's not going to help you much at all in the current meta-game. With the majority of the decks out there being low-mana-curve rushdown and warlock zoo, you're never going to have solid board control until very late game, and if you so survive to that late-game and secure board control, you've already won. Against all the agro out there now, lay on hands is just going to be a completely dead card, and the heal won't help you because you use your entire turn to do it, and they're just going to hit your face for far more than you healed for. Seeing how this deck doesn't really have a solid turn-2 drop, I'd replace it with bloodsail raider. It can be used on 2 for a 2/3, or later when you have a weapon out for more. It's a nice card both early, and mid-game, so I'd put it in.

    Those are the suggestions that I have for your deck for the current meta-game. Hope that helps!

    Posted in: Paladin
  • 1

    posted a message on Druid deck, feedback?

    Okay, here's what I would say about your build.

    #1: Wild Growth) Wild growth is a type of card that you either go all in on, or none in. Half measures don't work very well with it. If you can get it off turn 2 or 3 for that 1 mana accel, it's kind of nice, but it generally isn't as good as a 2-mana minion could have been there, not to mention that if you draw it around turns 6-8, it's practically dead in your hand until turn 10. If you want to stay away from wild growth, I would definitely replace it with 2 Innervates. While wild growth tends to really slow down your early game (if you draw it) in return for dropping later minions 1 turn earlier, Innervate really speeds up your early game letting you get huge guys out on the turn that you play it. Then, there's the full-measure. If you want to go all in on wild growth, I'd add in two Gagetsan Auctioneers for that crazy turn 10, 2 mana 3 draw. (If you don't understand, Wild Growth is a spell itself, +1, that gives you a 0-mana spell, +1, that draws a card, +1)

    #1.5: Nourish) I assume that you're using Nourish for the card draw, correct? Pretty much the only time I'd use it for the mana would be if I could Innervate into it. If you are just using it as a 5-mana, draw 3, (which you should) then 1 is a good number to run.

    #2: (lack of) Harvest Golem) This deck looks to be very fragile in the early game. If your opponent has a strong early curve, and you don't open up with wrath or swipe, it looks like it could take a dangerously long time for your keeper and druid of the claw to staunch the bleeding and stabilize the board. I personally would take out a doomsayer and a healing touch for 2 Harvest Golems. I'd say that Doomsayer rarely ever gets good value, and if you can drop a Golem early on to trade, it could end up preventing more damage in the long run than Healing Touch would have healed later on.

    #3: Azure Drake) Azure Drake is a wonderful card in this deck. With 2 wraths, 2 swipes, and a starfall, its spell damage can really put in some work, and its draw power is a very nice addition. I would advise you to remove your naturalize to put in a second drake. With a big game hunter, 2 keeper silences, and all your removal spells, I'd say that it would be incredibly rare to find a situation where removing any 1 card would be worth giving your opponent 2 more cards.

     

    Those are the only things that really stick out to me, Verezia. Any other changes I would suggest would just be small things that would have to be tested extensively to see if they actually effect the deck much, such as swapping 1 war for a second lore, or the remaining healing touch for a chillwind yeti, or something like that. Just small things.

    I hope something that you read here helps!

    Posted in: Druid
  • 1

    posted a message on Someone explain this to me...
    Quote from Dragaan »

    I just had a game that ended like this:

    I had Baron Geddon out initially.  I played Ragnaros the next turn.  Hunter opponent plays Hunter's Mark on my Ragnaros and sets a trap (probably explosive, but it doesn't matter).  My next turn, I copy my Ragnaros with Faceless Manipulator.  My opponent is at 16hp, so I figure I win.  Just then, I realized this might not work out so well, because my Baron Geddon's ability activates and sets both of my Ragnaros' hp to -1 (it was a casual game and I wasn't paying much attention, lol).  To my surprise, both Ragnaros still shoot at my opponent, dealing the 16 damage and killing him.

    I know your minions are supposed to activate their end-of-turn abilities in the order they were played, and they did.  What I'm confused about is why my Rags were still able to deal their damage after Baron's explosion set both of their hp to -1. 

    The reason that this happened is because all of their effects activate at the same time (at the end of your turn). The order in which the graphics are played is determined by when they were played, but they all initially activated while they were alive, so they will carry out their effects before they die.

    Posted in: General Discussion
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