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    posted a message on New Mage Legendary Card Revealed - Vexallus

    So a turn 10 Vex, he costs 5, the next Arcane Bolt is "Thirsted" so it'll be 3x2, and that would then play out the next three bolts ((3x2)x3), and a final bolt being a (2x2). So without any +magic damage or anything, as long as you generated 5 bolts and have Vex, and no other interruptions, that's 28 damage from hand.

    This would be strung out a bit differently if it was Vex and an Apprentice, but a similar end. Toss in a little spell damage and it could get spicy.

    Posted in: News
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    posted a message on Lingering Zombie

    Why wouldn't they have made this interesting and have the last zombie be a 0/1 or something? Like "Sure, it's on your board, but now you need to DO something with it." seems more engaging than just nested 1/1's.

    Posted in: Lingering Zombie
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    posted a message on New Paladin Legendary Card Revealed - Anachronos

    Right, this opens a number of unusual plays. Lets say it's an aggro druid and you sent all his full board into the future. Does he continue to flood the board, knowing that some will be dead on arrival in a couple turns? Does he burn buffs in hand or wait until his board is back? And if you had Charge minions on the board, when they come back, they can immediately attack when they get back. If your opponent knows this, can you bait them into playing a Taunt minion at an awkward clip? I look forward to playing with this one.

    Posted in: News
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    posted a message on New Neutral Legendary Card Revealed - Bonelord Frostwhisper

    Maybe someone already mentioned this, but does changing your hero by using a different hero card diffuse this? I'm assuming no, but just wanted to clarify as there isn't really any precedence for this sort of mechanic.

    Posted in: News
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    posted a message on New Watchpost Relic Demon Hunter

    Wanted to like it, but too slow: No early way to punish spell dumping from Druids or Warlocks, so by the time you get a (Can't Attack) tower down, the board is entirely lost. Troggs or something for the first couple rounds is needed.

    Posted in: New Watchpost Relic Demon Hunter
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    posted a message on What a bullshit card
    Quote from Andrei2007 >>
    Quote from olestuga >>
    Quote from Andrei2007 >>

    While I am not a big fan of Denathrius in standard, the fact that you let a rogue get to 10 mana in wild is totally on you mate.

     So I'm supposed to play aggro in wild? The card is overpowered AND unfun regardless of win/loss. It feels dirty even when you win with it. 

     Would you consider Neptulon Priest aggro? Wild has hyperfocused strategies. Aggro builds up a massive board by turn 3-4. Combo draws their entire deck by turns 7-8. And control should always have a big payoff moment. If your deck does not have any of these, it's a bad deck. You have no gameplan. So either win before their turn 10, or have a deck that doesn't really care about denathrius, or at least disrupt it if you have a contol deck without win conditions.

     Exactly this. Even other "deviant" deck types, such as Shudderwock constantly locking out battlecries / spells / freezing the board is a plan, or a Linecracker druid who simply out-armors your ability to do damage, MechaC'thun Warlock, Exodia Mage or Paladin, or even more recent oddballs such as Mill Druid or Highlander Shadow Priest (still baffles me how this one does so well). Ultimately, in Wild if you are going past turn 5, you'd best have a very specific thing going on other than "not playing aggro".

    Posted in: Card Discussion
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    posted a message on Patchnotes Coming Thursday - Changes to Theotar, Wildseeds and Harpoon Gun Teased
    Quote from Darkennz >>

    Imo - Theotar - Discovery a deck in your opponents hand and get a copy of it, your opponent does the same.

     The whole deck, huh? :-D

    Posted in: News
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    posted a message on Colossal Nerf needed?
    Quote from Dieseloctane >>

    Infinite Mage is way more consistent than any shenanigans Big Priest will ever pull. I thought about that very same nerf and I could see that happening, or another one I thought of is change Bird battle cry to cast a random 6+ mana spell instead. It keeps any synergy with Mask of C'Thun and other big spells but no more infinite loop. 

     Btw, this is off topic sorta, but I hit legend in Wild with that infinite mage deck last night, and I was holding my infant son while playing and was making lots of mistakes (queuing the wrong cards for Commander Sivara, etc.), and the last two games the opponents conceded after I played Time Warp and then the first bird, even as I'm looking at my hand thinking "I won't be able to pull this off".

