I honestly thought this was gonna be one of the worst out of BRM, just after Executus, boy was I wrong!
- TazdingoHS
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Member for 9 years, 10 months, and 26 days
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Tareq184 posted a message on Grim PatronPosted in: Grim PatronRise of the warrior))
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master_of_the_universe posted a message on ChromaggusPosted in: ChromaggusThe real second Paladin legendary.
In all honesty however, while Paladins are most likely to play this card, it should fit well into almost any control deck in almost any class. Drawing two cards every turn is huge, and as a bonus it's just outside of Big Game Hunter's reach. And besides, what control deck wouldn't want two copies of Sylvanas Windrunner or Loatheb, or even a third copy of Antique Healbot?
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krinax posted a message on Battle RagePosted in: Battle RageI think this card is a sleeper op. Control warrior plays few minions, so no one ever looked at this card twice, but with grim patrons and the possible return of aggro warrior... people will cry for nerfs to this card.
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Dog_with_a_beer posted a message on lucky Recombobulator playsPosted in: Card DiscussionAnything will be "OP" if it works out perfectly in the perfect situation. That's how RNG usually works... there's an option that will win the game, an option that will lose it and a bunch of options that lie somewhere in the middle. Roll your dice and hope for the best.
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evilsiopao posted a message on Hungry Dragon Statistical AnalysisPosted in: Card DiscussionAnd please stop with the backstab combos. Like people haven't learned from the egg Rogue fallacy. That makes this card worse if you do it that way: 4 mana, 2 cards for a 5/6 body. I would have rather used that backstab to actually clear a card on the enemy's deck. Please use your weapon.
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iMPose posted a message on Decks which require zero thought.Posted in: General DiscussionThe problem is the way Blizzard currently has the game's incentives set up.
To earn gold, you need many wins.
To rank up, you need many wins.
There is currently every incentive to earn as many wins as possible. This leads players to try to get as many wins as they can in whatever time they have to play, which leads many of them to effective aggro decks.
This will not change until there is an incentive for it to change.
(Not saying I like it, but there is your explanation.)
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Ballinglikeafool posted a message on nerf Cobalt Guardian?Posted in: Card DiscussionI think we can all agree, Cobalt Guardian is insanely OP, and now that Undertaker has been nerfed, this should definitely be next.
First of all, it's 6 attack, for 5 mana, and his health is basically infinite. As Druid, I hero power into his Divine Shield, but he keeps playing Mechs! They are so cheap and easy! Next turn I attack him again, to pop his shield, but it just comes back, and I take 5 damage every time! I started running double Healbot/Tree of Life, but it only buys me a couple extra turns against this monstrosity.
This is obviously breaking the game, and making the druid class completely unplayable. A nerf needs to happen, soon.
Thoughts?
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Remhouse posted a message on With the nerf to Undertaker, which cards do you believe will see more play ?Posted in: General DiscussionQuote from Sonserf369 »Control decks are going to start to get greedy. As you said, slower cards like Cairne and Ysera will see more play. I think Priests might replace Wild Pyromancers with Shrinkmeisters. Shieldmaiden and/or Shield Block might go down to one offs. Zombie Chow is going to get chopped off of a lot of decks.
Control Decks were already greedy, as a Control player by myself. I do not believe the meta will be slower... we might see a resurgence of midrange decks a lot, the control archetype being pretty solid at this very moment. I'm expecting a lot of fast druid/midrange hunter/midrange paladin/handlock/control warrior and mechmage for season 11 on the ladder past the rank 10 and above.
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Mosrhun posted a message on Its about time Blizzard! [Undertaker Nerf Discussion]Posted in: General DiscussionThis nerf seems to be a major blow against "f2p" players, like me. I mean, I play aggro decks because they are CHEAP, not because they are overpowered.
I understand that Blizzard wants their players to switch to more controlling or midrange decks, but the problem is that these decks are far too expensive for us who don't spend any actual money on the game.
I mean, you could craft a solid and successful aggressive hunter deck for like 880 dust, which is like HALF of the cost to craft only ONE legendary, and we all know that the really good decks run at least 4+ legendaries (I mean look at the control warrior that runs like 8 legendaries...) I have played for a constant year now, and I have only got 3 legendaries in total. If we count that in dust, it's only 1200 dust when I disenchant them. Not even enough to get one legendary which I actually want. You dont even get 2 epics from disenchanting a legendary, that's messed up.I dont have the dust, or the cards to make a solid control deck... And now my aggro decks are losing a lot of potential.
Honestly, Blizzard doesn't really care about you if you're not spending money. Their priority is to please the paying customers, they lose nothing from your displeasure. If you've been playing for a year you obviously enjoy it, don't you think the developers deserve to get paid for their game?
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Is this card's effect applicable to Ragnaros and Jaraxxus? If not, is it due to 'Starting hero power' because the two heroes replace 'starting heroes'?
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Way too slow for Tempo Mage. You simply don't need it.
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Armorsmith is pretty much a staple in all the Warrior decks, well worth the 100 dust.
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I don't play this deck but I imagine Corsair is included bc it gives 3 damage charge for 0 mana when Warsong + weapon is out.
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"If you haven't then you really don't know how to play very well", well 'baiting' is only successful to an extent, if your opponent doesn't intend to spend removal anyway, then that doesn't necessarily make you a bad player. I don't follow your logic.
Also, smart players playing against control decks(assuming you play this in control, b/c it doesn't fit anywhere else) are wise enough to not spend all of their removal by turn 9 actually. Either way, I still don't see why you would play it at competitive ranks, 9 mana legendaries should win the game or at least do something of impact when they are played. The funny thing is this card actually puts you in a dangerous position to lose, as you don't play it when you're ahead nor do you play it when you're behind. I haven't even touched upon the fact that this card is utterly useless against aggro. It seems like you're simply thinking this card is good because it has high attack power as a finisher, and while you can probably pull out a win here and there in lesser competitive play, in higher ranks, this card puts you at a disadvantage.
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Giving it Divine Spirit doesn't dodge Big Game Hunter last time I checked. Nor does it dodge removal like Execute, Hex, Shadow Word Death, etc. Cynical as this sounds, I don't understand what people are trying to prove by attempting to make this card is viable, because this card is simply too dangerous to play in a meta where any class is capable of killing you with 8 damage.
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Hearthstone out on iphone?!? PogChamp
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Good catch, my bad.
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This card was never viable. Lol.
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Do you play against Lifecoach alot on ladder?