was about time i found this bad boy, best deck of all time, i went from rank 25 to rank 24 in less than 2 hours!! i've been trying to get to rank 24 for 2 years now.. unbelievable!!
- VaIiant
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Member for 8 years, 3 months, and 15 days
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HayStash posted a message on Oakheart Armor/Control WarriorPosted in: Oakheart Armor/Control Warrior -
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HAL9000 posted a message on Oakheart Armor/Control WarriorPosted in: Oakheart Armor/Control WarriorInsane winrate, getting to legend was a breeze. Took me only around 20 games from R16 to legend.
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Giontza posted a message on Oakheart Armor/Control WarriorPosted in: Oakheart Armor/Control WarriorI went from 25 to 14 in few hours with this deck, I don't know what many people here are talking about. I don't know yet how this deck performs at higher ranks, but I had a lot of fun playing it. I only replaced Bloodhoof Brave with Harrison Jones 'cause of Warlock's legendary weapon. I have almost 100% win-rate against Spell Hunter.
The most epic match was against a Quest Mage (unfavorable match-up ) when I won because of how much armor I managed to stack (about 60 armor + 28 health). Mage did all his tricks, played his combo but guess what? His "infinite" fireballs timed out and left me with about 10 health. Next turn Brawl + some armor up and he conceded.
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N1CET1M posted a message on Oakheart Armor/Control WarriorPosted in: Oakheart Armor/Control WarriorWow, what a gem of a deck! I can't believe how quickly I ranked up playing this, thank you Kolento!
I can't hit the 69% WR he got though but maybe some day I'll be good enough to play like that!
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ShadowRevenant21 posted a message on Our Arena Highlights for Kobolds and CatacombsPosted in: NewsChance of seeing Fatigue in Arena = Very Rare
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Anzo42 posted a message on Discuss the Nerf - Fiery War AxePosted in: Card DiscussionGlad I already have my golden warrior hero.
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MadameLaRoux posted a message on Card Nerf - Yogg-Saron, Hope's EndPosted in: Card DiscussionQuotAnti-Yoggers don't realize how much you sacrifice building Yogg; Raven Idol, Journey Below, and similar cards are sometimes added almost solely for Yogg.Raven Idol and Journey Below added solely for Yogg.
Yes, not because of the good value of these cards.
Journey Below will always give a good minion, with good chances of a legendary one. I's 1 mana and can be used to Combo cards or to draw with Gadgeztan Auctioneer. Extra value with N'Zoth.
Raven Idol solely for Yogg. Yeah, Raven Idol with Fandral is so bad.
Dude, I think Yogg was killed, but this is bs. -
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Whiplash3205 posted a message on Card Nerf - Yogg-Saron, Hope's EndPosted in: Card DiscussionThis change kept concept of [card]Yogg-Saron, Hope's End[/card]. it's still RNG King, reasonable and more fun.
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EveningWood posted a message on Card Nerf - Yogg-Saron, Hope's EndPosted in: Card DiscussionThis is the only nerf of this set that I will call idiotic (the execute nerf was unnecessary as well but o well, better nerf control).
So the Yogg Nerf:
We are playing in an absurdly heavy aggro/face meta. Better nerf a 10 mana card that sometimes does nothing useful and sometimes helps your opponent.
To all those who cry because they lost some games to Yogg and say its a 10 mana battlecry 'Win the game' card: Pause, take a drink to dilute your salt levels, think logically and realise that on average Yogg was only significantly better for the person who played it a little over half the time. I.e. 10 mana for poor stats and a slightly greater than 50% chance for a significant benefit. The other 35-45% containing possibilities ranging from bad, through awful, to lose the game. Sounds pretty balanced to me.
If you have a problem with people filling their decks with spells/spell generating cards, then once again, stop crying. Filling a deck with low cost minions and going face is considered a viable strategy, so whats wrong with the opposite that is at least more interesting to play with and against as well as to watch?
Finally the competitive issue that everyone seems to think was an issue: It never even existed. Hearthstone is a card game, and even if there were no rng added through card effects (of which there are many) the greatest and most game deciding rng is contained in what cards you draw at what time. Everyone tolerates this. The degree of randomness brought into a hearthstone game via Yogg is much less than that brought into it via the nature of all card games and that is before the fact that Yogg isn't even in every game, whereas card draw is. The issue is that Yogg's randomness is so much more noticeable, the screen goes purple and tones of cards start popping up, deck shuffling is invisible. The competitive issue was therefore purely psychological and never existed in reality.
