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    posted a message on Hexed/polymorphed C'thun can't be returned to deck through doomcaller

    This has actually been why tinkmaster is amazing now, got one from a spider. Had to fight a priest a 25/25 C'thun. thinkmaster'd into forbidden healing = GG.

    Posted in: Card Discussion
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    posted a message on New Legendary Card - Yogg-Saron, Hope's End
    Quote from Garlicnerd >>
    Quote from Hearthsam >>

    If heroes are the only targets on the board, Yogg can't cast minion only spells like Wrath and Starfall, correct?

     I think he might be able to still cast Starfall but it won't do anything
     It's been stated in choose one or discover scenarios that he will randomly pick one of the possible actions (this applies to everything from Tracking to Wrath to Raven Idol which will choose either minion or spell at random, and then again pick one of the 3 options at random). 
    So Starfall will do either 2 dmg to all enemy minions or 5 dmg to an enemy minion unless there are no enemy minions in which case it will fizzle out and do nothing.
    It is also implied that in scenarios where there is only 1 enemy minion and it is untargetable by spells (either because of stealth or spell immunity) that Yogg-Saron will also be unable to target them and the spell will fizzle out.
    It is not clear if, in the case of spells like Starfall, this will mean he will simply always pick to do 2 dmg to everything because there is nothing he can target but there is something he can hit OR he will randomly decide still and simply fail if he picks to try and target the untargetable minion.
    Posted in: Card Discussion
  • 5

    posted a message on New Paladin Card - Forbidden Healing

    Why are their so many people thinking this is a heal 20 and then lose or a tech only card vs freeze mage card? This is a standard control pally's dream. It's use is in giving control pally's a better way to spend mana AFTER you answer the board state. Equality then Wild Pyromancer then Forbidden Healing, aka wipe the board, summon a 3/1 and heal for 12. What this card is will be perfect for classic control/grinder/fatigue style pally.

    Posted in: Card Discussion
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    posted a message on New Card - Brann Bronzebeard

    This turn 3 plus coin+Dragon Consort turn 4 into turn 5 Ysera will be my new dream.

     

    Also Brann + 2x Shadowbomber+Leeroy Jenkins for a 10 mana 18 damage priest finisher.

     

     

    Quote from MrSnake173 >>
    Quote from Firebolts >>
    Quote from MrSnake173 >>
     Unfortunately, that likely won't work, because the buff is based on the divine shields, and they can only be lost once (unless some weird card in the future has multiple layers of shields.
     I think it will not double lost Divine Shield but give +6/+6 for each.
     Incorrect from the text. You will activate the battlecry twice (that is, it will trigger once and then trigger again) not double the effect of a battlecry. Because of this, Blood Knight has no direct synergy as you would remove all divine shields and get +3/+3 for each divine shield lost once. Then the battlecry will trigger again, but since there are no divine shields, you will not get any additional buffs.
    However this is not all bad. For example Frothing Berserker and Cruel Taskmaster can combo with this for +6 damage instead of +5.
    Posted in: Card Discussion
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    posted a message on Upcoming Balance Change to Warsong Commander

    I always assumed that the patron nerf would see minions with greater than 3 attack lose their charge, so that patron was still playable but no longer op. It seems lost on people some times but, Grim Patron and Warsong aren't OP, even together in a deck. They are pretty easy to play around by slowing down so the patron's get decreased value, or speeding up so you deal serious damage before patrons come into play, or playing minions with 3 attack or more, etc. Their are plenty of ways to play around it depending on your deck, but the problem comes in when they combine together with Frothing. When you have all three cards, you can't rush the board or you might get wrecked by a Frothing play early, nor can you wait because playing Emperor into a warsong+frothing+patron+AoEs combo is a OTKO. The combination of "infinite" bodies (that also have charge) combine with AoE to buff up a charging frothing is quite insane and you can normally hit close to 30 damage between the frothing and the patrons you spawn without any intervention from your opponent. However, now you are taking the grim patrons out of the mix (for dealing damage) and letting the Frothing (you can replace Warsong with Charge) deal all the damage, which can be quite high, but no longer an OTKO. Basically a more highly conditional, more card intensive, version of FoN+SR that can deal a bit more damage.

    Posted in: General Discussion
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    posted a message on Most misplayed cards that you have seen

    I've had a rogue play Sap on my Rend Blackhand that I just used on his Dr. Boom and then play Ragnaros the Firelord against my remaining 4 Silver Hand Recruits.

    Posted in: General Discussion
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    posted a message on Time of avalibility on the 24th?

    11:59:59 PM [your time zone here] of course!

    Posted in: General Discussion
  • 0

    posted a message on Anyone disappointed about Fel Reaver change?

    I really want to see more cards that have the "[effect here] when discard" card text. Could make for a very interesting way to play the game.

    Posted in: Card Discussion
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    posted a message on Whoever gets the Mage deck wins.

     ... The entire hunter deck is built around early removal and control and turn 4 or less plays it make up 16 slots in this deck so the odds of you getting a shit mulligan are rather low (for comparison, the mage deck has at most, 19 four or less mana plays). Arcane shot, 3/3 taunt for 2 mana, freezing trap, snipe, animal companion (has a 2/3 chance of giving you board control), unleash the hounds. In comparison, the mage deck has one early game removal charge creature (2 damage for 3 mana). If a mage is somehow able to get and maintain early board control, it's not because the mage deck is "better", it's because the hunter failed to use their natural early game advantage before the mage had enough mana to actually use their hero power inspire effects. Alleria's removal options are simply too efficient compared to Medivh's. 

