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    posted a message on Buff / Fix Lord Jaraxxus [Poll]
    Quote from hillandder >>

    Just turn him into a hero card with no armor gain like the others, the hero power and battlecry: Set your life total to 15 and equip a 3/7 weapon.

    Everything will be ok.

    How 9 mana "do nothing" and be in constant danger of OTK (due to 15 HP limit) could be "OK" in nowadays Hearthstone? Or maybe by "OK" you mean: be cute but unplayable meme card?

    Posted in: General Discussion
  • 1

    posted a message on Buff / Fix Lord Jaraxxus [Poll]
    Quote from DiamondDM13 >>

    Your other Demons doesn't include you, because you are Jaraxxus, meaning your other Demons refers to Jaraxxus other Demons.

    The other Demons of Jaraxxus doesn't include him, he is not one of his Demons, he is himself.

    Sorry but I doubt so. Please note that the Jaraxxus card says: "destroy your hero", which clearly means, that it addresses you as a player (who possess hero), not a Warlock (Gul'Dan) himself. Otherwise it would say "destroy you". That's why "your demons" means "player's demons", not "Warlock's demons". Jaraxxus obviously belongs to player's demons, so it should interact with him.

    Posted in: General Discussion
  • 13

    posted a message on Buff / Fix Lord Jaraxxus [Poll]

    Lord Jaraxxus sucks and there's no question about that. This is not really a new issue, but it has become even more apparent in this expansion due to new interaction with Zephrys the Great. For those who don't know, he will always give you Sacrificial Pact if your opponent has become Lord J, which obiously means instant win for you.

    Even apart from Lord's other weaknesses (mostly: high mana cost and very low health pool), I think this interaction should be removed, because it's inconsistent and illogical. Why does this interaction works in the first place? Because Jaraxxus is not a hero, but rather a minion, and he - unlike hero cards - may belong to a tribe (in this case, demons). 

    Ok then, but If he is from demons tribe, why can't he benefit from that and use effects like "your demons have +1 attack"? It says demons, not demonic minions or whatever (same as Sacrificial Pact and that's why Jaraxxus can be targeted with it). If he's a minion (is he?), why can't he be buffed as any other mionon? I mean he can, but his statistics does not transfer into life pool and attack of your hero after transformation. Why is that? After all, the description clearly indicates that you are becoming Jaraxxus, so his statistics should transfer.

    It simply turns out that the beneficial interaction that should work, doesn't work, and the unfavorable interaction, which for many is not even obvious and natural, works and ensures you an immediate loss.

    However, it's obvious that even this change would not make Jaraxxus playable, so I believe, that he should recieve a buff. What would you say if he became a full-fledged hero card? The same cost, gets 5 armor points instead of setting the life pool to a fixed 15, but also the hero power instead of 6/6 would summon 5/5 or even 5/4. This does not seem to be OP, especially if we compare it to Hack the System, which gives pretty much the same effect, but much faster, as it may be achieved on turn 5-6, without paying additional costs (so you can use it immediately after getting it).

    Please leave a comment, vote in the poll and share your opinion.

    Posted in: General Discussion
  • 0

    posted a message on Unpopular Opinion: Epics are way too expensive
    Quote from BlackcurseLT >>

    I would also like to have some time (at least 24 hours) to dust my crafted cards and get 100% refund. Let's say, that you crafted Fel Lord Betrug to experiment with it in new expansion, tested it in couple games, lost all your hope, and now you would like to spend your dust on anything useful, not crappy meme card. Not that it happened to me, I just say ...

     that would make you have all cards by the way. craft cards, play a deck, before logging out disenchant. repeat for every deck you want to play, and there you have it, you have all the cards in the game by simply working a bit.

    It should be obviously limited. Like one use for each card or by being possible only in first 14 days of the new expansion.

    Posted in: General Discussion
  • 0

    posted a message on Unpopular Opinion: Epics are way too expensive

    I would also like to have some time (at least 24 hours) to dust my crafted cards and get 100% refund. Let's say, that you crafted Fel Lord Betrug to experiment with it in new expansion, tested it in couple games, lost all your hope, and now you would like to spend your dust on anything useful, not crappy meme card. Not that it happened to me, I just say ...

    Posted in: General Discussion
  • 0

    posted a message on Anyone else confused about the quest cost vs reward balance?

    Warlock has the worst quest no doubt. It's slow, random and actually pretty weak. If you willing to burn both of your Plot Twist (if you draw them exactly on time and do nothing but life tap in first 3-4 turns), you can complete the quest by turn 5... but then what? Drop 1 random heavy dude (or other card like 0 mana Mortal Coil...) per turn (cheating like 2-3 mana at this point) and do what? It's not even a win condition! Your best bet is to save one Plot Twist and combo it with Fel Lord Betrug or Dollmaster Dorian, but then you'll be able to complete your quest by turn 8 (with tap every single turn)... which makes it almost worthless at that point (any other late game deck can outvalue that easly).

    Point is, this quest is tied to Plot Twist Warlock, which is terrible on its own. Even playing your Betrug combo (on turn 10 or 9 with coin!) isn't that good, because there are not that many good deathrattle cards in standard that can give you real advantage on board. Cairne BloodhoofMechanical WhelpDr. Morrigan, also Hakkar, the Soulflayer could be useful... and that's about it.

    They should change condition to 15 or even 10 cards to make this deck viable. Now it's below meme tier...

