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- Truffles20
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Member for 8 years and 26 days
Last active Thu, Aug, 8 2019 06:23:29 -
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Fluxflashor posted a message on Team LUL's Winning Decks from Trinity Series Season 2Posted in: News -
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Geare posted a message on Skull of the Man'ariPosted in: Skull of the Man'aripulled out my dreadlord allowing me to get my other out on the same turn, that's value right there
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SlydE posted a message on How pathethic can people be and play unaltered Raza-Priest on day 1 of a new expansion?Posted in: General DiscussionThis really belongs here:
If you want to start a discussion about old how people use old decks instead of playing around with the new cards, please make a more constructive OP.
Locked.
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LobsterEmperor posted a message on Skull of the Man'ariPosted in: Skull of the Man'ariI come from the future to say.
Turns out it's pretty good.
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Zion7 posted a message on Scorp-o-maticPosted in: Scorp-o-maticQuote from Bloodshot0 >>why? crazed alchi does pretty much the same with heropower and is better later on.
its pretty good early on but it really sucks as a topdeck
Quote from YourPrivateNightmare >>...but how? how many Crazy synergies are there. What does this do that crazed alchemist doesn't already?
Are there so many must remove 1-attack minions in the game
Here's my line of thinking on why I think this card will be super good and seen a lot more than Crazed ever was. The difference between killing a small minion and swapping it's stats around is huge. So let's assume you play this on turn 2, the enemy has had their turn 1. I'll just give a couple of common examples that you expect to see on the board going into turn 2: Mana Worm, Cleric, Vilefin, Malchazars Imp, Void, Bloodsail, Swashbuggler, Patches, Babbling, Firefly, Righteous Protector (and some more lesser used stuff). In all those cases you would definitely not be gaining any tempo by playing a Crazed but you would be making a tempo gain with Scorpomatic and some of those 1 drops are a pretty big deal. For instance as a Hunter, when I see a turn 1 Cleric or Void come down I'm completely at a loss on how to handle it, like right off the bat I have no way to deal with that and it just snowballs to the enemies favor sometimes for the rest of that game. So I think this is a REALLY good card to fix that kind of problem, especially for classes that can't ping.The other potentials are even bigger, let's look at some examples. Cryptlord, Councilman, Stonehill, Druid of Swarm, Aco of Pain and of course many others that are lesser seen in the meta (like bolvar etc). The point about these examples is that unlike Doomsayer or Manatide, playing a Crazed would usually not be an option for obvious reasons, swap a Cryptlord for instance and prepare to die for doing so. -
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Zion7 posted a message on Scorp-o-maticPosted in: Scorp-o-maticCalling it now, this card will be META DEFINING! This one of the most powerful cards of the set and IMO once the meta settles, MOST decks will be running at least 1 copy of this. I know I'll be running 2x of it in most of my decks.
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MTuser024 posted a message on Scorp-o-maticPosted in: Scorp-o-maticScorp- o -matic is still a better tech in most situations though
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dirbrian posted a message on New Warrior Minion - Gemstudded GolemPosted in: Card DiscussionQuote from tictactucroc >>Good for Quest Warriors; as a 5/9 wall is not bad if you're arent able to get the requirement armor needed.
I'd play Hungry Ettin over this any day. You have weapons to deal with the battlecry, slight synergy with brawl, better stats, CAN attack...You'd play Hungry Ettin over 1/1 stat when Hungry Ettin has a better chance of summoning more than 1/1?And both can attack. -
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marioisla posted a message on New Neutral Minion - DragonslayerPosted in: Card DiscussionNot a good tech card. Will never see play. A lot of dragons have more than 6 health
You love malygos? do you like that your malygos die for a 4/3 mana, or a ysera? or a 12/12?Plz think before comment - To post a comment, please login or register a new account.
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This card used to make all your minions cost 5 no matter what, even cards with mana reduction abilities like the giants would still cost 5 and not have their mana cost reduced in any way. The card worked as an enchantment, that is how the card originally worked when it came out in league of explorers. Then while this card was in wild, blizzard 'updated' the card, making it that the giants mana reduction abilities would still apply through the 'all your minions cost 5' effect, creating a disgusting interaction.
Now this card has been nerfed into oblivion, and it only got nerfed into the ground because blizzard itself changed how the card originally worked in the first place.
This is the textbook example of Blizzard's incompetence, they did this to themselves and instead of admitting they were wrong to change how the card worked in the first place and just reversing the card back to how it worked originally which was perfectly fine, they decided to just kill the card. Shame on you Blizzard, shame on you.
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If cards are going to keep getting hall of famed or moaned about until we are left with cards like Mogu'shan Warden, then the classic set may as well just get rotated out all together.
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This card is only just for fun and I think it is a great card because it allows you to play 18 different decks at random. My main issue with the argument that the card would be too weak in wild because the deck recipes would suck in wild is that If you are a hyper competitive player, than you would still never play this card even if the deck recipes were also strong enough for wild because you will always play with a random deck. Which is why the complaining is pointless!
Seriously its just one card, if you are a very competitive wild player then you would still never use it even if the deck recipes were strong enough for wild. Personally I think it is probably one of the most wackiest cards I have seen in hearthstone and imagine the satisfaction of managing to beat down a typical meta deck with this card.
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I disagree. I think the card is strong and all of the hero powers can be very good, it gives a lot of armour and gives your future mechs rush which is very powerful. It may not impact the board straight away but in a grindy game this is excellent because it is the type of effect that may actually win you the game in the future.
And I find the whole do nothing argument is the easiest way to just dismiss a card. Besides the old dr boom got dismissed this exact same way when he was first revealed. Oh well the best way to find out how strong is the card is to play him and see how good it is, but do not underestimate that ability, that is a strong ability.
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Ironically Blizzard changed the artwork because the community moaned that the old artwork looked like a mech yet it was not a mech. To the people who complained, good job guys.
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After MSOG gave us the rock, paper, scissors meta of pirate warrior, jade druid and reno decks and TGT having some of the weakest cards ever in hearthstone with the inspire and joust mechanics both failing spectacularly, the answer is no.
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When Blizzard nerfs a card, they destroy it. Was there a way the card could have been balanced without nuking it?