• 5

    posted a message on Solution to roping players
    Quote from SinFFX >>

    the more you rope, = less seconds for a turn

     This way you are screwing people who try to optimize their plays, those player who don't rope just because they're jerks, but because they play carefully. That would be unfair for them, and there are few jerk rope players (I guess...)

    Posted in: General Discussion
  • 0

    posted a message on Solution to roping players

    .

    Posted in: General Discussion
  • 1

    posted a message on Solution to roping players

    It's not an easy problem to deal with: you have to give players a good amount of time to think and make the optimal play, but there will be the issue of rope players. I don't think there is a way to deal with that properly by not screwing up the players who just use their time to think. There are a**holes in this world, there's not so much blizz can do about that.

    Posted in: General Discussion
  • 1

    posted a message on Do You Remember When...

    Remember when you could have 2 9/9 taunt minion on turn 5?

    Remember when druids ONLY did 14 damage from no board?

    Remember when at low ranks you were only facing some budget C'thun decks?

    Remember when Warriors had their own Swipe (kind of)?

    Remember when Mage used to play 1 mana 3/4 on turn 2?

    Posted in: General Discussion
  • 0

    posted a message on lil stormy 6/7 trouble

    Double Wild Pyro, attack face with weapon, then commanding shout, coin whirlwind

    Posted in: General Discussion
  • 0

    posted a message on Three New Druid Cards - Treant Interactions! 

    There's not a specific mechanic that involves imps, but there are different types of imps with different artworks, and it seems they count as the same minion each one, so I guess they count

    Posted in: News
  • 0

    posted a message on Cards that you thinkshould be moved to classic

    The whole point of this topic was (I guess): there are some holes for some classes, like Mage has 2 less classic cards right now, Rogue and Warlock 1 less. So, the question was "Which card would you choose to replace those?". With that being said, imho no neutral card should be in the discussion here. 

    Chapter Loatheb: the whole reason behind HoF is that if one card is the obvious choice in a deck for a specific mana-cost, it should rotate out, like Ragnaros the FirelordSylvanas Windrunner and Azure Drake, that were the kings of 8, 6, and 5 mana respectively. Loatheb would be in the same situation.

    I really liked Reno decks, and I'd really love to live past turn 6 or 7, but: 
    1) right now, there are a few decks as aggressive as those ones running in the Reno-era, thus not being really necessary
    2) it had his moment, now time for something new

    Yogg has been a fun card, but thanks, no more

    I agree with Renounce Darkness, it would be fun, but just play it in wild, as is not a competitive card.

    I think there are some good options to fill the gaps:

    Warlock: Demonfire was a pretty good early clear, not broken, and altrough worse than Defile, it would take his place after his rotation (not considering new cards)
    Rogue: Gang Up, as suggested earlier, is a good option, as it checks with Rogue's identity, and allows some fun but not broken interactions.
    Mage: Volcanic Potion, for the same reason as Demonfire, and Duplicate, for some serious sinergy and imho requires both a little bit of skill to be played, but also to play around it correctly. 

    Those are my picks.

    Posted in: General Discussion
  • 2

    posted a message on LEGEND 80% WIN PERFECT META

    Also is better with Defile.

    Posted in: LEGEND 80% WIN PERFECT META
  • 0

    posted a message on Anyone else feel somewhat bemused by the HoF selections?

     

    Quote from DiamondDM13 >>

    When you list players that were displeased with Old Molten Giant decks as the only sane people, you kind of completely threw away what ended up being not even that great of an opinion.

    You didn't fully understand the reasoning of Coldlight Oracle, or probably Ice Block. These were cards whose existence would forever allow the creation of different playstyles, regardless of whether people enjoy them or not. Their existence in Standard would mean they would always be possible there. Removing them to Wild means these are now solely available in Wild. This is better, since it makes sure most of the unusual playstyles for this game actually come from the expansions they release, rather than always being available from the Classic Set.

    It means if they can create cards that introduce unusual playstyles in the expansions that they release, but it ensures that these playstyles are only available in Standard for as long as those cards are in Rotation, and afterwards they go to Wild and leave open space for new playstyles that appear from other new expansions.