    The deck is such a wretched thing to play against that people are throwing games they likely could have won if they stuck it out!

    Posted in: General Discussion
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    posted a message on Colossal Nerf needed?
    Quote from Dieseloctane >>

    Having played well over 1000 games with Big Priest over the years, too much can go wrong with the deck and getting the nuts turn 4/5 Neptulon doesn't happen enough to warrant nerfing any of the Colossals. Sure it sucks when it happens, but i can think of more consistent, morale dropping maneuvers than anything Big Priest can muster. 

     What are your thoughts on Time Warp (Quest) Mage nowadays? Because that's one I have FAR more issues with than anything Priest is kicking out. It's just too easy and consistent to complete the quest and go infinite with the bird's battlecry. Almost to the point I think that Time Warp should be changed to 4 mana so it can't be repeated forever, preventing a person from ever having a turn again. And this coming from a guy who's playing that deck now, because why not join the awfulness. :-D

    Posted in: General Discussion
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    posted a message on Colossal Nerf needed?
    Quote from Tarious >>

    2)I've said many times that Neptulon needs to be changed to "Battlecry: Gain Rush" This stops the cheating bs. The problem with Cancer Priest in Wild is that they not only cheat Neptulon, but they're able to clear minions with the rush the same turn its pulled, limiting counter-play as you can't counter it with a board.

    I'd be fine with this solution. Is there precedence for a card to have just that one line, unlike other like Siamat  where they have multiple options?

    Along with that, I've half considered they should add a Battlecry: Gain Charge for Patches, because of how dumb it feels to draw it during a mulligan and not having any upside to playing it from hand. Little things like that are likely easy to do mechanically to fix things.

    Posted in: General Discussion
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    posted a message on Colossal Nerf needed?

    As frustrating as playing against a Wild big priest is, there are decks that can counter them. I handily beat one a couple days ago with a Vandarr Surprise DK of all things, for instance.

    https://replays.firestoneapp.com/?reviewId=0da02e82-ef74-4a17-b305-d54b8eba5a3c&turn=0&action=0

    The thing is that a lot of these decks are very predictable, and a predictable meta is one you can pick decks and cards to counter. Knowing that anything he puts on the field is going to be 2 or 5 health means my counterplays are going to be manageable. In the end, I think his graveyard had at least 7 dead Neptulons and multiple of each hand, and I didn't even lose one HP.

    Posted in: General Discussion
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    posted a message on Vanndar Surprise (70%+ WR)

    When it works, it works. But by God, it always feels ONE turn away from being truly viable above Diamond 5. I very often found myself holding the Coin and Abyssal Depths, and doing the "Well, coining this out doesn't get me any closer to the turn 4 + 5 turnarounds" and then dead on 6 or 7. If there was a reliable way of mana cheating Vann out, or drawing discounted minions the same turn as him, I'd feel more confident on this deck.

    Posted in: Vanndar Surprise (70%+ WR)
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    posted a message on Quest Control Warrior Is BACK

    In playing this a bit, I'd imagine it was to keep the early game curve to not just be outright dead at turn 6. However, in a game against a Priest just now, I did feel I was constantly just out of reach of lethal. A late-game finisher of some sort, maybe Denny, is needed.

    Posted in: Quest Control Warrior Is BACK
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    posted a message on Token Kurtrus Combo

    Sinful Brand is surprising in its effectiveness for pushing damage, or punishing an opponent from using their minion(s) in specific ways. Definitely one of the stronger parts of the deck, along with the Deadeye/Kurtrus hero power spam with Expenables, and with a Denny coup de grace.

    In continuing to play with it, I'm wondering if Juggler and Wings of Hate do as much lifting as they'd conceivably be able to. They often feel clunky or useless.

    Posted in: Token Kurtrus Combo
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    posted a message on Careful with bugged disconnects again

    I just had a game infinitely hang from playing a regular turn, and I "THINK" the last card I played was Natural Causes and everything froze. I restarted Hearthstone a couple times, to no avail. Eventually found this post and restarted B.net and started the game and got back in for it to say "Cannot reconnect"... Annnd that was it. Is the Natural Causes card itself bugged?

    Posted in: General Discussion
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