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    posted a message on Hunter killing his own minions to deal damage shouldn't be allowed.

    What's with all this "think before you speak" that's going around today?  If I had a nickel for every time I'd read that today alone, I'd have 2 nickels.  Which isn't a lot but it's weird that it happened twice.

    But yeah I'm with Mouche on this one.  the card never explicitly says "enemy", and we don't have enough context for what's happening in the artwork to really say if they're shooting an enemy.  if anything: it IS the Hunter Mercenary getting shot through in the artwork, so I'd actually say that popping your own 1 Health minions and sending the rest face does seem in flavor with what's happening in the art.

    Posted in: Card Discussion
  • 1

    posted a message on Hunter needs to be nerfed
    Quote from SpaceTimeDream >>

     Most balanced? I don’t agree that a deck that its player can dump their hand as soon as they draw cards without much thought or consideration, is balanced.

    I played the deck. 18 games, 72% win rate. I barely think twice before playing a card on curve. The average player shouldn’t be rewarded with a win for playing cards mindlessly. 

     That doesn't really have anything to do with Balance per se, that's just a function of aggressive decks.  Hunter is fair *because* it plays on curve.  It doesn't cheat mana.  It doesn't draw 4/5 cards a turn for no mana.  It plays minions on board and occasionally points spells face, all of which are efficient from a damage/stats standpoint, but don't cycle or generate advantage the way other aggro decks do.

    Just because you think a deck doesn't require much thought to play, whether or not that's true, doesn't really have anything to do with balance.

    Posted in: Standard Format
  • 0

    posted a message on Dirty Rat and Unseen Saboteur should discover the cards
    Quote from THEPG19 >>
    Quote from TheSpunYarn >>
    Quote from THEPG19 >>
     

     What you're suggesting would be okay but on a legendary which you can have only 1 of in your deck. Then it would be balanced, like you said Star Student Stelina that does it except she puts it back into the deck. Also the legendary should be neutral not like what they did with Tickatus and Star Student Stelina

     I agree the effects would be powerful, and the stats/cost of the cards would maybe need to be adjusted, but even then not too much.  Star Student Stelina doesn't do enough, her cost and statline are awkward and the deck would rather play proactively anyways, rather than run a tech card that's so clunky.  In terms of experimentation, I like what she does, but she proves that you need "more" than what she provides in order for a card that serves that purpose to be playable.

    Not to mention Dirty Rat, if under these hypothetical changes, would still need more investment on the player using it to capitalize off of its use.  You'd need to have had a developed board to trade into their Mozaki, Master Duelist for example - though cards like Reno or Raza you could just ignore anyways.

    I think it's good and fair for a card that powerful to exist that counters those cards.  Control/Combo don't have enough neutral counters that are accessible to Aggro/Midrange.  We have like, LoathebCult Neophyte and a few others, but slowing down isn't enough all the time.  Aggro has the most "counters" in the game.  Taunt slows down aggro's game plan.  AoE slows them down, sometimes it's so good against aggro they have no choice but to concede.  Healing slows them down/makes a win impossible (depending on their game state).  Aggro has all these tools used against it - maybe it should be allowed a few stronger tools than it has.  Again, this hypothetical Dirty Rat isn't 100% consistent against every combo/Highlander deck.

    Posted in: Card Discussion
  • 0

    posted a message on Dirty Rat and Unseen Saboteur should discover the cards
    Quote from THEPG19 >>

    Dirty Rat often sees play in wild, and if it was given ability to discover which card to pull it would kill all combo and even lots of reno decks.
    It would be ran in aggro decks as well in order to counter enemy reno.
    You don't want a 2 mana discard enemy wincodition to exist in the game.

     Heaven forbid any of the blatantly overpowered Highlander cards have a card that counters them.  Highlander isn't even a restriction anymore.  This is coming out angrier than I really am.  I'm not angry at you, I'm angry at the system man.