    Posted in: General Discussion
  • 1

    posted a message on Quest ranking and thoughts

    I know it's still early, but how would you rate the quests so far, from best to worst? I'm not asking only about pure power, but also how easy it is to finish it and how much it affects the gameplay.

    My ranking would be:

    1. Bazaar Burglary
    2. Corrupt the Waters
    3. Untapped Potential
    4. Making Mummies
    5. Raid the Sky Temple
    6. Hack the System
    7. Unseal the Vault
    8. Activate the Obelisk
    9. Supreme Archaeology

    I'm also actually quite surprised how unbalanced those quest are. Some of them are very easy and quick to finish, giving you excelent reward, while others takes ages to complete, requires much effort (also to build your deck properly) and rewards you with pretty minor bonus that is far from being a win condition.

    My personal favourite so far - regardless of it's actual power - is Druid one. And I'm not even disappointed with Warlock's quest, since it was obvious pretty early, that it will suck even more than previous Warlock's quest. Im crossing my fingers for Priest, maybe community will figure something out.

    Posted in: General Discussion
  • 0

    posted a message on New Warlock Legendary Quest Card - Supreme Archeology
    Quote from StoneMaster >>

    your post is pure nonsence.

     No, but your is. Arguments? Arguments are for the weak!

    Posted in: Card Discussion
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    posted a message on New Warlock Legendary Quest Card - Supreme Archeology

    Plague of Flames + Rafaam's Scheme is 4 mana combo which on turn 4 can destroy max 4 minions and for that you need Scheme in your opening hand. Without this it's even weaker (not to mention that it won't work at all as a top deck). The cost is equal to Hellfire, it requires 2 cards and most of the time the effect will be worse (against aggro deck is better to deal 3 dmg to everything than destroy 0-4 random minions and miss, let's say Underbelly Angler or Magic Carpet).

    Plague of Flames + Fiendish Circle is even worse. You can kill 4 things, but it's still 2 cards 5 mana combo (1 more than Hellfire)!

    Current Control Warlock suck vs aggro decks, because 4 mana AoE removal (Hellfire) is not good enough. You must draw it by the turn 4 but even then most of the time it's too late anyway. Plague of Flames combos are even slower and requires from you to draw not 1 but 2 cards! It's just bad. Even if you'll manage to survive until turn 8 (to play Twisting Nether) you'll be like 5 HP left. Without healing or armor gain (which Warlock didn't get in this or previous expansion) you'll be dead man walking.

    Take a look at the Control Warrior and ask yourself why this deck is so effective. Now compare it to Control Warlock ...

    Posted in: Card Discussion
  • 2

    posted a message on New Warlock Legendary Quest Card - Supreme Archeology
    Quote from Ace100ace200 >>

    Last expansion Control Warlock got Fel Lord Betrug and 0 tools to support control-ish nature of this archetype (heal, armor, taunt, stale, removals etc.), which caused Plot Twist Control Lock to be one of the worst meta decks ever (32% winrate). This time they gave him this one and again 0 support cards for control, so Control Warlock is still dead. Thanks Blizzard for another worthless legendary, I'll put it on the shelf, next to Hir'eek, the Bat and Dr. Morrigan...

     0? Are you not able to count or did you just skip every reveal so far?

    Please then, indulge me with list of control tools, that Warlock received in this expansion. Point out especially those that will help him beat Control Warrior, Murlock Shaman, Mech Hunter, Mech Paladin, Token Druid, Secret Hunter or Control Shaman.

    Plot Twist Lock was bad, because he had no cards to counter their cards. After this expansion he... still won't have them. All good cards for Warlock from SoU are either zoo either mid range. None of them will make control viable.

    Posted in: Card Discussion
  • 0

    posted a message on New Warlock Legendary Quest Card - Supreme Archeology

    Last expansion Control Warlock got Fel Lord Betrug and 0 tools to support control-ish nature of this archetype (heal, armor, taunt, stale, removals etc.), which caused Plot Twist Control Lock to be one of the worst meta decks ever (32% winrate). This time they gave him this one and again 0 support cards for control, so Control Warlock is still dead. Thanks Blizzard for another worthless legendary, I'll put it on the shelf, next to Hir'eek, the Bat and Dr. Morrigan...

    Posted in: Card Discussion
  • 0

    posted a message on New Neutral Card - Bug Collector
    Quote from Killllen >>

     i gotta say the art on this one is astounding

     This gnome looks like a Kid from Bastion.

    Posted in: Card Discussion
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    posted a message on New Warlock Card - Sinister Deal
    Quote from FortyDust >>

    Exactly what the Lackeylock needed. It's officially a real deck now.

    8 lackeys instead of 6? I'm not convinced yet... if I haven't missed any neutral lackey generator, it doesn't look that good ATM, and Dark Pharaoh Tekahn might just be not worth it to build whole deck around this idea.

    Posted in: Card Discussion
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    posted a message on New Warlock Card - Neferset Trasher

    It's 1 mana cheaper Chillwind Yeti but with huge downside. IMO it should have rush or cost 1 mana less to be really good, now it's just OK. Probably not good enough for Zoo (seems slow), but might fit into midrange with Diseased Vulture.

    Posted in: Card Discussion
  • 0

    posted a message on New Warlock Card Revealed - EVIL-Recruiter

    Maybe they will add lackey with deathrattle?

    Posted in: News
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