    Also, King's Elekk is a 3/2 beast that has a chance to draw you another minion. You don't fall "even further behind" as a 2 mana 3/2 beast is on curve already. So not only are you not behind in the first place, but you don't fall further behind if you lose the joust. You can only get further ahead if you win the joust. 

    Posted in: Tavern Brawl
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    posted a message on Whoever gets the Mage deck wins.
    Quote from thepoxbox jump
    Quote from FrostpawX jump

    I won with hunter in the only brawl I did, but I agree on the hunter needing to play control. Mage has nothing if you keep playing control and trading.

    It's the opposite actually.
    For instance mage has the 4/4 guy that gets +2/+2 with inspire. So if mage just drops that, hunter can only remove it with hunter's mark + something.

    That's the general trend. So as mage, just drop 1 big guy at a time and it's not long until hunter runs out of cards or has to just lock and load for like ...2 things.

    Mage has infinite big minion removal too so you can just sit there waiting for hunter to die. As mage you really just want to avoid flooding the board, basically. That's the only way you lose as then hunter can unleash + lock and load + hunter's marks and then later, acid maw + unleash your entire board.

    But if all you do is just drop a Coldarra drake, hunter loses.  Hunter's traps are all useless too and easy to play around. Just don't attack, he usually has to trade into you anyway because your minions are infinitely better. 
    Hunter really needs an insanely lucky turn of events to start pressuring you while having a freezing trap up, for instance. Very rarely happens and it's usually the result of some insanely frustrating draw + RNG luckfest. 

    I had a few guys try this against me (dropping the 5 mana 4/4 and trying to ping). It got sniped once, ignored trice to set up a 2 turn lethal, hunter's maker'd once, and traded with twice. Frankly, I have only ever twice had the mage be able to win (crazy rng from spell slinger one time, and straight up out aggro'd the other). I'm sitting on 13 wins out of 15 games with hunter, all you have to do is save removal for real threats and out tempo the mage who requires their hero power to get value. It took some time to get the hang of it, but the hunter dck is just too strong vs this inspire mage deck with no healing and little burst.

     

    As a side not, I'v played 2, TWO games as mage (remember, 15 hunters games). Blizzard plz, i just want to check out inspire mechanics, y u doo dis?

    Posted in: Tavern Brawl
  • 1

    posted a message on What's your favourite playstyle?

     There's just something about control. It's very cathartic countering every advance, blunting every attack, and slowly grinding your opponents into oblivion, knowing from the very start that they had no hope. That the way is shut and now thy must die. 

    It's like BM'ing except you never even have to say "Well Met!"

    Posted in: General Discussion
  • 2

    posted a message on Why BIizzard add power creep?
    Quote from giganatosauros jump

    make that 3 Bash to Drain Life

    Warlock cards are, and will always, be overshadowed by different classes due to the powerful nature of their hero power.

    You can see this in plenty of their cards (Darkbomb vs Quick Shot vs Frostbolt for example). There is also the difference between armoring up and healing (ex: armoring up won't buff a Lightwarden). So no, not a power creep.

     

    Evil Heckler is also not completely better that Booty Bay Bodyguard because he will lose in a joust. Which means that he is not a pure power creep either.

    The singular only card that has pure power creep is Ice Rager over Magma Rager because there is currently no advantage to having 1 hp compared to 2.

    Posted in: General Discussion
  • 0

    posted a message on Why BIizzard add power creep?
    Quote from giganatosauros jump

    that doesnt justify downright neglecting 2 cards from the game even if they are the worst ones, they will now be faced with the options of removing those cards, tweaking them or pretty much have an unhealthy pool of cards, specially to newer players that might get bigger as updates come and thus, beggining of the end of hearthstone

    Dat slippery slope.

    Posted in: General Discussion
  • 0

    posted a message on Paladin relevancy

    Paladin is looking to be in a good spot, actually. There are 3 main reasons for this:

    • Blizzard is apparently trying to slow down the meta, and if they succeed then Paladin will already be in a much better spot (aka in a control vs control match, Paladins tend to win due to their card value). Paladins have some seriously powerful tools for control type matches (and they even got a few more).
    • The Paladin hero power is the "strongest hero power in the game" as it is the hero power with its value being closest to 2 mana. Consequently, Paladin benefit a lot from inspire card effects since Paladin often want to hero power as often as they can anyway.
    • Paladins also got some great additions to the various Paladin deck types in the neutrals this time (Twilight Guardian was really needed for Dragadin as Hungry Dragon just isn't good enough to take over the 4 spot from Piloted Shredder). Dragon, Aggro, Mid-range, Giant, Healdin and Control all receive some good neutrals.

    As a side not, paladin control decks also probably gain the most from the joust effect allowing you to scout your opponents deck because, as I said before Paladin deck tend to completely out value even other control decks, but you can only maximize your value when you know what's coming.

     

    EDIT: This is not to say Paladin will be the next OP, but they shouldn't be in a bad spot at all either.

    Posted in: Paladin
  • 0

    posted a message on New Paladin card - Competitive Spirit
    Quote from Sawovsky jump

    Doesn't this card like actually break the rules? I mean, the in-game description for Secrets say they can only do something during your opponent's turn, right?

    fundamental rule of card games = text on card always has advantage over overall game rules

    Sure! But like, why not just have this happen at the end of the opponent's turn and avoid needing to break the rule in the first place?

    I think that's because if it triggered at the end of the opponents turn, it could screw over "at the end of turn" effects (like Rag not being able to kill an 8 health minion because of the +1).

    Posted in: Card Discussion
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