    In seriousness I do think that Highlander cards are generally overpowered, and the more counterplay we have for them the better.  Like yeah, actually, I do want a card that rips Reno out of my opponent's hand when I'm playing aggro.  It's a 1-card "everything you've done up until this point isn't relevant anymore" card, it feels terrible and has no real downside anymore.  Also, I'd rather have tech cards like these actually become better, stronger - not completely irrelevant and terrible in non-combo matchups.  If somebody Dirty Rats out my Corpsetaker sure I'd be super bummed!  But fair's fair, I'm also running Dirty Rat and I could get their op minion too.  It's a give and take.

    Besides, it's not 100% guaranteed to hit what you need it to in every matchup - that might be true in decks like APM Mage that only have 3/4 minions, but frankly that's perfectly acceptable to me because that deck makes me frown haha.

    Posted in: Card Discussion
  • 0

    posted a message on Dirty Rat and Unseen Saboteur should discover the cards
    Quote from THEPG19 >>

    Honestly when I read this on front page I thought it was gonna be "Dirty Rat and Unseen Saboteur should be core set" now with that I'd agree totally, but with your actual argument no one will ever agree or they will play those in every match in wild and they'd become the most broken cards ever.

     I actually agree with both sentiments; Dirty Rat and Unseen Saboteur should both be in the Core Set and both be buffed to pick cards in your opponent's hand.  The cards are basically worthless in 90% of matchups, only really serving you well against decks like Raza Priest or APM Mage, the latter of which is sometimes still okay post Dirty Rat depending on which variant they play.

    There currently exists a card that does discover a card in your opponents hand, and it shuffles it away into their deck.  Star Student Stelina does this, and didn't see any play for almost a year, and I still don't think she sees play now.

    If they could both select 1 of 3 cards in your opponents hands to rip away they'd be pretty good!  Maybe nerf Rats Health since his "downside" isn't such a downside anymore.  Cards should be strong, especially in Wild where things are as insane as they are.

    Posted in: Card Discussion
  • 1

    posted a message on would you craft a deck full of golden cards?

    I had an all-Golden Hunter at some point that wasn't remotely competitive, it was all just vaguely synergistic beasts and stuff.

    I usually craft golds of cards I really like, or good cards in decks/classes that I really like.  Hunter being my favorite class has the most Golds at the moment, tied with maybe Druid or Shaman.  I have poor impulse control, and my primitive lizard brain sees shiny things and generates the faintest hints of dopamine.

    Posted in: General Discussion
  • 5

    posted a message on Hunter killing his own minions to deal damage shouldn't be allowed.

    While I agree that it's a very Warlock thing to do, I think the card is fine and that sacrificing your own minion for face damage is acceptable and a cool play to make.  If anything, Piercing Shot should only target enemy minions so that you can play against it by not developing/playing weenies at all - that'd be nice.  Counterplay for cards is important, and with Piercing Shot being able to just ignore the opponents board and hit their own 1/1's - while very cool in my opinion - maybe isn't a good thing.

    Though it's still a 4 mana play that loses them a minion.  That seems pretty fair to me.

    Posted in: Card Discussion
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    posted a message on New bundle coming - Frostwolf Thrall
    Quote from Red1 >>

    Didn’t know, so I googled it and it turns out Thrall was captured by humans and raised as a slave. Apparently ‘Thrall’ is a WOW human slang term for slave that was given to him upon capture.

     

    ========The more you know*

     

    Quote from PetiteMouche >>

    Thrall clearly needed another skin variant.

    Quote from TheSpunYarn >>

    Super cool skin!  But uhh....  Wasn't he raised by Orcs instead of humans?  Is that a typo or a genuine mistake I wonder.

     Nope, Thrall was indeed raised by humans, as a... thrall.

     So it looks like  was the one making a mistake.  Go figure.
    Thanks for letting me know!

    Posted in: General Discussion
  • 0

    posted a message on Priest and discover are broken

    There's this weird misconception where people seem to think you only have the right to complain about a class if it's top tier or really competitive.  Really you can complain about whatever you want to - who cares?  Granted it does get grating, and 5 new threads per day where people are complaining about the same things gets frustrating, but it's pretty harmless.  We all complain sometimes.

