That's good. 400 dust back.
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Last active Mon, Mar, 25 2019 19:16:18
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Mar 22, 2019Posted in: General Discussion
I know, I know, here I advertise success with the deck which some people consider "cancerous", but... but... currently my score with it is 15-16 (it was as low as 33%). Opponents destroyed me in some of the most incredible and shameful ways. Yes, even aggro can be unlucky. :P And I was unlucky in at last half of the games. :) That's a fine justification to present you 2 games where I wasn't unlucky, for a change.
1) Just a moment after spilling some salt how I always have a bad draw, never having Sap when needed... I topkeked Myra's Unstable Element (also always missing this one when needed, true story, bro!). Myra's brought me 2 Saps and some other stuff for the perfect lethal.
2) Another game. Again crappy hand (all highest mana). Doing mostly nothing during the opening turns vs. Big Priest. Then started just dropping big guys, Naga Corsair, Captain Greenskin... The turn after I played Tinker's Sharpsword Oil and practically started buffing my hero power knife, as the only possible win condition left. It worked. I killed Big Priest without Kingsbane, but with the regular dagger instead.
Mar 21, 2019Posted in: General Discussion
Some weeks (or months) ago I was playing standard Gallery Priest with average results. Most of the time I was replacing some tech cards, constantly picking a wrong one and missing a useful one. Still, lectures from Zalae's, Asmodai's and Theo's streams helped me a lot to achieve solid results with the deck. But, at some point, I put it away...
Lately I started playing various decks again to fully experience them once more before the rotation. Instead of the standard version, this time I picked "4-minions" version of Gallery Priest, which I dismissed previously (no extra coins, no grizzly, pw: shields... these somehow annoyed me in theory).
Cannot admit enough how wrong I was. Four minions version works just fine and with having already some experience I piloted the deck to 16-6 score (73%) during the last 2-3 days. Without fake modesty I played really well that I'm proud of myself :P, especially after winning some rough games with 1HP left, stolen Velen, skipped turn due to the disconnection and such... 80% of games are dramatic, but that makes the deck enjoyable to play; decisions are also fun - when to AoE, when to wait, etc... The deck really has multiple aspects.
Differences between 2 versions: Grizzly is always missed, but surprisingly, I destroyed a lot of aggro even without it. There are no Lyra nor coins, so no extra value and enough spells to easily upgrade spellstones on time.
And the most important info: of 22 matches, in only 2 or 3 I won after playing gallery and smorc. Other couple of times I played that card was only to get minions for the resurrect pool; or for healing with lash. Therefore, that card is somewhat less important, less in the focus, although still a good addition.
All this is the reason why spellstones are important. I learned to mulligan for them almost always, because to upgrade them is much harder and now they are very important for your ability to win. Of course, Vivid Nightmare and DK shooting are nice additions as well.
Tl, dr; 4-minion version is more consistent; now you can better predict what you can summon and resurrect. Plus, in most games Velen and Malygos are in your hand, and it's not a problem.
Power Word: Shield isn't bad as I thought before. And very important turn is 6 when you Shadow Essence. Everything is good to get, but 5-5 Zilliax is usually a total turnover.
Here I posted some tips if they can help anyone. I can post some replays if someone is interested.
Mar 21, 2019Posted in: General Discussion
No, I'm not bored, I play the game and have a lot of fun --- but with mammoth decks plus wild. Raven decks are either boring or non existent. I fear for the post rotation as there are only bad copies of old cards left.
Mar 21, 2019Posted in: General Discussion
Yes, this expansion shows the flabbiness of previous expansions wasn't just a coincidence or a part of the master plan to tone down the powerlevel. It's just a failure of the design team, which now lasts for quite some time. They have no idea what they are doing, even from a business standpoint (why buy boring useless cards, just craft several coincidently good ones or play Wild?!). All recent cards are boring, flavorless, already seen, unoriginal, cheap, simple and random in a bad way. So many of them are copypasted from the old sets. Many other cards are so badly designed it's hard to believe. Several good cards from expansions have trivial uses, not those they were intended to have (no thematical synergies). What Team 5 is doing last several months feels, well... clueless and awkward, without a tact. Their decisions are very uncreative and disappointing. They lack talent and poorly judge what their audience want and think it's good. They show us they are capable to ruin something unruinable.
