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    posted a message on Patch Note Discussion

    Quote from SsDrKosS »

    Quote from Tehstool »

    Quote from SsDrKosS »

    And am l right? Mirror image is no longer taunt but 0/2 (hope not :o )?

    Mirror images should still be taunts, they just have 2 hp instead of 1 now.


    REALLY?!? for 1 mana? thats too good :(

    Not entirely. If you really wanted an accumulative total of a 0/4 taunt minion, you could use the shieldbearer. The only plus side of mirror image is that it is two targets (and I guess possible downside for aoe spells, etc.) and it is a spell, so your mana wyrm/archmage antonidas will proc off of it.

    Quote from user462 »

    Quote from Tehstool»

    Drawing 10 cards (your mileage may vary, could be 9, could be 7 etc.) in one turn is typically how the miracle rogue deck works (or once worked). Not all rogues decks behave the same which might be where the confusion is at.

    I should also note I've been talking from an Arena perspective--that's all I play, that's what the game should be balanced around imo. So I guess VanCleef might be good in that "trick deck" which I doubt is better than a more balanced deck in the long run.

    Being able to pull that off in arena is slim to none, so I can see where the confusion was happening there.

    Posted in: General Discussion
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    posted a message on Patch Note Discussion

    Quote from SsDrKosS »

    And am l right? Mirror image is no longer taunt but 0/2 (hope not :o )?

    Mirror images should still be taunts, they just have 2 hp instead of 1 now.

    Quote from user462 »

    Quote from WinDyKai »

    A 22 damage VanCleef is modest, you're just wrong. 7 cards, vancleef, 2 cold blood. You know how pathetically easy that is with rogue? 22 damage Questings and 22 damage Mana Addicts are easily achievable as well with Cold Blood. You either have never played a Rogue deck, never faced a Rogue deck, or flat out dont play the game. You just listed a 10 mana combo, that's also pretty stupid. Priests will never get that amount of card draw necessary to make an early play and at 10 mana there's much stronger comboes you can list. They also have no way to remove off the board unless they need to spend more cards. Rogues get whatever they want, they usually draw 10 cards in a single turn with Gadget in some decks and can go through their entire deck in one or two more

    Youre just incorrectly theorycrafting at this point. You hold controversial opinions to every single person in this thread at this point and still think youre right. Please actually play the game before you comment like you have an idea of what youre talking about.

     

    "Pathetically easy" to play 8 cards in one turn.... uh hu. The priest example was garbage, I know, but it's still more plausible than blowing 7 cards (don't even pretend you're getting value out of them) on VanCleef. You insist that I haven't played the game and I'm theory crafting, yet you are the one conjuring unbelievable scenarios of extreme combo plays, and I'm the one stating that such ideal scenarios are hopeful at best.

    "rogues usually draw 10 cards in a single turn with GA" 

    Either we're playing 2 different games, or I've just been trolled.

     

    Drawing 10 cards (your mileage may vary, could be 9, could be 7 etc.) in one turn is typically how the miracle rogue deck works (or once worked). Not all rogues decks behave the same which might be where the confusion is at.

    Posted in: General Discussion
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    posted a message on Patch Note Discussion

    Quote from vtxAishi»

    One buff that feels overlooked is Mage's Frostbolt. A 2 mana 3 damage nuke + freeze is nothing to scoff at in the slightest. It's already pretty fearsome otherwise and deals with a plethora of problems that Mage face early game before heavy AoE kicks in. Mana Wyrm is still a one drop, isn't it? 1 drop 2/2 with +1 every spell. What's that? No stable early game spells for single removal? 2 mana frostbolt.

     

    Frostbolt is just going to be even more annoying in the "stall the game and freeze everything until pyroblast" mage decks.

    Frostbolt being 2 mana is going to be really strong early game.

    Mana wyrm is still a one drop, yes. It's a 1/3 that gains +1 attack with every spell. 

    Posted in: General Discussion
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    posted a message on Patch Note Discussion

    Quote from Faladrath »

    @ user462,You take sw:d out of context of a control deck. Need to look at the big picture. sw:p, shadow madness, sw:d, mindcontrol.They have control now all the way through early to late game. Top it off with holy fire, tho the heal is just priest flavor and bumps the cost with 1 mana is still a great tool in the priest control deck that will be very very strong after the patch.

    I agree. Priests seem like they are going to have insane control throughout the entire game and with prophet velen working with the hero power now, he is going to be quite strong in any priest deck. Basically gives you really efficient, free removal. A 4 damage (possibly 6 with double shadowform) hero power is going to be super strong with all the removal/mc's priests have.

     

    Quote from user462»

    You have a lot of "different" views on things. Like not caring for the rogue hp nerf when it's huge. Saying having all priest control cards in a control deck is overkill. Noone said anything about sw:d being there for the early game, Noone said drop it on turn 3 on a Grizzly. Again, your missing the big picture.