    Posted in: Priest
  • 0

    posted a message on New bundle coming - Frostwolf Thrall

    Super cool skin!  But uhh....  Wasn't he raised by Orcs instead of humans?  Is that a typo or a genuine mistake I wonder.

    Posted in: General Discussion
  • 0

    posted a message on Hunter needs to be nerfed
    Quote from Nimehte >>
    Quote from TheSpunYarn >>
    Quote from Nimehte >>

    They should nerf the trapling Rhino decrease it's attack by two 

     I feel like that would completely eliminate the purpose of Trampling Rhino altogether.  Why even make that change?  Hunter doesn't have cards that are problematic enough to warrant any changes - it's only dominant right now because control decks aren't good.

    Instead why don't we buff control decks instead of ruining an actually cool and useful card.

     No it is problematic 5 mana 5/5 with rush that always easily get buffed and played multiple times. the card itself might seem balanced but the archetype is not.

     

    Hunter able to take control of board with this card and deal extra damage to the face you either have to protect your face or protect your board control and this card breaks that balance.

     If a 5/5 Rush that only attacks 1 minion gives Hunter full control of the board, then the opponent was already playing from behind the Hunter.  Wouldn't that make Rhino a win-more card?  If they curve it out, unless they drew it with Warsong Wrangler it's just a 5/5 and they won't have the mana to make it any bigger until the next turn.  If they attacked with it, it's already damaged and could probably be disposed of easily with one of the 5 million AoE or 2/3 damage spells that exist in Hearthstone.  If it's later in the game and they play a Rhino and Dire Frenzy it, then it's at least turn 8 with the coin.

    That's a lot of damage yeah.  A very powerful combo.  Every deck should have access to a powerful combo at turn 8/9.  Heck, even Priest can play Apotheosis onto Blademaster Samuro on turn 7 for a huge board clear and heal.  We should allow and endorse powerful things happening in the late turns of the game, not demand they become worse.  Just buff options for other classes.

    Posted in: Standard Format
  • 0

    posted a message on Oh My Yogg insta concede

    People comparing Oh My Yogg! to Counterspell are missing the context of Counterspell being in Mage.  OMY might be 1 mana on its own, and maybe it gets cheated out of the deck for free (only sometimes) - it's annoying but easy to play around.

    Counterspell doesn't really cost 3 mana, right?  In standard it can cost (1) because of Game Master, or (2) bundled with another secret with Ring Toss.  Not to mention Inconspicuous Rider.  In Wild it'll cost (0) more often than it doesn't with Kabal Lackey, Ancient Mysteries, or Kirin Tor Mage.  And then there's Mad Scientist.  Counterspell is powerful, and it's free or cheap all the time.

    I know it's not always possible to "play around X" but that's just how card games work.  You won't/can't always have all the answers to things.  Save the Coin if OMY bothers you enough.  I play Call to Arms in Wild - Oh My Yogg! absolutely devastates the whole point of my deck.  I won't play First Day of School or The Coin until turn 4 so I can confirm the cast of what I need.  Sometimes I don't get the Coin or First Day.  Then I'll hold Call just so I don't board wipe myself, and I play it out until I can bait the OMY.  I have a positive WR against Secret Paly in Wild.  Now this is all anecdotal so it doesn't really mean anything - but I just thought I'd share my 2 cents.

    Posted in: Card Discussion
  • 1

    posted a message on Hunter needs to be nerfed
    Quote from JoeByeDon >>
    Quote from okanial >>

     This is the only thing I can actually agree with them changing. They definitely should not be able to target their own minions. Give it the hysteria treatment. Luckily, I don’t think a lot of hunter players are even aware of this interaction.

     If Mage can have a 4 mana spell that deals 6 damage to whatever they want, it's completely reasonable that Hunter can have a 4 mana spell that deals 5 damage to face at best when removing a 1 Health minion.  The interaction you're describing is a cool play that Hunters can make, and actually requires them to have/do something just to get that damage.

