• 4

    posted a message on Kripparrian Could Have Killed Hearthstone.. By Disenchanting Dupes

    The numbers for the packs needed do not appear to be correct. 105 dust/pack is a lot closer to what you can expect over many packs than 200/pack. Yes, that's what the original poster said, but he didn't respond to or correct his post when challenged on this in the third-most upvoted top-level comment. Even if Kripp did get 200 dust/pack for 100 packs, the average over more packs brings that number down. He is close, but his goal is further away than what's being presented. I am very experienced with dust.

    Posted in: News
  • 16

    posted a message on Mukla, Tyrant of the Vale

    Bananas for Yogg-Saron, Hope's End. : -)

    Posted in: Mukla, Tyrant of the Vale
  • 2

    posted a message on Possessed Villager

    It gets two deaths, which adds synergies with cards like Void Terror (slightly) and Power OverwhelmingDOOM! and Twisting Nether also don't fully clear it, so it's got quite a lot of synergy specifically for warlocks compared to Argent Squire. It will then also benefit from deathrattle enhancing cards in Wild, as would be expected. Overall, it's got a lot going on for just a 1 drop.

    There's also pretty nicely curved Knife Juggler synergy (assuming nothing drastic happens to his soul during the Year of the Kraken nerfs).

    Posted in: Possessed Villager
  • 4

    posted a message on Klaxxi Amber-Weaver

    Yeah. It's ridiculous how well it stands up against Earth Shock though.

    Posted in: Klaxxi Amber-Weaver
  • 2

    posted a message on A New Way to Play Hearthstone - More Deck Slots, New Play Format

    The Krakening is upon us. May War Golem guide our decks.

    R.I.P. Kezan Mystic

    Posted in: News
  • 3

    posted a message on Why is priest so annoying? Can Entomb just sod off?

    Tech Troggzor the Earthinator in place of a traditional large drop if you'd like some advantage against Entomb or other annoying removal spells.

    Posted in: General Discussion
  • 5

    posted a message on [LoE|Legend] JJ's Reno Highlander 1.3

    Thanks for the feedback! I totally understand the benefit of the immunity of Ice Block, I'm just hung up on it being classified as a Mad Scientist drawn secret. I've mostly tried to play around burst and heavy damage with more hardly mulliganed greedy Antique Healbots or duped Reno Jackson shenanigans as much as possible. I waver on running it, but will need to experience some more of the pain of loss before I put it in. It might come down to not facing opponents yet who really know how to drop an Emperor Thaurissan. I've felt similarly to you about Abomination, but I do often appreciate when it goes off. Definitely "ok" overall though. Kezan Mystic I am likely to change. Looking at upcoming new options... Ethereal Conjurer has been hailed as an arena card, but maybe this deck can get away with the greed of spending 5 mana to discover a spell and get a 6/3. Freezes, taunts, and Doomsayer-clears help support that statline, and controlled hand composition has been one of the most awesome parts of this deck with Jeweled Scarab, Echo of Medivh, and Duplicate. (Jeweled Scarab was such a surprise this week, and it's also a great infrequent source of Ice Block :D) oh man... maybe between Jeweled Scarab and the unrespected Ethereal Conjurer, it could actually be fairly reliable to "run" Ice Block without having it in the deck to be pulled by Mad Scientist. Brann Bronzebeard could maybe fit in here somewhere too JUST for those discovers and the flexibility of using him with Antique Healbot. but... I've gone speculation-crazy (there are like 30~ mage spells). apologies, lol

    (Youthful Brewmaster is similar to Brann Bronzebeard, but removes bodies making Echo of Medivh worse. Additionally, the bigger the body, the worse it is to bounce back, and the overall mana investment is much higher due to resummoning.)

    Last thing, I didn't like Water Elemental as much probably due to seeing less midrange or managing what I did see with the clears. Minions were mostly either small and numerous, or sparse and huge. It drew removal a fair amount of times, but for what I expected of it, it was just too obstructed by Sludge Belchers to really get in where it needed to. So... Fireball.

    TY 4 response again and WOOO wing 2 soon. Looking forward to experimenting with the above deck insanity I only realized while writing this. May your magic ever tear them apart.

    Posted in: [LoE|Legend] JJ's Reno Highlander 1.3
  • 2

    posted a message on Reno Jackson

    I love the games of chicken that come about as a result of him existing.

    "What combos might their deck be running? How much burst is in their Reno deck? It's a Reno deck, right? So they're going to heal, so I can't burst yet... have to wait.. do they have Grommash Hellscream + Inner Rage?"

    EDIT: i like golden animation

    Posted in: Reno Jackson
  • 5

    posted a message on [LoE|Legend] JJ's Reno Highlander 1.3

    (long post ahead, with useful ponderings)

    I love this deck for being pure highlander, as the strategy of getting maybe 5 Reno Jackson heals beginning on turn 5/6 is amazing.

    However, I've made the following tweaks for running this right now:

    Zombie Chow to Kezan Mystic
    Ice Block to Counterspell
    Water Elemental to Fireball

    I would LOVE to discuss these slots, so please comment. I also haven't played much the past 2 months, and am only about a rank 4'er (consistently lazy) at best, historically. I have only played this tweaked deck a few ranks (15-12, due to Blizzcon + Fallout 4) as well, so I am very inexperienced and up for criticism.