    The rogue HP nerf is huge, I didn't say is wasn't--what I was saying is that the rogue HP is still one of the best in the game; it's still better than the druid power, to be sure. And you can't use SW:D on a grizzly, the lowest card you can use it on is that POS Magma Rager.  As for the preist control deck--like I said, I might be wrong, but pure control decks tend to be smashed by more balanced/minion heavy decks unless the control deck has massive AOE or a weapon (which the priest doesn't have).

    On a side note: Inner fire might not suck anymore (if you can use it on an enemy minion, which I think you can).

    You can't use SW:D on low attack minions, that is what SW:P is for.

    I could never see myself using SW:D on a magma rager anyway, being that it only has 1 hp.

     

    Posted in: General Discussion
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    posted a message on Patch Note Discussion

    Quote from Drainmav »

    I don't get the nerfs to Greenskin. He was actually one of the better legendarys now he will see no play like most of the legendarys. Cenarius had his mana increased too which blows my mind since hes subpar.

     

    Greenskin + doomhammer = ultimate card drawing machine. The way it is now is that it is still incredibly good for the doomhammer (being 2 damage and 8 durability)

    I really liked greenskin in all my weapon classes decks though, now I might not even put him in.

    Quote from Tehstool »

    Let me just try to be concise as possible:

    I'm going to be maining a priest after the patch since SW:D seems super OP. No minion you play against a priest will ever be safe. Shadow madness, shadow word: pain, shadow word: death and mind control. It will sure be scary as hell to play anything against a priest..

    I also forgot to add the cable shadow priest. You play a minion then get another one for free. Your opponent will most likely use at least one card to kill the shadowpriest and then possibly another on the minion you MCed (depending on what's on the board, of course) thereby heavily increasing card efficiency if you are able to pull it off (sort of like shadow madnessing an acolyte of pain and killing something with it, you get a card and your opponent loses two.)

    Posted in: General Discussion
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    posted a message on Patch Note Discussion

    Let me just try to be concise as possible:

    Priest = op (I use this term loosely)

    Rogue = supernerfed

    Druid = nerfed

    Warriors = buffed

    Shamans = nerfed

    It looks like I'm going to be maining a priest after the patch since SW:D seems super OP. No minion you play against a priest will ever be safe. Shadow madness, shadow word: pain, shadow word: death and mind control. It will sure be scary as hell to play anything against a priest.

     Hell, it even takes forever to try and bait two mind controls to try not to get completely screwed by my own minion that I can't deal with if he mind controls it. Now they have even better end game.

    Posted in: General Discussion
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    posted a message on Revival Paladin Deck (WIP)

    Also more feedback on this deck: Wouldn't Cairne Bloodhoof be really good with this deck?

    Posted in: Paladin
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    posted a message on Revival Paladin Deck (WIP)

    Most of the time if you use the argent commander you use it to kill a minion and regain back board control. If your opponent plays another minion, you can suicide the commander and then he regains his divine shield and then you can attack again.

    Posted in: Paladin
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    posted a message on Revival Paladin Deck (WIP)

    If you use redemption offensively you can charge suicide into a minion, resurrect with divine shield and kill another minion.

    Posted in: Paladin
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    posted a message on Revival Paladin Deck (WIP)

    Redemption does work on divine shield. The argent commander is one of my favorite picks to use it on. You attack someone then die and then it gets resurrected with the divine shield AND charge then you can attack again.

    Maybe replace an acolyte? I think two of them is overkill imo.

    Posted in: Paladin
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    posted a message on Revival Paladin Deck (WIP)

    Wouldn't the addition of a cult master be good for this concept of a deck?

    Posted in: Paladin
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    posted a message on Paladin deck, need feedback

    In my opinion, you need more minions and more multi-purpose ones with that deck.

    This is what I would change without completely changing the deck:

    • get rid of eye for an eye 
    • get rid of both humilities and replace them with 1 aldor peacekeeper and something else
    • get a second truesilver champion
    • get more early game aggression
    • get at least one argent protector
    • get rid of one or both holy lights, you don't need that much healing with 2 guardian of kings and a lay on hands
    • get rid of one or both noble sacrifices
    • get one or two argent commanders
    • get rid of the stealth minions
    • possibly change the molten giant out with another giant (probably sea) because with all that healing you may not get to play it
    • think about getting a cult master

    good early game aggression: raging worgen, amani berserker, and argent protectors

    Posted in: Paladin
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    posted a message on Faerie Dragon and AoE Spells

    TL;DR version: AoE spells can hit them.

    Posted in: Card Discussion
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    posted a message on Hearthstone Beta Key Contest Submission Thread

    I have no idea what I'm doing since I want to experience the game firsthand without watching anything, so here goes nothing: 

    http://www.hearthpwn.com/deckbuilder/hunter#18:1;19:1;33:1;39:1;73:1;99:2;114:2;131:1;167:2;179:0;203:1;210:2;251:1;278:2;304:2;344:2;447:2;488:2;602:1;625:1;630:2;

    Posted in: General Discussion
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