    Posted in: Standard Format
  • 1

    posted a message on Your opinion about APM mage
    Quote from Madcookie >>
    Quote from TheSpunYarn >>
    Quote from Madcookie >> 
     
     

     

     1. You keep the board clear is nice in theory until you you play some games and find out that aggro decks usually outdraw control decks by a mile, hence they can produce multiple boards while you have limited and usually expensive removal. Also "No tech required against aggro" well, mate, your board clears are your tech against aggro. Think about it if there was no aggro at all, would you run low cost board clears in your deck and have them sit in your hand in mirror matches?

     

    Comparing cards like Defile, School Spirits, Volcanic Potion, Brawl, Consecration, and Mass Hysteria - cards that are "widely ran" (just examples of AoE people might play, I don't usually play control) in control decks because AoE is generally good - to cards like Dirty Rat, Hecklebot, and Wild Bloodstinger(?) - extremely narrow tech choices that only function against OTK - doesn't really work.  AoE isn't tech because it's versatile, you can use it in various ways to answer problems you're facing, sometimes against other control decks because Brawl and Mass Hysteria are that good.  If weapon Rogue were popping off in Wild and somebody was running Kobold Stickyfinger as tech against it, that card would be useless against non-weapon decks.

    What I'm saying here is that "tech" cards have an opportunity cost in building your deck, because you're sacrificing a slot or two in your deck for a card that's useful against a tiny portion of decks and useless against all the other ones.  AoE isn't tech because it's useful far, far more often than any individual tech card is.  The opportunity cost is so much lower.

    Quote from Madcookie >>
    Quote from TheSpunYarn >>
    Quote from Madcookie >> 
     
     

     

     2. On the no recovery - if you use tech card and pull/kill a combo piece OR APM mage doesn't kill you on in one turn there is no recovery in 99% of cases.

     If a tech card works as intended, it still only eliminates 1 Flamewaker or 1 Sorcerer's Apprentice.  A single Flamewaker and a single Sorcerer's Apprentice is all the deck needs to combo off and set up a winning game state.  I've been a victim to it countless times.  I've had Mages pop off turn 5 and fail to kill me, only to just play their second copies of those two minions and kill me two turns later.  Fundamentally you're right, if you use all 4 of your pieces, fail to kill the opponent, and then lose because your pieces die, yeah I can't see how you'd come back from that.  But that's not how people play the deck, so that fact is rarely ever relevant.

    Quote from Madcookie >>
    Quote from TheSpunYarn >>
    Quote from Madcookie >> 
     
    3. On the god hand - god hand to win on turn 4 is what I wrote, not on turn whatever.

     Fair enough, I was reading too fast.  Missed that detail.  But the difference between turn 4 and 5 is only really that meaningful in the mirror, I'd think.

    Posted in: Mage
  • 0

    posted a message on Control is so bad in Hs atm
    Quote from yepapapepeap >>
    Quote from eskimodavid >>

    Rock paper scissors. Deck that beats aggro/midrange tends to lose to control which tends to lose to aggro

     name me current example, or stop just saying words without thinking

     I think they're just speaking conceptually.  In terms of how metas normally operate, they're not completely incorrect.
    Control has the board clears and sustain to deal with aggro > Combo has the finishers to destroy control > Aggro wins too early for combo to deal with.  That's just how it *would* be.

    Granted in standard right now Control appears to be "not doing well", though Clown Druid (is that a control deck?) and Control Warlock are tier 2 with positive winrates, so there's something at least.  From what I can tell, it's just because most control classes don't have "good enough" control tools to compete with how good aggro is at the moment.  I'd say we buff up some of the weaker/lackluster control cards that classes aren't playing/have low "played" winrates to give control a better fighting chance.

    That being said, a lot of people in the thread have pointed out personal experiences playing their own control brews with relative success - which leads me to believe that things aren't as bad as people are saying it is.

    Posted in: General Discussion
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