So, we can see that pre-nerf Yogg was perfectly fine. Now lets look at the nerf:
Potentially the only realistic nerf that would make Yogg more unplayable would have been to make it cost 12 mana so that you would need innervate or two Emperor ticks etc to play it. Yogg is often the very first casualty of its own effect and it is very rare to see it survive its effect if any significant amount of spells have been played. The only reason Yogg was good is that is could fairly reliably clear the board, no matter how much it screwed you over in other matters such as milling cards or damaging your face, and in an aggro/face meta with the fewest good board clears ever, this made it a card worth playing. Now the card text might as well be:
You are playing a late game deck in an unfriendly meta, should you make it to turn 10 you may now spend your whole turn to play this card. When you play this card the following will likely happen: The card will self-destruct instantly, you may now proceed to lose the game. The card will help your opponent before self-destructing, you may now proceed to lose the game. Should you get lucky the card will help you a little but not enough to make it worth your whole turn, you may now proceed to likely lose the game. Occasionally, should you get very lucky, the card will help you significantly, you can now potentially win the game. Once in a blue moon, when you get incredibly lucky, you will win the game.
Sounds like one of the worst cards in the game. GG Blizzard, make one of the most fun(ny) cards in the game unplayable.
This is so insignificant it barely matters but if you play any other battlecry minion and it then gets silenced, you still got the battlecry effect. Yogg needs to be different why? Makes no sense, final nail in this ridiculous coffin. RIP Yogg, paragon of interesting game design, you shall be missed.
Are you joking? Being able to lose a game due to such unpredictable and uncontrolable rng (so not sylvanas or rag, that are somewhat controlable) is the epitome of bad design where a card is "fun" only for one player but completely infuriates the other player and makes them feel robbed of victory. See unstable portal, implosion, piloted shredder, tuskarr totemic for an example of other very bad and very infuriating rng cards that don't belong in a game of skill. If you want to complain about something, complain that there's not a control card similar to yogg but with a fixed effect. -
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yagozk posted a message on Card Nerf - Yogg-Saron, Hope's EndPosted in: Card Discussion"Yogg is relatively weak in power level for nearly every class at every level, but is slightly above average in 2 decks – Tempo Mage and Token Druid"
then how bout instead of nerfing yog you nerf tempo mage and token druid ?
"I don't think Yogg is dead. It's not a huge nerf."
consistently kills or polymorphs himself ever time he is played
The point is, let's say you casted 12 spells and when you played yogg, he killed himself after the 7th spell. So what? 7 is good enough usually. Or 6. Or even 5 is OK. - To post a comment, please login or register a new account.
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Eh, you could try another Questing Adventurer and maybe a huckster, but those giants are critical to miracle rogue.
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Tested it out and it's actually pretty amazing! Valeera the Hollow and Arcane Giant have awesome synergy, and you can usually stall long enough with crud you steal from your opponent's class to get Valeera up and running.
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Can't target enemies with Embrace the Shadow, so balanced!
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Totally necessary nerf. Basically on ladder, players were using this card to stall the game to 10 mana (not hard for druid), and then flipping the game completely around. If you didn't play your own Yogg to flip the game back to your side, you were severely disadvantaged.
A 10 mana "I win!" card is not good for this game.
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Can Tyrande BM with Starfall and Potion of Invulnerability?
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This is a great deck. I run my own variation, but you can see Kolento playing it on Twitch. It's not the easiest deck to pilot, but it's extremely flexible, letting you play offensive and defensive.
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I take it you run Sylvanas Windrunner over Malkorok for better chances against C'Thun/Control decks? Cool idea!
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This is pretty fun to play. I tried it on Rank 5 and got a couple wins. A couple changes I found was adding another Divine Favor (swapped out a Argent Protector) since all the cheap cards let you cycle very quickly and card draw is crucial against control. I prefer Harrison Jones over ooze too for that same reason.
Added you too. Hope to see how you play it.
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Would you consider tech-ing out a Secretkeeper for Harrison Jones or even an ooze? I liked secretkeeper back in the earlier seasons, but now with not as many Secret Paladin around it's not as strong.
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Nice write-up. I've been running something similar, but all the points you make are true for any good Tempo Warrior.
One thing to consider is that C'Thun Warrior is a big deal in the current meta, as is Yogg Druid, and those can be tough match-ups for this deck (C'Thun Warrior is very draw dependant but has many ways to increase armor by a ton, and Yogg Druid has Violet Teachers which may not seem Execute-worthy, but can be a real pain if you don't have a slam + weapon handy.)