    And Molten Giant wasn't really a problematic card before it was nerfed. It might have felt annoying to deal with because it heavily punishes people that just go FACE FACE FACE, but seriously, that card rarely ever mattered if you played anything slower and actually bothered playing around it. Obviously, if you just rush the fuck out of your opponent and he drops 2 Moltens + Argus on turn 4, yeah you are fucked, but you knew they were running those cards and decided not to play around them, which is your fault.

    Also, back in those days where this combo was actually avaliable, you had to be below 10 hp in order to do that, and the opponent usually had enough burst damage from spells to kill you anyway, so it wasn't that insane anyway, the low-hp requirement was still highly risky to accomplish.
    Posted in: General Discussion
  • 0

    posted a message on Anyone else feel somewhat bemused by the HoF selections?

    Coldlight Oracle is going to HoF because it is a problematic card in terms of design space: they can't print battlecry interaction card nor bounce in hand effects. When they move stuff to HoF, their intention is to remove those cards that limit design space. And Coldlight does it in a certain way.

    Same applies for Molten Giant, because you couldn't print a card that reads "Put your hero max health to 60 (without healing up to that level)", because those giants would get out of control the exact same turn you would play that specific card. Moving those to wild just ignores the problem, because if you want to play giants just put naga in your deck and that's it. Also this buff doesn't affect naga decks in any way, it still costs 0 for the exact same reason. 

     

    Posted in: General Discussion
  • 2

    posted a message on Autopilot mode in Hearthstone decks Razakus VS Quest Rogue

    Well, you made a fair point. But imho every popular and tier 1 deck is basically autopilot. But let me explain: if a deck is tier 1 and, because of that, very popular in ladder, it is automatically a deck that has resources and mechanics that can solve issues like missplays. I'm not saying "every tier 1 is cancer, pls nerf". I'm assuming that "if it is tier 1, has to be stronger than missplays". That's why so many people run those decks. Of course, they all require skill, deep thinking and no mistakes in order to achive success. Every time Blizz comes up with new ideas, there will always be a "problematic" and autopilot deck, they can't just deny that process, there are too many cards for that to be possible. But with skill and a bit of luck (which always helps), you can wreck every noob that just netdecks and plays without thinking.

    Posted in: Standard Format
  • 5

    posted a message on The needed techs in this meta

    You can't build a deck that basically counters every single other one. You just can't. You can tech in some cards to improve some matchups, sure, but that would be inconsistent because you still need to draw those cards. It is impossible to put into your deck a tech for every other meta deck, because the result would be a win-conditionless garbage, that only plays defense, is inconsistent, and wins like 10% of the times, cause is filled by cards useful against only one deck. If you mostly face Highlander, Big Priest play aggro. If you face Burn Mage play weapon removal for Aluneth and the 3/6 Kobold that protects your hero from spells. You just can't counter all popular decks, because if you could build one deck that manages to do it, everybody would play that.

    Posted in: Warlock
  • 0

    posted a message on Should there be a limit on number of Legendary cards in a deck?

    I play a lot of Demon Control Lock, I usually face a lot of decks with many big minions and lategame cards. I never, never, never run out of bullets as you said. If you use Nether on 2 mediocre minions of course you lose. I see a lot of my opponents burn their hard removals for literary nothing. Man, in a Control vs Control matchup you have to be greedy with removals, otherwise of course your opponents destroy you with their bigger threats. 

    Posted in: General Discussion
  • 2

    posted a message on Volcanic Dragons - Rank 3 & Climbing!

    That seems a really sick deck! Any replacements for Deathwing Dragonlord? I don't have the card, and in my opinion White Eyes could be a good fit: altrought it's not a dragon, it is a taunt+bigger taunt, it doesn't have that much sinergy with the rest of the deck but I think it is solid enough to made into that... what do you think? Which one if not White Eyes?

    Posted in: Volcanic Dragons - Rank 3 & Climbing!
  • 3

    posted a message on Dragon-Spell Priest [Control]

    It seems a really nice deck, will give it a try. Any good/decent replacement for Curious Glimmerroot? Is it worth to craft it?

    Posted in: Dragon-Spell Priest [Control]
  • To post a comment, please login or register a new account.