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    posted a message on Temporus is not useless anymore?

    It can certainly win you the game, but maybe in 3-5 cases out of 100. Just a rough guess.

    The setup you describe is just way to unlikely to win you games consistently and the workup to it is tremendous.

    However, if you pull it off, it is very satisfying for sure.

    Posted in: Card Discussion
  • 2

    posted a message on Anyone having success with Mecha'thun Warlock?

    Ok, here it is. You can get legend with this deck, if played properly. However, it is not easy to play. Not every card is mandatory, only Mecha'thun, the galvanizers, bloodbloom and  cataclysm are needed for the finishing combo. The rest just helps you getting there. Your gameplan is stalling and drawing your whole deck. So you have to manage your removals and your hand size. Play your galvanizers at one point in the game when you have mechathun in hand and then go off once your deck is finished.

    https://www.hearthpwn.com/decks/1223307-mechathun-warlock

     Edit: Would replace the siphon soul with a Novice Engineer for even more draw, Siphon is too expensive. One copy of a voodoo doll can also be used, but with so many hunter spellstones atm I would favor the Hellfire.

    Posted in: Warlock
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    posted a message on How is Discard Warlock in Wild?

    There is a pretty good aggressive variant in Wild without the Quest and with Tiny Knight of Evil and Fist of Jarraxus carrying.

    Should be something like middle to low Tier 2.

    Posted in: General Discussion
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    posted a message on Nerfs - The dust refund policy must be changed as it's not fair anymore

    First of, I am a f*ing whale and can play almost any deck I want. However I am still bothered by the way the nerfs were implemented. I don't want to say that the nerfs are bad in general, but one thing is really bad about this: not giving any notice of nerfs coming at all and announcing them overnight at the worst possible moment.

    Because, after two weeks in a new expansion, many people decide to craft something, because by this time you can start to tell whats rather good and whats not so good.  So, right in this time window they suddenly bring big nerfs without any announcement. If people had known that nerfs were coming, they would have been a little more cautious. And that would just have been fair. I can totally understand the frustration of many people, especially f2p players. Of course, you cannot  compensate for the legendarys that got nerfed indirectly. 

    However, this is just a horrible business practice and honestly makes me a bit suspicious about Blizzards economic policy. It might be farstretched, but I could imagine they choose this time exactly because of the mentioned things. This is Blizzard's second big blunder in a short period (Diablo Immortal announcement was the other one). Activision will destroy the last bit of integrity the company had. Sad.

    Posted in: General Discussion
  • 1

    posted a message on Safe decks to aim for as a F2P player as the mettle settles

    Well, if you are looking for safe crafts, of course, everything that is important from the classic set is a pretty safe craft. Some classic legendaries aren't played much right now, but have been in the past and probably will again in the future, because they are inherently strong.

    For example, when a huge junk of the card pool rotates in April and only one new expansion is added, classic cards will carry even more than now. The top 5 right now, in terms of % of play are 1. Bloodmage Thalnos, 2. Captain Greenskin, 3. Leeroy Jenkins 4. Alexstraza 5. Baron Geddon.

    Maybe you already own all these evergreens, but if not, I would craft some of them. Thalnos for example might not be a flashy legendary, but he has seen consistent play over a wide variety of decks for a long time, because he is versatile and useful.

    Posted in: General Deck Building
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    posted a message on NERF candidates

    I mean, Ultimate Infestation is obviously the single strongest card ever "printed" in Hearthstone. If you look at it from an abstract value perspective it becomes pretty obvious:

    You get to draw 5 cards. One card draw has a classic value of approximately 1,5-1,8 mana, for example 3 Mana Draw 2  (Arcane Intellect) or 7 mana draw 4 (Sprint, which costs more because of Rogues ability to lower the cost of spells). So we already have a value of around 7,5 mana with the draw alone.

    Then we get 5 Armor, which has the value of 1 Mana. Examples would be Warriors Iron Hide or Priests Binding Heal (which is even conditional).

    We also deal 5 damage. This is at the least worth 3 Mana, but more like 3,5. Reference examples would be Mages Fireball with 6 for 4 (which is one of the strongest spells in the game) or Hunters Kill Command with 5 for 3 (which is again conditional). Because we set the value of the draw at the lower end with 7,5, we estimate the 3,5 mana here.