Scheme mechanic is the worst design in any card game ever. Fire the guy behind this idea.
Mar 19, 2019Posted in: General Discussion
Downgraded Spellstone mechanic.
That's how I see these "Scheme" cards.
A player upgrades Spellstones with mini games, namely, by combining cards and such... A player has a control over it.
...While with these "Scheme" cards doesn't.
These cards can appear - early; - mid; - late game. They do what they want. Even if you tutor them, they are still on their own. An illusion is easily created that these cards require and demand tough decision making, hitting the right moment when to play them, etc... Alas, they don't, as they are self-willed and disobedient. To align them with the circumstances, problems, obstacles, it's possible only by a coincidence.
It's like you aren't playing the card, rather opposite - the card is playing (with) you!
Mar 19, 2019Posted in: Card Discussion
At first I read "battlecry" and was thinking could this still be too slow to see play? After realizing it's a deathrattle, I was like: hahahahahaha!
What is with Blizzard lately designing every value producing card, deathrattles, and AoE's with bodies to trade tempo by (severely) over-costing them? Isn't a deathrattle already a loss of tempo? Ok, you set 3-3 for 4 mana, even 5 mana, but 6, 7, 8... arghhh!?! "Deathrattle" cards then lose their meaning of existence, because you could play 2 cards instead - earlier. (...)
Another argument: Plenty of older HS cards are op, broken, unfair. People complained, and it "seems" (only "seems", because there is a possibility they have no idea what they are doing) they started to design fair cards. Wrong! They are now designing - below fair cards!
If the Year of the Raven cards are considered weak and couldn't find much space among the broken Mammoth cards, then now it seems RoS cards will barely find place among the Raven ones!!! Beware people, new nerfs of basic cards incoming! 6-mana 3-4 do-nothing, too late on the turn 6, you pay those 3 over-costed mana to lose tempo you don't and will prob never have (regain), because you need to spend more mana next turn (if the guy isn't silenced meanwhile) for activation in order to get like random 4-4 of stats on average with an effect now undervalued and exceeded by everything else. If we sum up: pay 6 mana 3-4 mana stats and effect, on turn 6, if lived - spend more mana to partially bring back mana lost in the past (reverse overload) to hopefully gain at least 3 mana stats and an effect for modified environment, all that in rexxarless Hunter class. You simply get - less then fair, for your investment of mana and time / momentum!
Still, there is some hope. This kind of effect is always scary, because it can point towards some combo builds. Which would be boring, I mean - to spend a legendary to be just a tutor in one deck. Another solution is to include only several good mechs (which are very rare) and hope for other synergies (specific draw). Also, it has better chances to succeed in WIld, kinda...
One more thing, if this card points us to make a specific deck, fo example with several good mechs, than it's still bad. As said, you build a deck around something just to gain equal or worse value in comparison with a deck not running the mentioned build-around card. Kathrena, it's already a sacrilege to compare her with Oblivitron, is 8 mana, 6-6! and can bring from your deck 3-5 huge, do-something minions across 2 turns! Is that card unfair. Not really, at least not that much - because you payed for all the value (some consistency) with 2 mana tempo-loss, with the 8th turn and with certain deck building limitations! You excluded small beasts, some early board spreading power...
What I wanted to say, if this sees play it's only because of extremely slow and low meta power of the following rotation. That's why I'm afraid of more nerfs to the so powerful basic cards. :)
Mar 19, 2019Posted in: General Discussion
For those who love when shit decks like Pogo Rouge defeat and make fun of Even Shaman:
Mar 14, 2019Posted in: General Discussion
Not the most exceptional game ever, but when you unexpectedly win after so much BM harassment - you cannot but feel those indescribable positive vibrations flawing through your body.
