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    posted a message on Reno and Yogg have a Secret

    I approve ;D

    Posted in: Reno and Yogg have a Secret
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    posted a message on Card Nerf - Hunter's mark

    Card was barely playable because it does nothing when it's played and forces you to trade 2-1. Given hunters aweful card draw it cant afford to trade 2-1 very often. Its worse than execute because warriors have plenty of ways to damage a minion while getting other value. RIP midrange and control Hunter.

    Posted in: Card Discussion
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    posted a message on Is Reno Jackson Actually a Thing?
    Quote from Danielhrz >>

    It turns out you can make decent decks with very few 2-ofs. I think it will stick around until Ultra SMOrc is made by someone.

     It'd be nice if someone ran some numbers to see what the optimal number 2-ofs you could include in the deck and still have reno viable against rush. I guess it would depend on how many cards you can draw to reduce the copies. I think having copies of early game cards would be better than late game since you are mulliganing for them anyway. I'm guessing somewhere between 5 and 8.
    Posted in: General Deck Building
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    posted a message on High Justice Grimstone / Dark Iron Arena Heroic Guide

    Such a frustrating fight. Did it with this deck after 5ish tries. I added 1 ice barrier to buy me extra time. He only used millhouse on turn 1 so I was unlucky there. Stupid fight that mostly depends on your draw and his. 

    Posted in: High Justice Grimstone / Dark Iron Arena Heroic Guide
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    posted a message on Heroic Thaurissan

    After two failed close attempts I removed one zombie chow and added Leeroy for that extra burn. Leeroy finished the game for me. I think I could have done it without Leeroy if my draw had been better on the first two attempts. Didn't get an Alchemist or Blessing until turn 5 or later both times. Excellent deck.

    Posted in: Heroic Thaurissan
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    posted a message on Mage Challenge Fun

    So I was playing the Mage challenge for the first time. My opponent decides to play Millhouse. Now the only cards you have in the mage challenge are unstable portals so I knew this was going to be fun. Little did I know. Biggest laugh of my week.

    [img]http://i.imgur.com/6f1UYci.png[/img]

    Posted in: General Discussion
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    posted a message on New Card - Majordomo Executus

    Could work in a warrior deck where you have a ton of armor so the health under the armor is less important. The trick is living once you are at 8 health. After that the hero power becomes godly.

    Posted in: Card Discussion
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    posted a message on New Card - Fireguard Destroyer (Shaman)

    This card is insane. Ideally you want the 6/6. Can't be BGH'd. Fireball is the only 4 mana card that can trade with it. I think you would have to find a 6 drop minion before you could get a 1v1 trade. Insane value.

    Posted in: Card Discussion
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    posted a message on [Spark] Deadly Tactics (S12)

    The only problem I have with this deck is that I find myself doing the "fun thing" instead of the "smart thing"

    Posted in: [Spark] Deadly Tactics (S12)
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    posted a message on Legend in 4 days with Handlock
    Quote from BloodlipsHZ »

    turn 3 it was better to play mortail coil and tap than next turn play giant imo, you had argus in hand to make giant taunt 9/9 and trade 4 minions. You see your turn 4 was very bad. Its 100x better draw turn 3 and play giant turn 4 than play shit on turn 3 and tap turn 4 bro. So sorry but i dont need watch more becouse as you see if you do that missplay at start you cant win game. You must think about forward turns in handlock. So yeah you just lose this game in turn 3 imo when it was easy win with your cards.

    He does it your way he dies 3 turns earlier. He would have taken 7 damage minimum that turn dropping him to 18. Then plays giant then takes at minimum another 7 damage dropping to 11 (probably alot more since the mage still has his turn 3 and 4 to flood the board thanks to mech warper). He can kill the 9/9 with fireball and one other minion. He only needs to have done 11 damage over turns 3, 4 and 5. Which he could have easily done. Or at the very least would have left him so low that all it would have taken was a frost bolt. He got unlucky by not getting any of his moltens or hellfires. If he had gotten one of his moltens your play might have been correct. You can't let a rush deck like mage and hunter spend 5 turns smacking your face and hope to win.