    Ice Block was the #1 thing I wanted to change. I mentioned it to a LOWER RANKED (!!!!) friend that my deck wasn't running it, and he implied I'd made a huge mistake. I understand how strong it can be to follow up with Reno Jackson, but here are the reasons I REALLY love the change to Counterspell:

    • Combos get insane. Archmage AntonidasCounterspell can be horrifying in the late game. Emperor Thaurissan can be used for a similarly advantageous combo.
    • It comes from Mad Scientist instead of the potential Ice Block. The number of times my opponent stole Ice Block around turn 4 was ridiculous, and it did get Flare'd a few times as well. This is expected to happen sometimes, but the main problem is that it can come into play against one's will on turn 2/3 and just sits out as little more than an initial bluff. It sits for turns, and turns, and turns. "Here is something I'm relying on. Take it, or blow it up if you'd like." It's useful to be able to Mad Scientist into later, but it definitely screws up the potential advantages of early game secrets. Turns that could've been flipped by Counterspell, that would have taken the deck more securely into the late game, don't happen.
    • Baseline Counterspell value. Spells are one of this deck's largest vulnerabilities. They are sources of shakeup, burst, and getting outvalued. Priests starting up the buff train have been hard to stop, because they get out of Flamestrike range (+handle Doomsayer somehow), have Justicar Trueheart's HealLight of the NaaruCircle of Healing, etc. It's mostly to stop Velen's Chosen, but it just stops so many potential things. Holy Nova, Lightbomb, The Coin (SO potentially useful to counterspell), and many more spells are HUGE to counter... and the opponent also can lose huge mana.
    • The strategy of the deck gets more strongly reinforced. I feel this deck's vulnerabilities as I play it. Stolen secrets are one thing (Kezan Mystic + spell it for 3dmg to return to the baseline strat of duping something OP... hypothetically, lol), but spells are probably worse as far as vulnerabilities go, as I touched on above. Counterspell's HUGE in this deck, because where this card REALLY shines outside of combos is in that it acts as a dual-layer of protection for Duplicate'ing. It patches up the weakness of Duplicate to (most) morphs and some steal situations. It can be hard to see happen due to mana costs, but the play is generally to have Duplicate up while controlling the field with spells and stall... then Counterspell + play match-dependent victory condition card. This potential (while kind of awkward with mana) ON TOP of the baseline value is why I'm loving this card choice. The deck's best plays reach a new level of pleasure. ... ; )
    • This card slot still has to be a secret while Mad Scientist is in the deck, because 1 Scientist to 2 secrets feels a lot better than 1 to 1.
    • Anything awesome that lives due to Counterspell is another body for Echo of Medivh.

    Water Elemental became Fireball because I needed something more immediate for handling Emperor Thaurissan, Sylvanas Windrunner, and pre-buff priest drops (in addition to Roaring Torch and Flame Lance). This also adds another combo option to the deck's own Sylvanas Windrunner, and provides more reach and armor clearing. Cannot be Shadow Madness'd or anything similarly aggravating.

    Zombie Chow just didn't feel like it was enough positive advantage for me in this deck. I haven't been dying too much to aggro so far, as I have duped Antique Healbots and Reno Jacksons. I feel that Forgotten Torch or Frostbolt do a decent enough job of picking off whatever early game threat may exist, and they are more flexible in the late game. Kezan Mystic comes in as the replacement, and I feel this is my most questionable choice. I have been seeing more mages, so I am really appreciating it, and I prefer its body to Chow's. I have no statistics backing it being in the deck, and that is a hole in my decision... but I am pretty much just sick of losing secrets. Having replaced Ice Block though, this could become something else as needed. Ice Block was the one secret that had to be stolen back.

    TY 4 reading, and thank you all for being alive.

    Posted in: [LoE|Legend] JJ's Reno Highlander 1.3
  • 3

    posted a message on Chinese Deck Snapshot#2:Nefarian Dragon-Control Warrior

    Good points to keep in mind. I've experimented some with dragon warlock however, and I feel that class has the most going for it to make use of Blackwing Technician. It has the following interesting synergies going for it:

    These considerations seem to make it very strong for an appropriate warlock deck. Additionally:

    • 5 health allows the minion to more easily survive as a sacrifice for a 3 dmg Shadowflame
    • 5 health allows for board presence even after an early game Hellfire

    Some of these points overlap with Nerubian Egg, and there are nuanced points going for both cards, but right now I feel like Blackwing Technician allows for a harder hitting deck composition (coins out T2 able to fight the next turn without requiring Abusive Sergeant/Dire Wolf Alpha; also survives many followup responses such as Eviscerate and Truesilver Champion... it's already gaining a reputation as generally frustrating to trade with). T2 (The Coin) BWT -> T3 BWT -> T4 Taunt Activator (Life Tap if mana overflow) is my favorite. It's a stalwart early game that maintains the midgame with Blackwing Corruptor and has Molten Giant to fall back on.

    These larger hand sizes and expected Twilight Drakes seem to minimize (yet not eliminate; a hunter could Tracking for an Ironbeak Owl post-Technician... though the dragon could have still end up being something else, or be held back) the negative aspects of the card. I agree somewhat otherwise, aside from it still being hard to deal with despite what information it gives away. That the secondary drawback is less clear will probably keep people trying to use it more generally.

    TL;DR: DO IT GOT THE STATS 2 BACK UP THE LOOSE LIPS? (In warlock, I think yes)
    All of the above in comparison to running it in warrior should help answer the initial question.

    Posted in: Chinese Deck Snapshot#2:Nefarian Dragon-Control Warrior
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