Actually, it was a boring game; very, very boring. First, I thought he's some kind of aggressive warrior, later, mechathun. ...He was just a Control Warrior. What happened to my judgement is beyond me. Probably fatigue. Anyhow, thinking he doesn't run Brawls, I misplayed Captain Hooktusk on the empty board. He brawled it and the slugfest begun... Now being in control he started emoting like crazy, even roping, stalling... My personal rule when playing HS is never to concede - remain in the game until the opponent disconnects, misplay or destroy my beautiful face. But this time, being pretty much sure I'm gonna lose this game and boredom being so high I was very, very near conceding, especially after 25 minutes of the game. Still, I didn't concede, it was boring (that I almost fell asleep (5th Warrior in 10 matches) and humiliating; but I continued to play 1-2 minions making him waste AoE's. Soon he played Dead Man's Hand and I said to myself: "That's it."
My last 2 cards were Stormwatcher and his highness, Sir Leeroy Jenkins. Both of them kelesethed. After dropping Stormwatcher and the discounted Vilespine Slayer, he suddenly stopped smiling. After opening his 4th! Omega Assembly, rushing those mechs in panic (Dyn-o-matic being one of them) and shooting with Zap Cannon... he left my Stormwatcher alive with one HP left. His first and last cardinal mistake. Previously, he also played Eternium Rover providing him with 2 armor which I initially thought will save him. He was now on 18 HP, probably thinking he's still fine, but it was exactly enough for Stormwatcher's windfury attack + Sir Leeroy Jenkins and the knife ping to finish him off (after 30 minutes and c. 25 rounds).
Mar 11, 2019Posted in: General Discussion
I started playing this game at the end of the Year of the Mammoth, too. Even being clueless at the time, my wish was one day to play Wild, use all cards, experience old powerful, interesting and fun looking archetypes... Instead of buying 7 packs, I bought the 1st wing of Kharazan with my first 700 gold. :)
In the November I felt I consolidated my Standard collection and that I can play numerous meta decks. It was the moment to shyfully start playing some Wild.
I immediately bought all adventures, after realising many cards are still used, on average even more than those from other 4 expansions. Adventures are a superb base for everybody willing to play Wild. ...Never regret it!
You get several important staple legendaries, a bunch of good low rarity cards, SP content and a lot of dust if you are willing to DE obsolete stuff.
Of course, LoE is the best one, but even BRM is worth it for Emperor and many useful low rarity cards.
The single player content is top notch. I'm talking about the Heroic mode. Currently trying to beat Naxx with some meta decks (50% completed).
Until now the only other Wild legendary I crafted is Patches, and currently I'm able to play Exodia Mage, Pirate Warrior, Dragon Priests, Aggro Kingsbane, Odd Warrior, Aggro Shaman, Odd and Mill Rouge and Secret Hunter... I miss 1-2 cards for other decks; for heavy control Warlocks and such I miss 2-4 legendaries, epics, but I'll get those with time. Will craft more after the rotation. I'm not that competitive in Wild (yet), rank: 10-5 (the most fun: 15-10); what I want is to experience different decks.
It's not hard to start playing Wild. One can find at least one deck for himself. A lot of the same cards are used across the board as staples.
I was afraid of Wild. People talking how it's toxic, broken, cancer... After playing for several months, I barely have encountered any herathbrakingly stupid thing (Barnes as some exception; maybe they change this guy and I get 1600 dust). Strangely, there are more of those annoyances in Standard as there is no enough tools to interact. Here you can freeze, burn, transform, sap, outrace more easily Big Priest. If decks in Wild are so crazy powerful, broken and OP (but aren't, because it's relative), then your deck is as well. You can't feel the difference. It's like heavyweight, one punch is enough, but both players are able to do it. In Wild you get used to the high power (high, only in confrontation with Standard) and start to respect and even adore it.
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