    If you are seeing nothing but mages and hunters don't play Handlock. They have too much over the top damage.

    Posted in: Legend in 4 days with Handlock
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    posted a message on [23 Win Streak] Mamao's Anti-Ladder

    Anyone tried explosive sheep yet with warrior? Seems like one of it and WW + Brawl would give you all the board clears you should need.

    Posted in: [23 Win Streak] Mamao's Anti-Ladder
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    posted a message on SenX Rank 1 EU

    I took out abusive and added explosive trap. 2 more damage to the face and gives me another secret for scientist and bow. Went 5-0 in ranked, never regretted having explosive in hand instead of abusive.  Same sample size though.

    Posted in: SenX Rank 1 EU
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    posted a message on Contagion of War: 70+ Card Expansion (HUGE UPDATE, NEW CHANGES AND CARDS)

    Great stuff and I agree someone should send this to Blizzard even if they use none of these the creativity and time it took to create these is impressive. 

    Some possible changes:

    Would make Durotan and Draka 5/6, Comparing them to druid of the claw, which is a turn 5 5/6 with taunt they are rather unimpressive especially being class Legendaries. 

    Blood Surge should be a 3 cost. Sure a 10 mana 14 damage combo is potent but druids already have a 9 mana 14 point combo. 

    Feathermoon should be a 4/4. Given that its a Legendary. Warlocks have the 6/6 for 6 which basically does the same thing. Feathermoon would be more powerful but since you can only carry one it balances itself out. 

    Subduer should only have 6 health. 7 is really difficult to remove and you are basically getting an Ogre plus soft removal. Plus you can carry two of them.

    Molten Abysmal Needs to cost more or something. Its basically a better fire elemental that costs less, better stat distribution, and hits for more and you only have to sacrifice 1 card. 

    Love Kil"jeaden :D

    Edit: Purify should cost at minimum 2. Its basically a much more useful flare. 

    Posted in: Fan Creations
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    posted a message on Next series of nerfs?
    Quote from SuperFlyGoose »
    Quote from Sticks »
    Quote from SpeakOuT »
    Quote from Sticks »
    Quote from SuperFlyGoose »
    Quote from SpeakOuT »

    Just play Zoombie Chow, counter's the undertake.

    How does a 2-3 counter a 2-3 that is about to become a 3-4 or 4-5?

    How does that work? To get it to a 2-3 on turn 1 means they have to go second. So you go first play zombie, they play undertaker plus 1 making it a 2-3. Now every class minus hunter has a removal spell that can counter a 2-3 on turn 2 but ignoring that you run the zombie in making both that and undertaker a 2-1. Now if he has the dream draw he can make it a 4-3 which is still countered by all those 2 cost spells.

    In that scenario (ie worst case one) you can still counter it on turn 2 and even turn 3 rather easily. Sounds balanced.  

    This ->

    I give you the example of shaman. The other class's that cant counter is only Priest or Paladin. 2 class in 9, makes no sense to nerf it.

    Priest has shadow word pain, Shaman has lightening bolt. But you are correct Paladin and Hunter are the only two classes without a turn 2 spell counter. Plus if a 3/4 turn 2 Undertaker was such a problem owl would be included in alot more decks. 

    You don't understand that not any deck can just put in a new card. Plus if there are two undertakers you need an extra owl, if it's the amazing card you say it is. Try changing a hand lock with a card that doesn't belong in it at all for the purpose of countering one card. That weakens its matchup against every other type of deck and weakens that deck at its core. Swapping cards isn't as easy as you say it is.

    If one specific card is causing you to lose constantly then yes you can make room in your deck for a counter. Otherwise whats the point of your deck.

    Posted in: General Discussion
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    posted a message on Next series of nerfs?

    Paladin can control it just not kill it. So its not like its an instant loss. 

    Posted in: General Discussion
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