    Finally, we get a 5/5 minion. These are more than vanilla stats for a 4 mana minion (Reference could be Chillwind Yeti and similar minions).

    If we sum that up, we have 7,5+ 1+ 3,5+ 4 woth of mana, which is at least 16 mana in my book. The value of this card is just insane and isn't matched by any other in the game.

    Plus: The card is extra busted in the Class that has it, because many games can be decided before turn 10 which would diminish the real playability of a card like that. But in the only class with strong ramp mechanics, this card is just way too good.

    So, in order to bring a necessary nerf to druid across all formats, they should just nerf this card, because in my opinion, it is even too strong and dominant to stay in wild as it is now.

     

     

    Posted in: Standard Format
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    posted a message on That's wild

    There are a lot of possible tech choices. When you face more controllish matchups, you wanna add Elise. When you face a lot of aggro you want to add in MCT and maybe even Tar Creeper. A bigger rush package would also be an option, using Darius. You need to adapt to the meta you are facing at your ranks.

    Edit: At ranks 3-1 I played with Elise and even with Azalina, because of the amount of Renolocks. If you play Azalina at the right moment, you can get insane value in this matchup sometimes. One time, I stole a full hand with 2 ten mana kazakus potions (one poly all+ 6 damage --> goodbye n'zoth board xD), a twisting nether and reno. Guess who won the fatigue game.

    Posted in: Wild Format
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    posted a message on Control players are not superior to any other
    Quote from Billie_Lurk >>

    Let's say that the game is only made up of three deck types for the sake argument. Combo, Control and Aggro. Aggro can beat Aggro, Control, and Combo decks. They may not be favored against all three archetypes but there are no match ups that you would play as an aggro deck and consider conceding immediately. That is good for people who enjoy playing aggro!

    Now let's look at combo decks in the current meta. Combo decks can beat Aggro, Control and Combo decks. They may not be favored against all three archetypes but there are no match ups that you would play as a combo deck and consider conceding immediately. That is good for people who like playing combo!

    Finally we have control decks. In the current meta, control decks can beat control decks and aggro. Wait a minute! What about combo decks? Well my friends, as the meta currently sits, Combo decks are extremely polarizing to control decks and thus playing as a control deck can lead to match ups where conceding immediately is the better play.

    This all to say shut up op. Control is not harder to play than aggro or combo, but your whole rant about control decks being in a good spot and rock paper scissors is bullshit. Right now combo decks are rock and paper, with aggro being scissors. Control decks are mushrooms. Even in the case where the meta is rock paper scissors, that leads to extremely polarizing match ups and a miserable meta. Nothing about it is balanced.

    This is not really correct. The most popular control deck right now is Odd Warrior and there are only two decks that give you a really hard time and you might wanna autoconcede. One is Toggwaggle Druid and the other is Quest Rogue. You can outarmor Maly Druid most of the time.

    In wild, the situation is even better for control. I got legend in wild this season with my wild version of odd warrior, without a win-condition other than not to lose. The most popular combo deck there is Star Aligner Druid, which can burst you for as much as 56-60 damage, sometimes earlier than turn 10. I haven't lost a single game to it, even outlasted one 56 dmg burst.

    So I would say, it is just the cheesy fatigue decks like toggwaggle that really destroy you and those shouldn't be in the game anyway in my opinion. They are just destructive in an unfun way, because they ignore the deck building strategy of the opponent.

    Posted in: General Discussion
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    posted a message on Juicy Psychmelon is ridiciously overpowered and will be nerved for sure

    6 Mana cost would do nothing. You draw your exact combo pieces with this. For the mentioned builds (Star Aligner and Toggwaggle as well) it is just straight better than the most broken druid card until now, Ultimate Infestation. And UI is 10 mana. So, i would suggest, maybe, 11 mana? xD i mean, druid has innervate, so no problem ;)

    Posted in: Card Discussion
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    posted a message on Juicy Psychmelon is ridiciously overpowered and will be nerved for sure

    Ok, I am glad I am not the only one who is seeing this as a problem. I mean the Star aligner combo is pretty spectacular when you see it the first time, but it is really frustrating to play against. In rank 2 wild, Even Shaman is of course the deck you encounter the most, but the Druid Combos come right after and I prefer Even Shaman as an opponent, because if you see the psychmelon on 4 it is basically autoconcede.

    Posted in: Card Discussion
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